- Updated spine-c to 3.2.01, adding shearing and transform constraints plus various bug fixes - Introduced CMake based system to generated IDE projects for spine-sfml, and download dependencies for all other runtimes - Updated all spine-c based runtime READMEs with new usage and example instructions - Moved spine-cocos2d-iphone v2 and spine-cocos2dx v2 to separate branches. These will no longer be updated - Renamed spine-cocos2d-iphone to spine-cocos2d-iphone Removed cocos2d-ios v2 Spine runtime. See branch cocos2d-ios-v2 for legacy apps Moved cocos2d-ios v3 Spine runtime to top-level sphine-cocos2d-iphone directory Added Visual Studio support to CMake build Added Linux support for spine-sfml. Do apt-get install sfml-dev as a prerequisit, makes everyone's life easier Refactored Mac OS X framework detection and linking, added SFML_STATIC define for Win32 build Removed spine-cocos2dx v2 runtime. See cocos2dx-v2 branch on Github Moved spine-cocos2dx v3 runtime to root of spine-cocos2dx spine-c, spine-cocos2d-iphone, spine-cocos2dx, spine-sfml updated to 3.2.00 * Added CMake build for spine-c and spine-sfml * Removed spine-cocos2dx v2 and spine-cocos2d-iphone v2. See the cocos2dx-v2 and cocos2d-ios-v2 branches if you need these runtimes still * Added transform constraint rotate, scale, and shear offsets and mixes * Added spTransformConstraintTimeline * Added bone shearing * Added spShearTimeline * Changed spSkeleton_updateCache * Changed JSON format, see http://esotericsoftware.com/spine-json-format Ported 1be89d1c5766fedb91f080a23bffaef6609b86c3 to spine-c Cleaned up spine-c, removed IDE specific files and unnecessary data/ folder. Use CMake to import into your most beloved IDE Added spine-cocos2d-iphone to CMake, only downloads cocos2d-objc dependency. Use Xcode project in spine-cocos2d-iphone/ to run examples Added -std=c98 -pedantic -Wall to spine-c CMake file, fixed up all warnings, fixed up .gitignore Fixed warnings, replaced calls to stdlib cos/sin/atan2 with macros New cocos2dx example project, for Windows, Linux and Mac OS X. Doesn't work on Windows/Linux yet Fixed spine-cocos2dx Visual Studio projects Reworked cocos2dx dependency resolution Fixed up src/header paths in CMake files. Dependencies are only downloaded if you build a specific runtime example Updated spine-sfml README with instructions for Windows Updated spine-sfml README with instructions for Linux and Mac OS X Fixed README formatting More formatting, sorry, can't preview markdown... More README changes Renamed spine-cocos2d-iphone to spine-cocos2d-objc, fixed up Xcode project and README Updated spine-cocos2d-objc README Added context when exceptions are thrown during attachment and animation parsing. Added JsonRollback, a tool for converting newer JSON so it can be loaded by an older Spine version. [Unity] Update BoneFollower Added coverting linkedmesh to weightedlinkedmesh. [LUA] AnimationState trackCount bugfixes (#466) * resolved conflict * made trackCount keep count, not maximum track index. Prettier with varargs. Updated .gitignore to exclude cocos2dx dependencies Fixed up READMEs of spine-c based runtimes with proper version info. Fixed cocos2d-x CMake build to delete outdated Spine runtime shipped by cocos2d-x
spine-cocos2dx v3.x
The spine-cocos2dx runtime provides functionality to load, manipulate and render Spine skeletal animation data using cocos2d-x. spine-cocos2dx is based on spine-c.
Licensing
This Spine Runtime may only be used for personal or internal use, typically to evaluate Spine before purchasing. If you would like to incorporate a Spine Runtime into your applications, distribute software containing a Spine Runtime, or modify a Spine Runtime, then you will need a valid Spine license. Please see the Spine Runtimes Software License for detailed information.
The Spine Runtimes are developed with the intent to be used with data exported from Spine. By purchasing Spine, Section 2 of the Spine Software License grants the right to create and distribute derivative works of the Spine Runtimes.
Spine version
spine-cocos2dx works with data exported from Spine version 3.2.01.
spine-cocos2dx supports all Spine features.
spine-cocos2dx does not yet support loading the binary format.
Setup
The setup for cocos2d-x differs from most other Spine Runtimes because the cocos2d-x distribution includes a copy of the Spine Runtime files. This is not ideal because these files may be old and fail to work with the latest Spine editor. Also it means if cocos2d-x is updated, you may get newer Spine Runtime files which can break your application if you are not using the latest Spine editor. For these reasons, we have requested cocos2d-x to cease distributing the Spine Runtime files, but they continue to do so. The following instructions allow you to use the official Spine cocos2d-x runtime with your cocos2d-x project.
- Create a new cocos2d-x project. See the cocos2d-x documentation
- Delete the folder
cocos2d/cocos/editor-support/spine. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x. - Open your project in your IDE of choice, then open the cocos2d_libs sub project and delete the
editor-support/spinegroup. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x from your build. - Download the Spine Runtimes source using git (
git clone https://github.com/esotericsoftware/spine-runtimes) or download it as a zip - Add the sources from
spine-c/src/spineandspine-cocos2dx/src/spineto your project - Add the folders
spine-c/includeandspine-cocos2dx/srcto your header search path. Note that includes are specified as#inclue <spine/file.h>, so thespinedirectory cannot be omitted when copying the source files.
Example
The Spine cocos2d-x example works on Windows and Mac OS X.
Windows
- Install Visual Studio 2015 Community
- Install CMake via the Windows installer package.
- Download the Spine Runtimes repository using git (
git clone https://github.com/esotericsoftware/spine-runtimes) or download it as a zip - Run CMake GUI from the start menu
- Click
Browse Sourceand select the directoryspine-runtimes - Click
Browse Buildand select thespine-runtimes/spine-cocos2dx/builddirectory. You can create thebuildfolder directly in the file dialog viaNew Folder. - Click
Configure. This will download the cocos2d-x dependency and wire it up with the example source code inspine-runtimes/spine-cocos2dx/example. The download is 400mb, so get yourself a cup of tea. - Open the
spine-runtimes/spine-cocos2dx/example/proj.win32/spine-cocos2d-x.slnfile in Visual Studio 2015. Visual Studio may ask you to install the Windows XP/7 SDK, which you should install. - Expand the cocos2d_libs sub project and delete the
editor-support/spinegroup. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x from your build. - Right click the
spine-cocos2d-xproject in the solution explorer and selectSet as Startup Projectfrom the context menu - Click
Local Windows Debuggerto run the example
Mac OS X
- Install Xcode
- Install Homebrew
- Open a terminal and install CMake via
brew install cmake - Download the Spine Runtimes repository using git (
git clone https://github.com/esotericsoftware/spine-runtimes) or download it as a zip - Open a terminal, and
cdinto thespine-runtimes/spine-cocos2dxfolder - Type
mkdir build && cd build && cmake ../... This will download the cocos2d-x dependency and wire it up with the example source code inspine-runtimes/spine-cocos2dx/example. The download is 400mb, so get yourself a cup of tea. - Open the Xcode project in
spine-runtimes/spine-cocos2dx/example/proj.ios_mac - Expand the
cocos2d_libs.xcodeprojsub project, delete the groupeditor-support/spine. This will remove the - Click the
Runbutton or typeCMD+Rto run the example
Notes
- Images are premultiplied by cocos2d-x, so the Spine atlas images should not use premultiplied alpha.