/****************************************************************************** * 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 "SkeletonRendererSeparatorExample.h" #include "GoblinsExample.h" USING_NS_CC; using namespace spine; Scene* SkeletonRendererSeparatorExample::scene () { Scene *scene = Scene::create(); scene->addChild(SkeletonRendererSeparatorExample::create()); return scene; } bool SkeletonRendererSeparatorExample::init () { if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false; // Spineboy's back, which will manage the animation and GPU resources // will render only the front slots of Spineboy backNode = SkeletonAnimation::createWithJsonFile("spineboy-pro.json", "spineboy.atlas", 0.6f); backNode->setMix("walk", "jump", 0.4); backNode->setAnimation(0, "walk", true); backNode->setSlotsRange(backNode->findSlot("rear-upper-arm")->data->index, backNode->findSlot("rear-shin")->data->index); backNode->setPosition(Vec2(_contentSize.width / 2, 20)); // A simple rectangle to go between the front and back slots of Spineboy betweenNode = DrawNode::create(); Vec2 rect[4]; rect[0] = Vec2(0, 0); rect[1] = Vec2(40, 0); rect[2] = Vec2(40, 200); rect[3] = Vec2(0, 200); betweenNode->drawPolygon(rect, 4, Color4F(1, 0, 0, 1), 1, Color4F(1, 0, 0, 1)); betweenNode->setPosition(Vec2(_contentSize.width / 2 + 30, 20)); // Spineboy's front, doesn't manage any skeleton, animation or GPU resources, but simply // renders the back slots of Spineboy. The skeleton, animatio state and GPU resources // are shared with the front node! frontNode = SkeletonRenderer::createWithSkeleton(backNode->getSkeleton()); frontNode->setSlotsRange(frontNode->findSlot("neck")->data->index, -1); frontNode->setPosition(Vec2(_contentSize.width / 2, 20)); // Add the front, between and back node in the correct order to this scene addChild(backNode); addChild(betweenNode); addChild(frontNode); scheduleUpdate(); EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create(); listener->onTouchBegan = [this] (Touch* touch, Event* event) -> bool { if (!backNode->getDebugBonesEnabled()) { backNode->setDebugBonesEnabled(true); backNode->setDebugSlotsEnabled(true); backNode->setDebugBoundingRectEnabled(true); frontNode->setDebugBonesEnabled(true); frontNode->setDebugSlotsEnabled(true); frontNode->setDebugBoundingRectEnabled(true); } else if (backNode->getTimeScale() == 1) backNode->setTimeScale(0.3f); else Director::getInstance()->replaceScene(GoblinsExample::scene()); return true; }; _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); return true; } void SkeletonRendererSeparatorExample::update (float deltaTime) { // Test releasing memory. // Director::getInstance()->replaceScene(SpineboyExample::scene()); }