/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, 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 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 develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes 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, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) 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 "BatchingExample.h" #include "SpineboyExample.h" USING_NS_CC; using namespace spine; #define NUM_SKELETONS 50 Scene* BatchingExample::scene () { Scene *scene = Scene::create(); scene->addChild(BatchingExample::create()); return scene; } bool BatchingExample::init () { if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false; // Load the texture atlas. Cocos2dTextureLoader textureLoader; _atlas = new (__FILE__, __LINE__) Atlas("spineboy.atlas", &textureLoader); CCASSERT(_atlas, "Error reading atlas file."); // This attachment loader configures attachments with data needed for cocos2d-x rendering. // Do not dispose the attachment loader until the skeleton data is disposed! _attachmentLoader = new (__FILE__, __LINE__) Cocos2dAtlasAttachmentLoader(_atlas); // Load the skeleton data. SkeletonJson* json = new (__FILE__, __LINE__) SkeletonJson(_attachmentLoader); json->setScale(0.6f); // Resizes skeleton data to 60% of the size it was in Spine. _skeletonData = json->readSkeletonDataFile("spineboy-ess.json"); CCASSERT(_skeletonData, json->getError().isEmpty() ? json->getError().buffer() : "Error reading skeleton data file."); delete json; // Setup mix times. _stateData = new (__FILE__, __LINE__) AnimationStateData(_skeletonData); _stateData->setMix("walk", "jump", 0.2f); _stateData->setMix("jump", "run", 0.2f); int xMin = _contentSize.width * 0.10f, xMax = _contentSize.width * 0.90f; int yMin = 0, yMax = _contentSize.height * 0.7f; for (int i = 0, j = 0; i < NUM_SKELETONS; i++) { // Each skeleton node shares the same atlas, skeleton data, and mix times. SkeletonAnimation* skeletonNode = SkeletonAnimation::createWithData(_skeletonData, false); skeletonNode->setAnimationStateData(_stateData); skeletonNode->setAnimation(0, "walk", true); skeletonNode->addAnimation(0, "jump", true, RandomHelper::random_int(0, 300) / 100.0f); skeletonNode->addAnimation(0, "run", true); // alternative setting two color tint for groups of 10 skeletons // should end up with #skeletons / 10 batches // if (j++ < 10) // skeletonNode->setTwoColorTint(true); // if (j == 20) j = 0; // skeletonNode->setTwoColorTint(true); skeletonNode->setPosition(Vec2( RandomHelper::random_int(xMin, xMax), RandomHelper::random_int(yMin, yMax) )); addChild(skeletonNode); } scheduleUpdate(); EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create(); listener->onTouchBegan = [this] (Touch* touch, cocos2d::Event* event) -> bool { Director::getInstance()->replaceScene(SpineboyExample::scene()); return true; }; _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); return true; } BatchingExample::~BatchingExample () { // SkeletonAnimation instances are cocos2d-x nodes and are disposed of automatically as normal, but the data created // manually to be shared across multiple SkeletonAnimations needs to be disposed of manually. delete _skeletonData; delete _stateData; delete _attachmentLoader; delete _atlas; }