mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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116 lines
4.9 KiB
C++
116 lines
4.9 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "BatchingExample.h"
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#include "IKExample.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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Cocos2dTextureLoader textureLoader;
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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. Note that the texture loader has to live
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// as long as the Atlas, as the Atlas destructor will call TextureLoader::unload.
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_atlas = new (__FILE__, __LINE__) Atlas("spineboy.atlas", &textureLoader, true);
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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 = new (__FILE__, __LINE__) Cocos2dAtlasAttachmentLoader(_atlas);
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// Load the skeleton data.
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SkeletonJson* json = new (__FILE__, __LINE__) SkeletonJson(_attachmentLoader);
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json->setScale(0.6f); // Resizes skeleton data to 60% of the size it was in Spine.
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_skeletonData = json->readSkeletonDataFile("spineboy-pro.json");
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CCASSERT(_skeletonData, json->getError().isEmpty() ? json->getError().buffer() : "Error reading skeleton data file.");
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delete json;
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// Setup mix times.
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_stateData = new (__FILE__, __LINE__) AnimationStateData(_skeletonData);
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_stateData->setMix("walk", "jump", 0.2f);
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_stateData->setMix("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; 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, cocos2d::Event* event) -> bool {
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Director::getInstance()->replaceScene(IKExample::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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delete _skeletonData;
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delete _stateData;
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delete _attachmentLoader;
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delete _atlas;
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}
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