mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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119 lines
4.8 KiB
C++
119 lines
4.8 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "IKExample.h"
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#include "PhysicsExample.h"
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USING_NS_CC;
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using namespace spine;
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// This example demonstrates how to set the position
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// of a bone based on the touch position, which in
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// turn will make an IK chain follow that bone
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// smoothly.
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Scene *IKExample::scene() {
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Scene *scene = Scene::create();
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scene->addChild(IKExample::create());
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return scene;
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}
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bool IKExample::init() {
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if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
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// Load the Spineboy skeleton and create a SkeletonAnimation node from it
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// centered on the screen.
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skeletonNode = SkeletonAnimation::createWithJsonFile("spineboy-pro.json", "spineboy.atlas", 0.6f);
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skeletonNode->setPosition(Vec2(_contentSize.width / 2, 20));
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addChild(skeletonNode);
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// Queue the "walk" animation on the first track.
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skeletonNode->setAnimation(0, "walk", true);
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// Queue the "aim" animation on a higher track.
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// It consists of a single frame that positions
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// the back arm and gun such that they point at
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// the "crosshair" bone. By setting this
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// animation on a higher track, it overrides
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// any changes to the back arm and gun made
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// by the walk animation, allowing us to
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// mix the two. The mouse position following
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// is performed in the lambda below.
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skeletonNode->setAnimation(1, "aim", true);
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// Next we setup a listener that receives and stores
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// the current mouse location. The location is converted
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// to the skeleton's coordinate system.
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EventListenerMouse *mouseListener = EventListenerMouse::create();
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mouseListener->onMouseMove = [this](cocos2d::Event *event) -> void {
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// convert the mosue location to the skeleton's coordinate space
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// and store it.
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EventMouse *mouseEvent = dynamic_cast<EventMouse *>(event);
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position = skeletonNode->convertToNodeSpace(mouseEvent->getLocationInView());
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};
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_eventDispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this);
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// Position the "crosshair" bone at the mouse
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// location.
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//
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// When setting the crosshair bone position
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// to the mouse position, we need to translate
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// from "skeleton space" to "local bone space".
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// Note that the local bone space is calculated
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// using the bone's parent worldToLocal() function!
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//
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// After updating the bone position based on the
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// converted mouse location, we call updateWorldTransforms()
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// again so the change of the IK target position is
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// applied to the rest of the skeleton.
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skeletonNode->setPostUpdateWorldTransformsListener([this](SkeletonAnimation *node) -> void {
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Bone *crosshair = node->findBone("crosshair");// The bone should be cached
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float localX = 0, localY = 0;
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crosshair->getParent()->worldToLocal(position.x, position.y, localX, localY);
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crosshair->setX(localX);
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crosshair->setY(localY);
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node->getSkeleton()->updateWorldTransform(spine::Physics_Update);
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});
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EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create();
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listener->onTouchBegan = [this](Touch *touch, cocos2d::Event *event) -> bool {
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Director::getInstance()->replaceScene(PhysicsExample::scene());
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return true;
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};
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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scheduleUpdate();
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return true;
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}
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void IKExample::update(float deltaTime) {
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}
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