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+/******************************************************************************
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+ * Spine Runtimes License Agreement
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+ * Last updated May 1, 2019. Replaces all prior versions.
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+ *
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+ * Copyright (c) 2013-2019, Esoteric Software LLC
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+ *
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+ * Integration of the Spine Runtimes into software or otherwise creating
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+ * derivative works of the Spine Runtimes is permitted under the terms and
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+ * conditions of Section 2 of the Spine Editor License Agreement:
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+ * http://esotericsoftware.com/spine-editor-license
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+ *
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+ * Otherwise, it is permitted to integrate the Spine Runtimes into software
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+ * or otherwise create derivative works of the Spine Runtimes (collectively,
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+ * "Products"), provided that each user of the Products must obtain their own
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+ * Spine Editor license and redistribution of the Products in any form must
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+ * include this license and copyright notice.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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+ * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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+ * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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+ * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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+ * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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+ * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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+ * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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+ * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+
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+#include "IKExample.h"
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+#include "SpineboyExample.h"
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+
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+USING_NS_CC;
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+using namespace spine;
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+
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+Scene* IKExample::scene () {
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+ Scene *scene = Scene::create();
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+ scene->addChild(IKExample::create());
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+ return scene;
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+}
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+
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+bool IKExample::init () {
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+ if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
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+
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+ // Load the Spineboy skeleton and create a SkeletonAnimation node from it
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+ // centered on the screen.
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+ skeletonNode = SkeletonAnimation::createWithJsonFile("spineboy-pro.json", "spineboy.atlas", 0.6f);
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+ skeletonNode->setPosition(Vec2(_contentSize.width / 2, 20));
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+ addChild(skeletonNode);
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+
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+ // Queue the "walk" animation on the first track.
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+ skeletonNode->setAnimation(0, "walk", true);
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+
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+ // Queue the "aim" animation on a higher track.
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+ // It consists of a single frame that positions
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+ // the back arm and gun such that they point at
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+ // the "crosshair" bone. By setting this
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+ // animation on a higher track, it overrides
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+ // any changes to the back arm and gun made
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+ // by the walk animation, allowing us to
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+ // mix the two. The mouse position following
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+ // is performed in the lambda below.
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+ skeletonNode->setAnimation(1, "aim", true);
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+
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+ // Next we setup a listener that receives and stores
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+ // the current mouse location. The location is converted
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+ // to the skeleton's coordinate system.
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+ EventListenerMouse* mouseListener = EventListenerMouse::create();
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+ mouseListener->onMouseMove = [this] (cocos2d::Event* event) -> void {
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+ // convert the mosue location to the skeleton's coordinate space
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+ // and store it.
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+ EventMouse* mouseEvent = dynamic_cast<EventMouse*>(event);
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+ position = skeletonNode->convertToNodeSpace(mouseEvent->getLocationInView());
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+ };
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+ _eventDispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this);
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+
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+ // Position the "crosshair" bone at the mouse
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+ // location.
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+ //
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+ // When setting the crosshair bone position
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+ // to the mouse position, we need to translate
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+ // from "skeleton space" to "local bone space".
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+ // Note that the local bone space is calculated
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+ // using the bone's parent worldToLocal() function!
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+ //
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+ // After updating the bone position based on the
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+ // converted mouse location, we call updateWorldTransforms()
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+ // again so the change of the IK target position is
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+ // applied to the rest of the skeleton.
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+ skeletonNode->setPostUpdateWorldTransformsListener([this] (SkeletonAnimation* node) -> void {
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+ Bone* crosshair = node->findBone("crosshair");
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+ float localX = 0, localY = 0;
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+ crosshair->getParent()->worldToLocal(position.x, position.y, localX, localY);
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+ crosshair->setX(localX);
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+ crosshair->setY(localY);
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+ crosshair->setAppliedValid(false);
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+
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+ node->getSkeleton()->updateWorldTransform();
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+ });
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+
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+ EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
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+ listener->onTouchBegan = [this] (Touch* touch, cocos2d::Event* event) -> bool {
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+ Director::getInstance()->replaceScene(SpineboyExample::scene());
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+ return true;
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+ };
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+
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+ _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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+
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+ scheduleUpdate();
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+
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+ return true;
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+}
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+
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+void IKExample::update (float deltaTime) {
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+
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+}
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