Nate Heagy 01c767bae9 Readme fixes
- directory has been changed from 3.0 to just 3
- the example objective-c files end in .m not .cpp
- the runtime requires CCRenderer, which I believe is only available in 3.1+
2015-01-22 19:53:59 -06:00

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# spine-cocos2d-iphone v3.0
The spine-cocos2d-iphone runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [cocos2d-iphone](http://www.cocos2d-iphone.org/). spine-cocos2d-iphone is based on [spine-c](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-c).
## Setup
1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
1. Place the contents of a cocos2d version 3.1 (or higher) distribution into the `spine-cocos2d-iphone/3/cocos2d` directory.
1. Open the Xcode project file for iOS or Mac from the `spine-cocos2d-iphone/3` directory.
Alternatively, the contents of the `spine-c/src`, `spine-c/include` and `spine-cocos2d-iphone/3/src` directories can be copied into your project. Be sure your header search path will find the contents of the `spine-c/include` and `spine-cocos2d-iphone/3/src` directories. Note that the includes use `spine/Xxx.h`, so the `spine` directory cannot be omitted when copying the files.
## Examples
[Spineboy](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-cocos2d-iphone/3/example/SpineboyExample.m)
[Golbins](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-cocos2d-iphone/3/example/GoblinsExample.m)
## Links
[podspec](https://github.com/ldomaradzki/spine-runtimes/blob/master/Spine-Cocos2d-iPhone.podspec) (maintained externally)