#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->setAnimationListener(this, animationStateEvent_selector(ExampleLayer::animationStateEvent)); 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()); } void ExampleLayer::animationStateEvent (CCSkeletonAnimation* node, int trackIndex, EventType type, Event* event, int loopCount) { TrackEntry* entry = AnimationState_getCurrent(node->state, trackIndex); const char* animationName = (entry && entry->animation) ? entry->animation->name : 0; switch (type) { case ANIMATION_START: CCLog("%d start: %s", trackIndex, animationName); break; case ANIMATION_END: CCLog("%d end: %s", trackIndex, animationName); break; case ANIMATION_COMPLETE: CCLog("%d complete: %s, %d", trackIndex, animationName, loopCount); break; case ANIMATION_EVENT: CCLog("%d event: %s, %s: %d, %f, %s", trackIndex, animationName, event->data->name, event->intValue, event->floatValue, event->stringValue); break; } fflush(stdout); }