mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
95 lines
4.2 KiB
C++
95 lines
4.2 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 "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-pro.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")->getData().getIndex(), backNode->findSlot("rear-shin")->getData().getIndex());
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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")->getData().getIndex(), -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, cocos2d::Event* event) -> bool {
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if (!backNode->getDebugBonesEnabled())
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backNode->setDebugBonesEnabled(true);
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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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