2013-04-03 17:24:30 +02:00

143 lines
5.1 KiB
C++

/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 <iostream>
#include <spine/spine-sfml.h>
#include <SFML/Graphics.hpp>
using namespace std;
using namespace spine;
#include <stdio.h>
void spineboy () {
// Load atlas, skeleton, and animations.
Atlas* atlas = Atlas_readAtlasFile("../data/spineboy.atlas");
SkeletonJson* json = SkeletonJson_create(atlas);
SkeletonData *skeletonData = SkeletonJson_readSkeletonDataFile(json, "../data/spineboy-skeleton.json");
Animation* walkAnimation = SkeletonJson_readAnimationFile(json, "../data/spineboy-walk.json", skeletonData);
Animation* jumpAnimation = SkeletonJson_readAnimationFile(json, "../data/spineboy-jump.json", skeletonData);
SkeletonJson_dispose(json);
// Configure mixing.
AnimationStateData* stateData = AnimationStateData_create();
AnimationStateData_setMix(stateData, walkAnimation, jumpAnimation, 0.4f);
AnimationStateData_setMix(stateData, jumpAnimation, walkAnimation, 0.4f);
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData, stateData);
drawable->timeScale = 0.5f;
Skeleton* skeleton = drawable->skeleton;
skeleton->flipX = false;
skeleton->flipY = false;
Skeleton_setToBindPose(skeleton);
Skeleton_getRootBone(skeleton)->x = 320;
Skeleton_getRootBone(skeleton)->y = 420;
Skeleton_updateWorldTransform(skeleton);
AnimationState_setAnimation(drawable->state, walkAnimation, true);
sf::RenderWindow window(sf::VideoMode(640, 480), "Spine SFML");
window.setFramerateLimit(60);
sf::Event event;
sf::Clock deltaClock;
while (window.isOpen()) {
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
float delta = deltaClock.getElapsedTime().asSeconds();
deltaClock.restart();
if (drawable->state->animation == walkAnimation) {
if (drawable->state->time > 2) AnimationState_setAnimation(drawable->state, jumpAnimation, false);
} else {
if (drawable->state->time > 1) AnimationState_setAnimation(drawable->state, walkAnimation, true);
}
drawable->update(delta);
window.clear();
window.draw(*drawable);
window.display();
}
Animation_dispose(walkAnimation);
Animation_dispose(jumpAnimation);
SkeletonData_dispose(skeletonData);
Atlas_dispose(atlas);
}
void goblins () {
// Load atlas, skeleton, and animations.
Atlas* atlas = Atlas_readAtlasFile("../data/goblins.atlas");
SkeletonJson* json = SkeletonJson_create(atlas);
SkeletonData *skeletonData = SkeletonJson_readSkeletonDataFile(json, "../data/goblins-skeleton.json");
Animation* walkAnimation = SkeletonJson_readAnimationFile(json, "../data/goblins-walk.json", skeletonData);
SkeletonJson_dispose(json);
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
Skeleton* skeleton = drawable->skeleton;
skeleton->flipX = false;
skeleton->flipY = false;
Skeleton_setSkinByName(skeleton, "goblin");
Skeleton_setSlotsToBindPose(skeleton);
Skeleton_setAttachment(skeleton, "left hand item", "dagger");
Skeleton_getRootBone(skeleton)->x = 320;
Skeleton_getRootBone(skeleton)->y = 420;
Skeleton_updateWorldTransform(skeleton);
AnimationState_setAnimation(drawable->state, walkAnimation, true);
sf::RenderWindow window(sf::VideoMode(640, 480), "Spine SFML");
window.setFramerateLimit(60);
sf::Event event;
sf::Clock deltaClock;
while (window.isOpen()) {
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
float delta = deltaClock.getElapsedTime().asSeconds();
deltaClock.restart();
drawable->update(delta);
window.clear();
window.draw(*drawable);
window.display();
}
Animation_dispose(walkAnimation);
SkeletonData_dispose(skeletonData);
Atlas_dispose(atlas);
}
int main () {
spineboy();
goblins();
}