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

119 lines
4.8 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 "IKExample.h"
#include "PhysicsExample.h"
USING_NS_CC;
using namespace spine;
// This example demonstrates how to set the position
// of a bone based on the touch position, which in
// turn will make an IK chain follow that bone
// smoothly.
Scene *IKExample::scene() {
Scene *scene = Scene::create();
scene->addChild(IKExample::create());
return scene;
}
bool IKExample::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::createWithJsonFile("spineboy-pro.json", "spineboy.atlas", 0.6f);
skeletonNode->setPosition(Vec2(_contentSize.width / 2, 20));
addChild(skeletonNode);
// Queue the "walk" animation on the first track.
skeletonNode->setAnimation(0, "walk", true);
// Queue the "aim" animation on a higher track.
// It consists of a single frame that positions
// the back arm and gun such that they point at
// the "crosshair" bone. By setting this
// animation on a higher track, it overrides
// any changes to the back arm and gun made
// by the walk animation, allowing us to
// mix the two. The mouse position following
// is performed in the lambda below.
skeletonNode->setAnimation(1, "aim", true);
// Next we setup a listener that receives and stores
// the current mouse location. The location is converted
// to the skeleton's coordinate system.
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);
position = skeletonNode->convertToNodeSpace(mouseEvent->getLocationInView());
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this);
// Position the "crosshair" bone at the mouse
// location.
//
// When setting the crosshair bone position
// to the mouse position, we need to translate
// from "skeleton space" to "local bone space".
// Note that the local bone space is calculated
// using the bone's parent worldToLocal() function!
//
// After updating the bone position based on the
// converted mouse location, we call updateWorldTransforms()
// again so the change of the IK target position is
// applied to the rest of the skeleton.
skeletonNode->setPostUpdateWorldTransformsListener([this](SkeletonAnimation *node) -> void {
Bone *crosshair = node->findBone("crosshair");// The bone should be cached
float localX = 0, localY = 0;
crosshair->getParent()->worldToLocal(position.x, position.y, localX, localY);
crosshair->setX(localX);
crosshair->setY(localY);
node->getSkeleton()->updateWorldTransform(spine::Physics_Update);
});
EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = [this](Touch *touch, cocos2d::Event *event) -> bool {
Director::getInstance()->replaceScene(PhysicsExample::scene());
return true;
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
scheduleUpdate();
return true;
}
void IKExample::update(float deltaTime) {
}