mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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* Fix culling of skeleton and clean up code * Optionally draw the bounding rectangle of skeletons * Add Visual Studio compiler support * Fix indentation * Fix indentation * Fix indentation * Revert some indentation changes
104 lines
4.5 KiB
C++
104 lines
4.5 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "SkeletonRendererSeparatorExample.h"
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#include "GoblinsExample.h"
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USING_NS_CC;
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using namespace spine;
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Scene* SkeletonRendererSeparatorExample::scene () {
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Scene *scene = Scene::create();
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scene->addChild(SkeletonRendererSeparatorExample::create());
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return scene;
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}
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bool SkeletonRendererSeparatorExample::init () {
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if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
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// Spineboy's back, which will manage the animation and GPU resources
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// will render only the front slots of Spineboy
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backNode = SkeletonAnimation::createWithJsonFile("spineboy-ess.json", "spineboy.atlas", 0.6f);
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backNode->setMix("walk", "jump", 0.4);
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backNode->setAnimation(0, "walk", true);
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backNode->setSlotsRange(backNode->findSlot("rear-upper-arm")->data->index, backNode->findSlot("rear-shin")->data->index);
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backNode->setPosition(Vec2(_contentSize.width / 2, 20));
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// A simple rectangle to go between the front and back slots of Spineboy
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betweenNode = DrawNode::create();
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Vec2 rect[4];
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rect[0] = Vec2(0, 0);
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rect[1] = Vec2(40, 0);
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rect[2] = Vec2(40, 200);
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rect[3] = Vec2(0, 200);
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betweenNode->drawPolygon(rect, 4, Color4F(1, 0, 0, 1), 1, Color4F(1, 0, 0, 1));
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betweenNode->setPosition(Vec2(_contentSize.width / 2 + 30, 20));
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// Spineboy's front, doesn't manage any skeleton, animation or GPU resources, but simply
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// renders the back slots of Spineboy. The skeleton, animatio state and GPU resources
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// are shared with the front node!
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frontNode = SkeletonRenderer::createWithSkeleton(backNode->getSkeleton());
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frontNode->setSlotsRange(frontNode->findSlot("neck")->data->index, -1);
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frontNode->setPosition(Vec2(_contentSize.width / 2, 20));
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// Add the front, between and back node in the correct order to this scene
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addChild(backNode);
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addChild(betweenNode);
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addChild(frontNode);
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scheduleUpdate();
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EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
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listener->onTouchBegan = [this] (Touch* touch, Event* event) -> bool {
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if (!backNode->getDebugBonesEnabled())
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{
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backNode->setDebugBonesEnabled(true);
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backNode->setDebugSlotsEnabled(true);
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backNode->setDebugBoundingRectEnabled(true);
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frontNode->setDebugBonesEnabled(true);
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frontNode->setDebugSlotsEnabled(true);
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frontNode->setDebugBoundingRectEnabled(true);
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}
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else if (backNode->getTimeScale() == 1)
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backNode->setTimeScale(0.3f);
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else
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Director::getInstance()->replaceScene(GoblinsExample::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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void SkeletonRendererSeparatorExample::update (float deltaTime) {
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// Test releasing memory.
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// Director::getInstance()->replaceScene(SpineboyExample::scene());
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}
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