2019-07-02 17:51:47 +02:00

116 lines
4.9 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, 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.
*
* THIS SOFTWARE IS 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 THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include "BatchingExample.h"
#include "SpineboyExample.h"
USING_NS_CC;
using namespace spine;
#define NUM_SKELETONS 50
Cocos2dTextureLoader textureLoader;
Scene* BatchingExample::scene () {
Scene *scene = Scene::create();
scene->addChild(BatchingExample::create());
return scene;
}
bool BatchingExample::init () {
if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
// Load the texture atlas. Note that the texture loader has to live
// as long as the Atlas, as the Atlas destructor will call TextureLoader::unload.
_atlas = new (__FILE__, __LINE__) Atlas("spineboy.atlas", &textureLoader, true);
CCASSERT(_atlas, "Error reading atlas file.");
// This attachment loader configures attachments with data needed for cocos2d-x rendering.
// Do not dispose the attachment loader until the skeleton data is disposed!
_attachmentLoader = new (__FILE__, __LINE__) Cocos2dAtlasAttachmentLoader(_atlas);
// Load the skeleton data.
SkeletonJson* json = new (__FILE__, __LINE__) SkeletonJson(_attachmentLoader);
json->setScale(0.6f); // Resizes skeleton data to 60% of the size it was in Spine.
_skeletonData = json->readSkeletonDataFile("spineboy-pro.json");
CCASSERT(_skeletonData, json->getError().isEmpty() ? json->getError().buffer() : "Error reading skeleton data file.");
delete json;
// Setup mix times.
_stateData = new (__FILE__, __LINE__) AnimationStateData(_skeletonData);
_stateData->setMix("walk", "jump", 0.2f);
_stateData->setMix("jump", "run", 0.2f);
int xMin = _contentSize.width * 0.10f, xMax = _contentSize.width * 0.90f;
int yMin = 0, yMax = _contentSize.height * 0.7f;
for (int i = 0; i < NUM_SKELETONS; i++) {
// Each skeleton node shares the same atlas, skeleton data, and mix times.
SkeletonAnimation* skeletonNode = SkeletonAnimation::createWithData(_skeletonData, false);
skeletonNode->setAnimationStateData(_stateData);
skeletonNode->setAnimation(0, "walk", true);
skeletonNode->addAnimation(0, "jump", true, RandomHelper::random_int(0, 300) / 100.0f);
skeletonNode->addAnimation(0, "run", true);
// alternative setting two color tint for groups of 10 skeletons
// should end up with #skeletons / 10 batches
// if (j++ < 10)
// skeletonNode->setTwoColorTint(true);
// if (j == 20) j = 0;
// skeletonNode->setTwoColorTint(true);
skeletonNode->setPosition(Vec2(
RandomHelper::random_int(xMin, xMax),
RandomHelper::random_int(yMin, yMax)
));
addChild(skeletonNode);
}
scheduleUpdate();
EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = [this] (Touch* touch, cocos2d::Event* event) -> bool {
Director::getInstance()->replaceScene(SpineboyExample::scene());
return true;
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
return true;
}
BatchingExample::~BatchingExample () {
// SkeletonAnimation instances are cocos2d-x nodes and are disposed of automatically as normal, but the data created
// manually to be shared across multiple SkeletonAnimations needs to be disposed of manually.
delete _skeletonData;
delete _stateData;
delete _attachmentLoader;
delete _atlas;
}