/****************************************************************************** * 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 "BatchingExample.h" #include "SpineboyExample.h" USING_NS_CC; using namespace spine; 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; // To avoid the SkeletonBatch buffer from being resized, set this to the number of vertices ever rendered in one frame. // BatchingExample needs ~3200, but let's set it low to test the buffer resizing. SkeletonBatch::setBufferSize(512); // Load the texture atlas. _atlas = spAtlas_createFromFile("spineboy.atlas", 0); 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 = (spAttachmentLoader*)Cocos2dAttachmentLoader_create(_atlas); // Load the skeleton data. spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader); json->scale = 0.6f; // Resizes skeleton data to 60% of the size it was in Spine. _skeletonData = spSkeletonJson_readSkeletonDataFile(json, "spineboy.json"); CCASSERT(_skeletonData, json->error ? json->error : "Error reading skeleton data file."); spSkeletonJson_dispose(json); // Setup mix times. _stateData = spAnimationStateData_create(_skeletonData); spAnimationStateData_setMixByName(_stateData, "walk", "jump", 0.2f); spAnimationStateData_setMixByName(_stateData, "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; i < 50; 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", false, 3); skeletonNode->addAnimation(0, "run", 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, 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. spSkeletonData_dispose(_skeletonData); spAnimationStateData_dispose(_stateData); spAttachmentLoader_dispose(_attachmentLoader); spAtlas_dispose(_atlas); }