/****************************************************************************** * 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 "IKExample.h" #include "PhysicsExample.h" USING_NS_CC; using namespace spine; // This example demonstrates how to set the position // of a bone based on the touch position, which in // turn will make an IK chain follow that bone // smoothly. Scene *IKExample::scene() { Scene *scene = Scene::create(); scene->addChild(IKExample::create()); return scene; } bool IKExample::init() { if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false; // Load the Spineboy skeleton and create a SkeletonAnimation node from it // centered on the screen. skeletonNode = SkeletonAnimation::createWithJsonFile("spineboy-pro.json", "spineboy.atlas", 0.6f); skeletonNode->setPosition(Vec2(_contentSize.width / 2, 20)); addChild(skeletonNode); // Queue the "walk" animation on the first track. skeletonNode->setAnimation(0, "walk", true); // Queue the "aim" animation on a higher track. // It consists of a single frame that positions // the back arm and gun such that they point at // the "crosshair" bone. By setting this // animation on a higher track, it overrides // any changes to the back arm and gun made // by the walk animation, allowing us to // mix the two. The mouse position following // is performed in the lambda below. skeletonNode->setAnimation(1, "aim", true); // Next we setup a listener that receives and stores // the current mouse location. The location is converted // to the skeleton's coordinate system. EventListenerMouse *mouseListener = EventListenerMouse::create(); mouseListener->onMouseMove = [this](cocos2d::Event *event) -> void { // convert the mosue location to the skeleton's coordinate space // and store it. EventMouse *mouseEvent = dynamic_cast(event); position = skeletonNode->convertToNodeSpace(mouseEvent->getLocationInView()); }; _eventDispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this); // Position the "crosshair" bone at the mouse // location. // // When setting the crosshair bone position // to the mouse position, we need to translate // from "skeleton space" to "local bone space". // Note that the local bone space is calculated // using the bone's parent worldToLocal() function! // // After updating the bone position based on the // converted mouse location, we call updateWorldTransforms() // again so the change of the IK target position is // applied to the rest of the skeleton. skeletonNode->setPostUpdateWorldTransformsListener([this](SkeletonAnimation *node) -> void { Bone *crosshair = node->findBone("crosshair");// The bone should be cached float localX = 0, localY = 0; crosshair->getParent()->worldToLocal(position.x, position.y, localX, localY); crosshair->setX(localX); crosshair->setY(localY); node->getSkeleton()->updateWorldTransform(spine::Physics_Update); }); EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create(); listener->onTouchBegan = [this](Touch *touch, cocos2d::Event *event) -> bool { Director::getInstance()->replaceScene(PhysicsExample::scene()); return true; }; _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); scheduleUpdate(); return true; } void IKExample::update(float deltaTime) { }