2013-09-24 15:36:10 +02:00

166 lines
5.5 KiB
C++

/******************************************************************************
* Spine Runtime Software License - Version 1.0
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms in whole or in part, with
* or without modification, are permitted provided that the following conditions
* are met:
*
* 1. A Spine Single User License or Spine Professional License must be
* purchased from Esoteric Software and the license must remain valid:
* http://esotericsoftware.com/
* 2. Redistributions of source code must retain this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer.
* 3. Redistributions in binary form must reproduce this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer, in the documentation and/or other materials provided with the
* distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include <iostream>
#include <string.h>
#include <spine/spine-sfml.h>
#include <SFML/Graphics.hpp>
#include <SFML/Window/Mouse.hpp>
using namespace std;
using namespace spine;
#include <stdio.h>
void spineboy () {
// Load atlas, skeleton, and animations.
Atlas* atlas = Atlas_readAtlasFile("../data/spineboy.atlas");
SkeletonJson* json = SkeletonJson_create(atlas);
SkeletonData *skeletonData = SkeletonJson_readSkeletonDataFile(json, "../data/spineboy.json");
if (!skeletonData) {
printf("%s\n", json->error);
exit(0);
}
SkeletonJson_dispose(json);
SkeletonBounds* bounds = SkeletonBounds_create();
// Configure mixing.
AnimationStateData* stateData = AnimationStateData_create(skeletonData);
AnimationStateData_setMixByName(stateData, "walk", "jump", 0.2f);
AnimationStateData_setMixByName(stateData, "jump", "walk", 0.4f);
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData, stateData);
drawable->timeScale = 1;
Skeleton* skeleton = drawable->skeleton;
skeleton->flipX = false;
skeleton->flipY = false;
Skeleton_setToSetupPose(skeleton);
skeleton->root->x = 320;
skeleton->root->y = 420;
Skeleton_updateWorldTransform(skeleton);
Slot* headSlot = Skeleton_findSlot(skeleton, "head");
if (true) {
AnimationState_setAnimationByName(drawable->state, "drawOrder", true);
} else {
AnimationState_setAnimationByName(drawable->state, "walk", true);
AnimationState_addAnimationByName(drawable->state, "jump", false, 0);
AnimationState_addAnimationByName(drawable->state, "walk", true, 0);
}
sf::RenderWindow window(sf::VideoMode(640, 480), "Spine SFML");
window.setFramerateLimit(60);
sf::Event event;
sf::Clock deltaClock;
while (window.isOpen()) {
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
float delta = deltaClock.getElapsedTime().asSeconds();
deltaClock.restart();
SkeletonBounds_update(bounds, skeleton, true);
sf::Vector2i position = sf::Mouse::getPosition(window);
if (SkeletonBounds_containsPoint(bounds, position.x, position.y)) {
headSlot->g = 0;
headSlot->b = 0;
} else {
headSlot->g = 1;
headSlot->b = 1;
}
drawable->update(delta);
window.clear();
window.draw(*drawable);
window.display();
}
SkeletonData_dispose(skeletonData);
Atlas_dispose(atlas);
}
void goblins () {
// Load atlas, skeleton, and animations.
Atlas* atlas = Atlas_readAtlasFile("../data/goblins.atlas");
SkeletonJson* json = SkeletonJson_create(atlas);
json->scale = 2;
SkeletonData *skeletonData = SkeletonJson_readSkeletonDataFile(json, "../data/goblins.json");
Animation* walkAnimation = SkeletonData_findAnimation(skeletonData, "walk");
SkeletonJson_dispose(json);
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
Skeleton* skeleton = drawable->skeleton;
skeleton->flipX = false;
skeleton->flipY = false;
Skeleton_setSkinByName(skeleton, "goblin");
Skeleton_setSlotsToSetupPose(skeleton);
// Skeleton_setAttachment(skeleton, "left hand item", "dagger");
skeleton->root->x = 320;
skeleton->root->y = 590;
Skeleton_updateWorldTransform(skeleton);
AnimationState_setAnimation(drawable->state, walkAnimation, true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML");
window.setFramerateLimit(60);
sf::Event event;
sf::Clock deltaClock;
while (window.isOpen()) {
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
float delta = deltaClock.getElapsedTime().asSeconds();
deltaClock.restart();
drawable->update(delta);
window.clear();
window.draw(*drawable);
window.display();
}
SkeletonData_dispose(skeletonData);
Atlas_dispose(atlas);
}
int main () {
spineboy();
goblins();
}