2013-04-02 19:10:48 +02:00

67 lines
2.1 KiB
C++

#include "ExampleLayer.h"
#include <iostream>
#include <fstream>
using namespace cocos2d;
using namespace spine;
using namespace std;
CCScene* ExampleLayer::scene () {
CCScene *scene = CCScene::create();
scene->addChild(ExampleLayer::create());
return scene;
}
bool ExampleLayer::init () {
if (!CCLayer::init()) return false;
// Load atlas, skeleton, and animations.
atlas = Atlas_readAtlasFile("spineboy.atlas");
SkeletonJson* json = SkeletonJson_create(atlas);
json->scale = 0.75;
skeletonData = SkeletonJson_readSkeletonDataFile(json, "spineboy-skeleton.json");
walkAnimation = SkeletonJson_readAnimationFile(json, "spineboy-walk.json", skeletonData);
jumpAnimation = SkeletonJson_readAnimationFile(json, "spineboy-jump.json", skeletonData);
SkeletonJson_dispose(json);
// Configure mixing.
AnimationStateData* stateData = AnimationStateData_create();
AnimationStateData_setMix(stateData, walkAnimation, jumpAnimation, 0.4f);
AnimationStateData_setMix(stateData, jumpAnimation, walkAnimation, 0.4f);
skeletonNode = CCSkeleton::create(skeletonData, stateData);
Skeleton_setToBindPose(skeletonNode->skeleton);
AnimationState_setAnimation(skeletonNode->state, walkAnimation, true);
skeletonNode->timeScale = 0.3f;
skeletonNode->debugBones = true;
skeletonNode->runAction(CCRepeatForever::create(CCSequence::create(CCFadeOut::create(1),
CCFadeIn::create(1),
CCDelayTime::create(5),
NULL)));
CCSize windowSize = CCDirector::sharedDirector()->getWinSize();
skeletonNode->setPosition(ccp(windowSize.width / 2, 20));
addChild(skeletonNode);
scheduleUpdate();
return true;
}
void ExampleLayer::update (float deltaTime) {
if (skeletonNode->state->animation == walkAnimation) {
if (skeletonNode->state->time > 2) AnimationState_setAnimation(skeletonNode->state, jumpAnimation, false);
} else {
if (skeletonNode->state->time > 1) AnimationState_setAnimation(skeletonNode->state, walkAnimation, true);
}
}
ExampleLayer::~ExampleLayer () {
SkeletonData_dispose(skeletonData);
Animation_dispose(walkAnimation);
Animation_dispose(jumpAnimation);
Atlas_dispose(atlas);
}