Sfoglia il codice sorgente

Stupid Xcode and its space indentation!

NathanSweet 12 anni fa
parent
commit
4bf3dde6c3

+ 2 - 2
spine-cocos2d-iphone/example/ExampleLayer.h

@@ -6,8 +6,8 @@
 	Atlas *atlas;
 	Atlas *atlas;
 	SkeletonData *skeletonData;
 	SkeletonData *skeletonData;
 	Animation *walkAnimation;
 	Animation *walkAnimation;
-    Animation *jumpAnimation;
-    CCSkeleton* skeletonNode;
+	Animation *jumpAnimation;
+	CCSkeleton* skeletonNode;
 }
 }
 
 
 +(CCScene*) scene;
 +(CCScene*) scene;

+ 19 - 19
spine-cocos2d-iphone/example/ExampleLayer.m

@@ -13,7 +13,7 @@
 	self = [super init];
 	self = [super init];
 	if (!self) return nil;
 	if (!self) return nil;
 
 
-    // Load atlas, skeleton, and animations.
+	// Load atlas, skeleton, and animations.
 	atlas = Atlas_readAtlasFile("spineboy.atlas");
 	atlas = Atlas_readAtlasFile("spineboy.atlas");
 	SkeletonJson* json = SkeletonJson_create(atlas);
 	SkeletonJson* json = SkeletonJson_create(atlas);
 	json->scale = 0.75;
 	json->scale = 0.75;
@@ -21,42 +21,42 @@
 	walkAnimation = SkeletonJson_readAnimationFile(json, "spineboy-walk.json", skeletonData);
 	walkAnimation = SkeletonJson_readAnimationFile(json, "spineboy-walk.json", skeletonData);
 	jumpAnimation = SkeletonJson_readAnimationFile(json, "spineboy-jump.json", skeletonData);
 	jumpAnimation = SkeletonJson_readAnimationFile(json, "spineboy-jump.json", skeletonData);
 	SkeletonJson_dispose(json);
 	SkeletonJson_dispose(json);
-    
-    // Configure mixing.
-    AnimationStateData* stateData = AnimationStateData_create();
-    AnimationStateData_setMix(stateData, walkAnimation, jumpAnimation, 0.4f);
-    AnimationStateData_setMix(stateData, jumpAnimation, walkAnimation, 0.4f);
+	
+	// Configure mixing.
+	AnimationStateData* stateData = AnimationStateData_create();
+	AnimationStateData_setMix(stateData, walkAnimation, jumpAnimation, 0.4f);
+	AnimationStateData_setMix(stateData, jumpAnimation, walkAnimation, 0.4f);
 
 
 	skeletonNode = [CCSkeleton create:skeletonData stateData:stateData];
 	skeletonNode = [CCSkeleton create:skeletonData stateData:stateData];
 	Skeleton_setToBindPose(skeletonNode->skeleton);
 	Skeleton_setToBindPose(skeletonNode->skeleton);
 	AnimationState_setAnimation(skeletonNode->state, walkAnimation, true);
 	AnimationState_setAnimation(skeletonNode->state, walkAnimation, true);
-    skeletonNode->timeScale = 0.15f;
+	skeletonNode->timeScale = 0.15f;
 	skeletonNode->debugBones = true;
 	skeletonNode->debugBones = true;
-    
+	
 	CGSize windowSize = [[CCDirector sharedDirector] winSize];
 	CGSize windowSize = [[CCDirector sharedDirector] winSize];
 	[skeletonNode setPosition:ccp(windowSize.width / 2, 20)];
 	[skeletonNode setPosition:ccp(windowSize.width / 2, 20)];
-    [self addChild:skeletonNode];
+	[self addChild:skeletonNode];
 
 
-    [self scheduleUpdate];
-    
+	[self scheduleUpdate];
+	
 	return self;
 	return self;
 }
 }
 
 
 - (void) update:(ccTime)delta {
 - (void) update:(ccTime)delta {
-    if (skeletonNode->state->animation == walkAnimation) {
-        if (skeletonNode->state->time > 2) AnimationState_setAnimation(skeletonNode->state, jumpAnimation, false);
-    } else {
-        if (skeletonNode->state->time > 1) AnimationState_setAnimation(skeletonNode->state, walkAnimation, true);
-    }
+	if (skeletonNode->state->animation == walkAnimation) {
+		if (skeletonNode->state->time > 2) AnimationState_setAnimation(skeletonNode->state, jumpAnimation, false);
+	} else {
+		if (skeletonNode->state->time > 1) AnimationState_setAnimation(skeletonNode->state, walkAnimation, true);
+	}
 }
 }
 
 
 - (void) dealloc {
 - (void) dealloc {
-    Animation_dispose(walkAnimation);
-    Animation_dispose(jumpAnimation);
+	Animation_dispose(walkAnimation);
+	Animation_dispose(jumpAnimation);
 	SkeletonData_dispose(skeletonData);
 	SkeletonData_dispose(skeletonData);
 	Atlas_dispose(atlas);
 	Atlas_dispose(atlas);
 
 
-    [super dealloc];
+	[super dealloc];
 }
 }
 
 
 @end
 @end