mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
140 lines
4.7 KiB
C++
140 lines
4.7 KiB
C++
/*******************************************************************************
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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******************************************************************************/
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#include <iostream>
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#include <string.h>
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#include <spine/spine-sfml.h>
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#include <SFML/Graphics.hpp>
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using namespace std;
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using namespace spine;
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#include <stdio.h>
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void spineboy () {
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// Load atlas, skeleton, and animations.
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Atlas* atlas = Atlas_readAtlasFile("../data/spineboy.atlas");
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SkeletonJson* json = SkeletonJson_create(atlas);
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SkeletonData *skeletonData = SkeletonJson_readSkeletonDataFile(json, "../data/spineboy.json");
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SkeletonJson_dispose(json);
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// Configure mixing.
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AnimationStateData* stateData = AnimationStateData_create(skeletonData);
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AnimationStateData_setMixByName(stateData, "walk", "jump", 0.4f);
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AnimationStateData_setMixByName(stateData, "jump", "walk", 0.4f);
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SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData, stateData);
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drawable->timeScale = 0.5f;
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Skeleton* skeleton = drawable->skeleton;
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skeleton->flipX = false;
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skeleton->flipY = false;
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Skeleton_setToBindPose(skeleton);
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skeleton->root->x = 320;
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skeleton->root->y = 420;
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Skeleton_updateWorldTransform(skeleton);
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AnimationState_setAnimationByName(drawable->state, "walk", true);
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sf::RenderWindow window(sf::VideoMode(640, 480), "Spine SFML");
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window.setFramerateLimit(60);
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sf::Event event;
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sf::Clock deltaClock;
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while (window.isOpen()) {
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while (window.pollEvent(event))
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if (event.type == sf::Event::Closed) window.close();
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float delta = deltaClock.getElapsedTime().asSeconds();
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deltaClock.restart();
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if (drawable->state->loop) {
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if (drawable->state->time > 2) AnimationState_setAnimationByName(drawable->state, "jump", false);
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} else {
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if (drawable->state->time > 1) AnimationState_setAnimationByName(drawable->state, "walk", true);
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}
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drawable->update(delta);
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window.clear();
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window.draw(*drawable);
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window.display();
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}
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SkeletonData_dispose(skeletonData);
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Atlas_dispose(atlas);
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}
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void goblins () {
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// Load atlas, skeleton, and animations.
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Atlas* atlas = Atlas_readAtlasFile("../data/goblins.atlas");
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SkeletonJson* json = SkeletonJson_create(atlas);
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json->scale = 2;
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SkeletonData *skeletonData = SkeletonJson_readSkeletonDataFile(json, "../data/goblins.json");
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Animation* walkAnimation = SkeletonData_findAnimation(skeletonData, "walk");
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SkeletonJson_dispose(json);
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SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
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drawable->timeScale = 1;
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Skeleton* skeleton = drawable->skeleton;
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skeleton->flipX = false;
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skeleton->flipY = false;
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Skeleton_setSkinByName(skeleton, "goblin");
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Skeleton_setSlotsToBindPose(skeleton);
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// Skeleton_setAttachment(skeleton, "left hand item", "dagger");
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skeleton->root->x = 320;
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skeleton->root->y = 590;
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Skeleton_updateWorldTransform(skeleton);
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AnimationState_setAnimation(drawable->state, walkAnimation, true);
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sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML");
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window.setFramerateLimit(60);
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sf::Event event;
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sf::Clock deltaClock;
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while (window.isOpen()) {
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while (window.pollEvent(event))
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if (event.type == sf::Event::Closed) window.close();
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float delta = deltaClock.getElapsedTime().asSeconds();
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deltaClock.restart();
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drawable->update(delta);
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window.clear();
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window.draw(*drawable);
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window.display();
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}
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SkeletonData_dispose(skeletonData);
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Atlas_dispose(atlas);
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}
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int main () {
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// spineboy();
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goblins();
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}
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