spine-runtimes/spine-cocos2dx/example/Classes/SkeletonRendererSeparatorExample.cpp
2018-10-26 17:12:08 +02:00

97 lines
4.4 KiB
C++

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, 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-ess.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 = SkeletonRenderer::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());
}