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[cocos2dx] Updated README.md

badlogic 9 年之前
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共有 1 個文件被更改,包括 67 次插入9 次删除
  1. 67 9
      spine-cocos2dx/README.md

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spine-cocos2dx/README.md

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-# Spine Runtimes
+# spine-cocos2dx v3.x
 
-This GitHub project hosts the Spine Runtimes which are needed to use [Spine](http://esotericsoftware.com/) 2D skeletal animation with various game toolkits.
+The spine-cocos2dx runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [cocos2d-x](http://www.cocos2d-x.org/). spine-cocos2dx is based on [spine-c](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-c).
 
 ## Licensing
 
-The Spine Runtimes may only be used for personal or internal use, typically to evaluate Spine before purchasing. If you would like to incorporate the Spine Runtimes into your applications, distribute software containing the Spine Runtimes, or modify the Spine Runtimes, then you will need a valid [Spine license](https://esotericsoftware.com/spine-purchase). Please see the [Spine Runtimes Software License](https://github.com/EsotericSoftware/spine-runtimes/blob/master/LICENSE) for detailed information.
+This Spine Runtime may only be used for personal or internal use, typically to evaluate Spine before purchasing. If you would like to incorporate a Spine Runtime into your applications, distribute software containing a Spine Runtime, or modify a Spine Runtime, then you will need a valid [Spine license](https://esotericsoftware.com/spine-purchase). Please see the [Spine Runtimes Software License](https://github.com/EsotericSoftware/spine-runtimes/blob/master/LICENSE) for detailed information.
 
 The Spine Runtimes are developed with the intent to be used with data exported from Spine. By purchasing Spine, `Section 2` of the [Spine Software License](https://esotericsoftware.com/files/license.txt) grants the right to create and distribute derivative works of the Spine Runtimes.
 
-## Documentation
+## Spine version
 
-See the Spine [runtime documentation](http://esotericsoftware.com/spine-documentation#runtimesTitle) for documentation applicable to all runtimes. See each runtime's `README.md` for runtime specific documentation.
+spine-cocos2dx works with data exported from from the latest version of Spine.
 
-## Bugs, enhancements, and tasks
+spine-cocos2dx supports all Spine features.
 
-Review our backlog of bugs, enhancements, and tasks in the [spine-runtimes](https://github.com/EsotericSoftware/spine-runtimes/issues) and [spine-editor](https://github.com/EsotericSoftware/spine-editor/issues) issue trackers. However, you may find it more convenient to use the [spine-runtimes waffle](https://waffle.io/EsotericSoftware/spine-runtimes) and [spine-editor waffle](https://waffle.io/EsotericSoftware/spine-editor), which provide a nicer view of the same issue tracker information.
+spine-cocos2dx does not yet support loading the binary format.
 
