70 lines
2.5 KiB
Objective-C

#import "ExampleLayer.h"
@implementation ExampleLayer
+ (CCScene*) scene {
CCScene *scene = [CCScene node];
[scene addChild:[ExampleLayer node]];
return scene;
}
-(id) init {
self = [super init];
if (!self) return nil;
animationNode = [CCSkeletonAnimation skeletonWithFile:@"spineboy.json" atlasFile:@"spineboy.atlas" scale:1];
[animationNode setMixFrom:@"walk" to:@"jump" duration:0.2f];
[animationNode setMixFrom:@"jump" to:@"walk" duration:0.4f];
[animationNode setDelegate:self];
[animationNode setAnimationForTrack:0 name:@"walk" loop:NO];
[animationNode addAnimationForTrack:0 name:@"jump" loop:NO afterDelay:0];
[animationNode addAnimationForTrack:0 name:@"walk" loop:YES afterDelay:0];
[animationNode addAnimationForTrack:0 name:@"jump" loop:YES afterDelay:4];
[animationNode setAnimationForTrack:1 name:@"drawOrder" loop:YES];
animationNode.timeScale = 0.3f;
animationNode.debugBones = true;
CGSize windowSize = [[CCDirector sharedDirector] winSize];
[animationNode setPosition:ccp(windowSize.width / 2, 20)];
[self addChild:animationNode];
#if __CC_PLATFORM_MAC
[self setMouseEnabled:YES];
#endif
return self;
}
- (void) animationDidStart:(CCSkeletonAnimation*)animation track:(int)trackIndex {
CCLOG(@"%d start: %s", trackIndex, AnimationState_getCurrent(animation.state, trackIndex)->animation->name);
}
- (void) animationWillEnd:(CCSkeletonAnimation*)animation track:(int)trackIndex {
CCLOG(@"%d end: %s", trackIndex, AnimationState_getCurrent(animation.state, trackIndex)->animation->name);
}
- (void) animationDidTriggerEvent:(CCSkeletonAnimation*)animation track:(int)trackIndex event:(Event*)event {
CCLOG(@"%d event: %s, %s: %d, %f, %s", trackIndex, AnimationState_getCurrent(animation.state, trackIndex)->animation->name,
event->data->name, event->intValue, event->floatValue, event->stringValue);
}
- (void) animationDidComplete:(CCSkeletonAnimation*)animation track:(int)trackIndex loopCount:(int)loopCount {
CCLOG(@"%d complete: %s, %d", trackIndex, AnimationState_getCurrent(animation.state, trackIndex)->animation->name, loopCount);
}
#if __CC_PLATFORM_MAC
- (BOOL) ccMouseDown:(NSEvent*)event {
CCDirector* director = [CCDirector sharedDirector];
NSPoint location = [director convertEventToGL:event];
location.x -= [[director runningScene]position].x;
location.y -= [[director runningScene]position].y;
location.x -= animationNode.position.x;
location.y -= animationNode.position.y;
if (CGRectContainsPoint(animationNode.boundingBox, location)) NSLog(@"Clicked!");
return YES;
}
#endif
@end