2025-05-26 13:24:06 +02:00

89 lines
3.6 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include "PhysicsExample.h"
#include "SpineboyExample.h"
USING_NS_CC;
using namespace spine;
Scene *PhysicsExample::scene() {
Scene *scene = Scene::create();
scene->addChild(PhysicsExample::create());
return scene;
}
bool PhysicsExample::init() {
if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
// Load the Spineboy skeleton and create a SkeletonAnimation node from it
// centered on the screen.
skeletonNode = SkeletonAnimation::createWithBinaryFile("celestial-circus-pro.skel", "celestial-circus.atlas", 0.2f);
skeletonNode->setPosition(Vec2(_contentSize.width / 2, 200));
addChild(skeletonNode);
// Queue the "walk" animation on the first track.
// skeletonNode->setAnimation(0, "walk", true);
// Next we setup a listener that receives and stores
// the current mouse location and updates the skeleton position
// accordingly.
EventListenerMouse *mouseListener = EventListenerMouse::create();
mouseListener->onMouseMove = [this](cocos2d::Event *event) -> void {
// convert the mosue location to the skeleton's coordinate space
// and store it.
EventMouse *mouseEvent = dynamic_cast<EventMouse *>(event);
Vec2 mousePosition = skeletonNode->convertToNodeSpace(mouseEvent->getLocationInView());
if (firstUpdate) {
firstUpdate = false;
lastMousePosition = mousePosition;
return;
}
Vec2 delta = mousePosition - lastMousePosition;
skeletonNode->getSkeleton()->physicsTranslate(-delta.x, -delta.y);
lastMousePosition = mousePosition;
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this);
EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = [this](Touch *touch, cocos2d::Event *event) -> bool {
Director::getInstance()->replaceScene(SpineboyExample::scene());
return true;
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
scheduleUpdate();
return true;
}
void PhysicsExample::update(float deltaTime) {
}