-## Versioning
+## Setup
 
-The code provided here is continuously under development. Generally the latest Git `master` source works with the data exported from the latest version of Spine. The Spine version can be [frozen](http://esotericsoftware.com/spine-settings#Version) at a specific Spine version that matches the Spine Runtimes source being used. Occaisionally the Spine Runtimes are [tagged](https://github.com/EsotericSoftware/spine-runtimes/releases) to work with a specific Spine version.
+The setup for cocos2d-x differs from most other Spine Runtimes because the cocos2d-x distribution includes a copy of the Spine Runtime files. This is not ideal because these files may be old and fail to work with the latest Spine editor. Also it means if cocos2d-x is updated, you may get newer Spine Runtime files which can break your application if you are not using the latest Spine editor. For these reasons, we have requested cocos2d-x to cease distributing the Spine Runtime files, but they  continue to do so. The following instructions allow you to use the official Spine cocos2d-x runtime with your cocos2d-x project.
+
+1. Create a new cocos2d-x project. See [the cocos2d-x documentation](http://www.cocos2d-x.org/docs/static-pages/installation.html)
+2. Delete the folder `cocos2d/cocos/editor-support/spine`. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x.
+3. Open your project in your IDE of choice, then open the cocos2d_libs sub project and delete the `editor-support/spine` group. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x from your build.
+3. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip)
+4. Add the sources from `spine-c/src/spine` and `spine-cocos2dx/src/spine` to your project
+4. Add the folders `spine-c/include` and `spine-cocos2dx/src` to your header search path. Note that includes are specified as `#inclue <spine/file.h>`, so the `spine` directory cannot be omitted when copying the source files.
+
+## Example
+The Spine cocos2d-x example works on Windows and Mac OS X.
+
+### Windows
+1. Install [Visual Studio 2015 Community](https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx)
+2. Install CMake via the [Windows installer package](https://cmake.org/download/).
+3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip)
+4. Run CMake GUI from the start menu
+5. Click `Browse Source` and select the directory `spine-runtimes`
+6. Click `Browse Build` and select the `spine-runtimes/spine-cocos2dx/build` directory. You can create the `build` folder directly in the file dialog via `New Folder`.
+7. Click `Configure`. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
+8. Open the `spine-runtimes/spine-cocos2dx/example/proj.win32/spine-cocos2d-x.sln` file in Visual Studio 2015. Visual Studio may ask you to install the Windows XP/7 SDK, which you should install.
+9. Expand the cocos2d_libs sub project and delete the `editor-support/spine` group. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x from your build.
+9. Expand `References` of the cocos2d_libs sub project, and remove the entry for `libSpine`, which should be marked with an error.
+9. Right click the `spine-cocos2d-x` project in the solution explorer and select `Set as Startup Project` from the context menu
+10. Click `Local Windows Debugger` to run the example
+
+### macOS/iOS
+1. Install [Xcode](https://developer.apple.com/xcode/)
+2. Install [Homebrew](http://brew.sh/)
+3. Open a terminal and install CMake via `brew install cmake`
+3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip)
+4. Open a terminal, and `cd` into the `spine-runtimes/spine-cocos2dx` folder
+5. Type `mkdir build && cd build && cmake ../..`. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
+6. Open the Xcode project in `spine-runtimes/spine-cocos2dx/example/proj.ios_mac`
+7. Expand the `cocos2d_libs.xcodeproj` sub project, delete the group `editor-support/spine`. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x.
+8. Click the `Run` button or type `CMD+R` to run the example
+
+### Android
+1. Install the prerequisits for [cocos2d-x Android development](http://www.cocos2d-x.org/docs/installation/Android-terminal/)
+2. Install [Homebrew](http://brew.sh/)
+3. Open a terminal and install CMake via `brew install cmake`
+3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip)
+4. Open a terminal, and `cd` into the `spine-runtimes/spine-cocos2dx` folder
+5. Type `mkdir build && cd build && cmake ../..`. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
+6. Delete `spine-runtimes/spine-cocos2dx/example/cocos2d/cocos/editor-support/spine`
+7. Open `spine-runtimes/spine-cocos2dx/example/cocos2d/cocos/Android.mk` and remove the lines `LOCAL_STATIC_LIBRARIES += spine_static` and `$(call import-module,editor-support/spine)
+8. Switch to `spine-runtimes/spine-cocos2dx/example/proj.android/jni` and execute `cocos compile -p android -m debug --ndk-mode debug` to compile the example for Android
+9. In the same directory, execute `cocos run -p android -m debug` to deploy to the device
+10. For debugging, run `ndk-debug` in the `proj.android/jni` folder. This will attach to the running app via GDB.
+
+## Notes
+
+- Images are premultiplied by cocos2d-x, so the Spine atlas images should *not* use premultiplied alpha.
+
+## Examples
+
+- [Raptor](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-cocos2dx/example/Classes/RaptorExample.cpp)
+- [Spineboy](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-cocos2dx/example/Classes/SpineboyExample.cpp)
+- [Golbins](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-cocos2dx/example/Classes/GoblinsExample.cpp)