Stupid Xcode and its space indentation!

This commit is contained in:
NathanSweet 2013-04-03 03:02:58 +02:00
parent b6a8338eeb
commit 4bf3dde6c3
2 changed files with 21 additions and 21 deletions

View File

@ -6,8 +6,8 @@
Atlas *atlas; Atlas *atlas;
SkeletonData *skeletonData; SkeletonData *skeletonData;
Animation *walkAnimation; Animation *walkAnimation;
Animation *jumpAnimation; Animation *jumpAnimation;
CCSkeleton* skeletonNode; CCSkeleton* skeletonNode;
} }
+(CCScene*) scene; +(CCScene*) scene;

View File

@ -13,7 +13,7 @@
self = [super init]; self = [super init];
if (!self) return nil; if (!self) return nil;
// Load atlas, skeleton, and animations. // Load atlas, skeleton, and animations.
atlas = Atlas_readAtlasFile("spineboy.atlas"); atlas = Atlas_readAtlasFile("spineboy.atlas");
SkeletonJson* json = SkeletonJson_create(atlas); SkeletonJson* json = SkeletonJson_create(atlas);
json->scale = 0.75; json->scale = 0.75;
@ -21,42 +21,42 @@
walkAnimation = SkeletonJson_readAnimationFile(json, "spineboy-walk.json", skeletonData); walkAnimation = SkeletonJson_readAnimationFile(json, "spineboy-walk.json", skeletonData);
jumpAnimation = SkeletonJson_readAnimationFile(json, "spineboy-jump.json", skeletonData); jumpAnimation = SkeletonJson_readAnimationFile(json, "spineboy-jump.json", skeletonData);
SkeletonJson_dispose(json); SkeletonJson_dispose(json);
// Configure mixing. // Configure mixing.
AnimationStateData* stateData = AnimationStateData_create(); AnimationStateData* stateData = AnimationStateData_create();
AnimationStateData_setMix(stateData, walkAnimation, jumpAnimation, 0.4f); AnimationStateData_setMix(stateData, walkAnimation, jumpAnimation, 0.4f);
AnimationStateData_setMix(stateData, jumpAnimation, walkAnimation, 0.4f); AnimationStateData_setMix(stateData, jumpAnimation, walkAnimation, 0.4f);
skeletonNode = [CCSkeleton create:skeletonData stateData:stateData]; skeletonNode = [CCSkeleton create:skeletonData stateData:stateData];
Skeleton_setToBindPose(skeletonNode->skeleton); Skeleton_setToBindPose(skeletonNode->skeleton);
AnimationState_setAnimation(skeletonNode->state, walkAnimation, true); AnimationState_setAnimation(skeletonNode->state, walkAnimation, true);
skeletonNode->timeScale = 0.15f; skeletonNode->timeScale = 0.15f;
skeletonNode->debugBones = true; skeletonNode->debugBones = true;
CGSize windowSize = [[CCDirector sharedDirector] winSize]; CGSize windowSize = [[CCDirector sharedDirector] winSize];
[skeletonNode setPosition:ccp(windowSize.width / 2, 20)]; [skeletonNode setPosition:ccp(windowSize.width / 2, 20)];
[self addChild:skeletonNode]; [self addChild:skeletonNode];
[self scheduleUpdate]; [self scheduleUpdate];
return self; return self;
} }
- (void) update:(ccTime)delta { - (void) update:(ccTime)delta {
if (skeletonNode->state->animation == walkAnimation) { if (skeletonNode->state->animation == walkAnimation) {
if (skeletonNode->state->time > 2) AnimationState_setAnimation(skeletonNode->state, jumpAnimation, false); if (skeletonNode->state->time > 2) AnimationState_setAnimation(skeletonNode->state, jumpAnimation, false);
} else { } else {
if (skeletonNode->state->time > 1) AnimationState_setAnimation(skeletonNode->state, walkAnimation, true); if (skeletonNode->state->time > 1) AnimationState_setAnimation(skeletonNode->state, walkAnimation, true);
} }
} }
- (void) dealloc { - (void) dealloc {
Animation_dispose(walkAnimation); Animation_dispose(walkAnimation);
Animation_dispose(jumpAnimation); Animation_dispose(jumpAnimation);
SkeletonData_dispose(skeletonData); SkeletonData_dispose(skeletonData);
Atlas_dispose(atlas); Atlas_dispose(atlas);
[super dealloc]; [super dealloc];
} }
@end @end