spine-runtimes/spine-cocos2dx/example/Classes/SkeletonRendererSeparatorExample.cpp

95 lines
4.1 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include "SkeletonRendererSeparatorExample.h"
#include "GoblinsExample.h"
USING_NS_CC;
using namespace spine;
Scene *SkeletonRendererSeparatorExample::scene() {
Scene *scene = Scene::create();
scene->addChild(SkeletonRendererSeparatorExample::create());
return scene;
}
bool SkeletonRendererSeparatorExample::init() {
if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
// Spineboy's back, which will manage the animation and GPU resources
// will render only the front slots of Spineboy
backNode = SkeletonAnimation::createWithJsonFile("spineboy-pro.json", "spineboy.atlas", 0.6f);
backNode->setMix("walk", "jump", 0.4);
backNode->setAnimation(0, "walk", true);
backNode->setSlotsRange(backNode->findSlot("rear-upper-arm")->getData().getIndex(), backNode->findSlot("rear-shin")->getData().getIndex());
backNode->setPosition(Vec2(_contentSize.width / 2, 20));
// A simple rectangle to go between the front and back slots of Spineboy
betweenNode = DrawNode::create();
Vec2 rect[4];
rect[0] = Vec2(0, 0);
rect[1] = Vec2(40, 0);
rect[2] = Vec2(40, 200);
rect[3] = Vec2(0, 200);
betweenNode->drawPolygon(rect, 4, Color4F(1, 0, 0, 1), 1, Color4F(1, 0, 0, 1));
betweenNode->setPosition(Vec2(_contentSize.width / 2 + 30, 20));
// Spineboy's front, doesn't manage any skeleton, animation or GPU resources, but simply
// renders the back slots of Spineboy. The skeleton, animatio state and GPU resources
// are shared with the front node!
frontNode = SkeletonRendererCocos2dX::createWithSkeleton(backNode->getSkeleton());
frontNode->setSlotsRange(frontNode->findSlot("neck")->getData().getIndex(), -1);
frontNode->setPosition(Vec2(_contentSize.width / 2, 20));
// Add the front, between and back node in the correct order to this scene
addChild(backNode);
addChild(betweenNode);
addChild(frontNode);
scheduleUpdate();
EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = [this](Touch *touch, cocos2d::Event *event) -> bool {
if (!backNode->getDebugBonesEnabled())
backNode->setDebugBonesEnabled(true);
else if (backNode->getTimeScale() == 1)
backNode->setTimeScale(0.3f);
else
Director::getInstance()->replaceScene(GoblinsExample::scene());
return true;
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
return true;
}
void SkeletonRendererSeparatorExample::update(float deltaTime) {
// Test releasing memory.
// Director::getInstance()->replaceScene(SpineboyExample::scene());
}