/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #include "BatchingExample.h" #include "SequenceExample.h" USING_NS_CC; using namespace spine; #define NUM_SKELETONS 50 Cocos2dTextureLoader textureLoader; 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. Note that the texture loader has to live // as long as the Atlas, as the Atlas destructor will call TextureLoader::unload. _atlas = new (__FILE__, __LINE__) Atlas("spineboy.atlas", &textureLoader, true); 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 = new (__FILE__, __LINE__) Cocos2dAtlasAttachmentLoader(_atlas); // Load the skeleton data. SkeletonJson *json = new (__FILE__, __LINE__) SkeletonJson(_attachmentLoader); json->setScale(0.6f);// Resizes skeleton data to 60% of the size it was in Spine. _skeletonData = json->readSkeletonDataFile("spineboy-pro.json"); CCASSERT(_skeletonData, json->getError().isEmpty() ? json->getError().buffer() : "Error reading skeleton data file."); delete json; // Setup mix times. _stateData = new (__FILE__, __LINE__) AnimationStateData(_skeletonData); _stateData->setMix("walk", "jump", 0.2f); _stateData->setMix("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; 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, cocos2d::Event *event) -> bool { Director::getInstance()->replaceScene(SequenceExample::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. delete _skeletonData; delete _stateData; delete _attachmentLoader; delete _atlas; }