mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
113 lines
4.9 KiB
C++
113 lines
4.9 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "BatchingExample.h"
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#include "SpineboyExample.h"
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USING_NS_CC;
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using namespace spine;
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#define NUM_SKELETONS 50
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Scene* BatchingExample::scene () {
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Scene *scene = Scene::create();
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scene->addChild(BatchingExample::create());
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return scene;
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}
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bool BatchingExample::init () {
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if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
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// Load the texture atlas.
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_atlas = spAtlas_createFromFile("spineboy.atlas", 0);
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CCASSERT(_atlas, "Error reading atlas file.");
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// This attachment loader configures attachments with data needed for cocos2d-x rendering.
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// Do not dispose the attachment loader until the skeleton data is disposed!
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_attachmentLoader = (spAttachmentLoader*)Cocos2dAttachmentLoader_create(_atlas);
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// Load the skeleton data.
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spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
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json->scale = 0.6f; // Resizes skeleton data to 60% of the size it was in Spine.
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_skeletonData = spSkeletonJson_readSkeletonDataFile(json, "spineboy-ess.json");
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CCASSERT(_skeletonData, json->error ? json->error : "Error reading skeleton data file.");
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spSkeletonJson_dispose(json);
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// Setup mix times.
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_stateData = spAnimationStateData_create(_skeletonData);
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spAnimationStateData_setMixByName(_stateData, "walk", "jump", 0.2f);
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spAnimationStateData_setMixByName(_stateData, "jump", "run", 0.2f);
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int xMin = _contentSize.width * 0.10f, xMax = _contentSize.width * 0.90f;
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int yMin = 0, yMax = _contentSize.height * 0.7f;
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for (int i = 0, j = 0; i < NUM_SKELETONS; i++) {
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// Each skeleton node shares the same atlas, skeleton data, and mix times.
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SkeletonAnimation* skeletonNode = SkeletonAnimation::createWithData(_skeletonData, false);
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skeletonNode->setAnimationStateData(_stateData);
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skeletonNode->setAnimation(0, "walk", true);
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skeletonNode->addAnimation(0, "jump", true, RandomHelper::random_int(0, 300) / 100.0f);
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skeletonNode->addAnimation(0, "run", true);
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// alternative setting two color tint for groups of 10 skeletons
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// should end up with #skeletons / 10 batches
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// if (j++ < 10)
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// skeletonNode->setTwoColorTint(true);
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// if (j == 20) j = 0;
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// skeletonNode->setTwoColorTint(true);
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skeletonNode->setPosition(Vec2(
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RandomHelper::random_int(xMin, xMax),
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RandomHelper::random_int(yMin, yMax)
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));
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addChild(skeletonNode);
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}
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scheduleUpdate();
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EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
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listener->onTouchBegan = [this] (Touch* touch, Event* event) -> bool {
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Director::getInstance()->replaceScene(SpineboyExample::scene());
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return true;
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};
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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return true;
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}
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BatchingExample::~BatchingExample () {
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// SkeletonAnimation instances are cocos2d-x nodes and are disposed of automatically as normal, but the data created
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// manually to be shared across multiple SkeletonAnimations needs to be disposed of manually.
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spSkeletonData_dispose(_skeletonData);
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spAnimationStateData_dispose(_stateData);
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spAttachmentLoader_dispose(_attachmentLoader);
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spAtlas_dispose(_atlas);
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}
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