#include "ExampleLayer.h" #include #include #include using namespace cocos2d; using namespace spine; using namespace std; CCScene* ExampleLayer::scene () { CCScene *scene = CCScene::create(); scene->addChild(ExampleLayer::create()); return scene; } bool ExampleLayer::init () { if (!CCLayer::init()) return false; skeletonNode = CCSkeletonAnimation::createWithFile("spineboy.json", "spineboy.atlas"); skeletonNode->setMix("walk", "jump", 0.2f); skeletonNode->setMix("jump", "walk", 0.4f); skeletonNode->setAnimation(0, "walk", true); // This shows how to setup animations to play back to back. //skeletonNode->addAnimation(0, "jump", false); //skeletonNode->addAnimation(0, "walk", false); //skeletonNode->addAnimation(0, "jump", true); skeletonNode->timeScale = 0.3f; skeletonNode->debugBones = true; skeletonNode->runAction(CCRepeatForever::create(CCSequence::create(CCFadeOut::create(1), CCFadeIn::create(1), CCDelayTime::create(5), NULL))); CCSize windowSize = CCDirector::sharedDirector()->getWinSize(); skeletonNode->setPosition(ccp(windowSize.width / 2, 20)); addChild(skeletonNode); scheduleUpdate(); return true; } void ExampleLayer::update (float deltaTime) { TrackEntry* entry = skeletonNode->getCurrent(0); if (entry->loop) { if (entry->time > 2) skeletonNode->setAnimation(0, "jump", false); } else { if (entry->time > 1) skeletonNode->setAnimation(0, "walk", true); } // if (entry->time > 0.1) CCDirector::sharedDirector()->replaceScene(ExampleLayer::scene()); }