113 lines
4.9 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 "BatchingExample.h"
#include "SpineboyExample.h"
USING_NS_CC;
using namespace spine;
#define NUM_SKELETONS 50
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.
_atlas = spAtlas_createFromFile("spineboy.atlas", 0);
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 = (spAttachmentLoader*)Cocos2dAttachmentLoader_create(_atlas);
// Load the skeleton data.
spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
json->scale = 0.6f; // Resizes skeleton data to 60% of the size it was in Spine.
_skeletonData = spSkeletonJson_readSkeletonDataFile(json, "spineboy-ess.json");
CCASSERT(_skeletonData, json->error ? json->error : "Error reading skeleton data file.");
spSkeletonJson_dispose(json);
// Setup mix times.
_stateData = spAnimationStateData_create(_skeletonData);
spAnimationStateData_setMixByName(_stateData, "walk", "jump", 0.2f);
spAnimationStateData_setMixByName(_stateData, "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, j = 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, 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.
spSkeletonData_dispose(_skeletonData);
spAnimationStateData_dispose(_stateData);
spAttachmentLoader_dispose(_attachmentLoader);
spAtlas_dispose(_atlas);
}