mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
117 lines
4.7 KiB
C++
117 lines
4.7 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 "IKExample.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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Scene* IKExample::scene () {
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Scene *scene = Scene::create();
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scene->addChild(IKExample::create());
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return scene;
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}
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bool IKExample::init () {
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if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
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// Load the Spineboy skeleton and create a SkeletonAnimation node from it
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// centered on the screen.
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skeletonNode = SkeletonAnimation::createWithJsonFile("spineboy-pro.json", "spineboy.atlas", 0.6f);
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skeletonNode->setPosition(Vec2(_contentSize.width / 2, 20));
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addChild(skeletonNode);
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// Queue the "walk" animation on the first track.
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skeletonNode->setAnimation(0, "walk", true);
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// Queue the "aim" animation on a higher track.
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// It consists of a single frame that positions
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// the back arm and gun such that they point at
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// the "crosshair" bone. By setting this
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// animation on a higher track, it overrides
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// any changes to the back arm and gun made
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// by the walk animation, allowing us to
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// mix the two. The mouse position following
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// is performed in the lambda below.
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skeletonNode->setAnimation(1, "aim", true);
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// Next we setup a listener that receives and stores
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// the current mouse location. The location is converted
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// to the skeleton's coordinate system.
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EventListenerMouse* mouseListener = EventListenerMouse::create();
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mouseListener->onMouseMove = [this] (cocos2d::Event* event) -> void {
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// convert the mosue location to the skeleton's coordinate space
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// and store it.
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EventMouse* mouseEvent = dynamic_cast<EventMouse*>(event);
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position = skeletonNode->convertToNodeSpace(mouseEvent->getLocationInView());
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};
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_eventDispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this);
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// Position the "crosshair" bone at the mouse
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// location.
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//
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// When setting the crosshair bone position
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// to the mouse position, we need to translate
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// from "skeleton space" to "local bone space".
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// Note that the local bone space is calculated
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// using the bone's parent worldToLocal() function!
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//
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// After updating the bone position based on the
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// converted mouse location, we call updateWorldTransforms()
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// again so the change of the IK target position is
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// applied to the rest of the skeleton.
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skeletonNode->setPostUpdateWorldTransformsListener([this] (SkeletonAnimation* node) -> void {
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Bone* crosshair = node->findBone("crosshair");
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float localX = 0, localY = 0;
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crosshair->getParent()->worldToLocal(position.x, position.y, localX, localY);
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crosshair->setX(localX);
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crosshair->setY(localY);
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crosshair->setAppliedValid(false);
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node->getSkeleton()->updateWorldTransform();
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});
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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(SpineboyExample::scene());
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return true;
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};
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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scheduleUpdate();
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return true;
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}
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void IKExample::update (float deltaTime) {
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}
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