/****************************************************************************** * Spine Runtimes Software License * Version 2.3 * * Copyright (c) 2013-2015, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to use, install, execute and perform the Spine * Runtimes Software (the "Software") and derivative works solely for personal * or internal use. Without the written permission of Esoteric Software (see * Section 2 of the Spine Software License Agreement), you may not (a) modify, * translate, adapt or otherwise create derivative works, improvements of the * Software or develop new applications using the Software or (b) remove, * delete, alter or obscure any trademarks or any copyright, trademark, patent * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #include "SpineboyExample.h" #include "GoblinsExample.h" #include #include #include USING_NS_CC; using namespace spine; using namespace std; CCScene* SpineboyExample::scene () { CCScene *scene = CCScene::create(); scene->addChild(SpineboyExample::create()); return scene; } bool SpineboyExample::init () { if (!CCLayerColor::initWithColor(ccc4(128, 128, 128, 255))) return false; skeletonNode = SkeletonAnimation::createWithFile("spineboy.json", "spineboy.atlas", 0.6f); skeletonNode->startListener = [this] (int trackIndex) { spTrackEntry* entry = spAnimationState_getCurrent(skeletonNode->state, trackIndex); const char* animationName = (entry && entry->animation) ? entry->animation->name : 0; CCLog("%d start: %s", trackIndex, animationName); }; skeletonNode->endListener = [] (int trackIndex) { CCLog("%d end", trackIndex); }; skeletonNode->completeListener = [] (int trackIndex, int loopCount) { CCLog("%d complete: %d", trackIndex, loopCount); }; skeletonNode->eventListener = [] (int trackIndex, spEvent* event) { CCLog("%d event: %s, %d, %f, %s", trackIndex, event->data->name, event->intValue, event->floatValue, event->stringValue); }; skeletonNode->setMix("walk", "jump", 0.2f); skeletonNode->setMix("jump", "run", 0.2f); skeletonNode->setAnimation(0, "walk", true); spTrackEntry* jumpEntry = skeletonNode->addAnimation(0, "jump", false, 3); skeletonNode->addAnimation(0, "run", true); skeletonNode->setStartListener(jumpEntry, [] (int trackIndex) { CCLog("jumped!"); }); // skeletonNode->addAnimation(1, "test", true); // skeletonNode->runAction(RepeatForever::create(Sequence::create(FadeOut::create(1), FadeIn::create(1), DelayTime::create(5), NULL))); CCSize windowSize = CCDirector::sharedDirector()->getWinSize(); skeletonNode->setPosition(ccp(windowSize.width / 2, 20)); addChild(skeletonNode); scheduleUpdate(); setTouchEnabled(true); return true; } void SpineboyExample::ccTouchesBegan (CCSet* touches, CCEvent* event) { if (!skeletonNode->debugBones) skeletonNode->debugBones = true; else if (skeletonNode->timeScale == 1) skeletonNode->timeScale = 0.3f; else CCDirector::sharedDirector()->replaceScene(GoblinsExample::scene()); } void SpineboyExample::update (float deltaTime) { // Test releasing memory. // CCDirector::sharedDirector()->replaceScene(SpineboyExample::scene()); }