/****************************************************************************** * 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 "PhysicsExample.h" #include "SpineboyExample.h" USING_NS_CC; using namespace spine; Scene *PhysicsExample::scene() { Scene *scene = Scene::create(); scene->addChild(PhysicsExample::create()); return scene; } bool PhysicsExample::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::createWithBinaryFile("celestial-circus-pro.skel", "celestial-circus.atlas", 0.2f); skeletonNode->setPosition(Vec2(_contentSize.width / 2, 200)); addChild(skeletonNode); // Queue the "walk" animation on the first track. // skeletonNode->setAnimation(0, "walk", true); // Next we setup a listener that receives and stores // the current mouse location and updates the skeleton position // accordingly. 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); Vec2 mousePosition = skeletonNode->convertToNodeSpace(mouseEvent->getLocationInView()); if (firstUpdate) { firstUpdate = false; lastMousePosition = mousePosition; return; } Vec2 delta = mousePosition - lastMousePosition; skeletonNode->getSkeleton()->physicsTranslate(-delta.x, -delta.y); lastMousePosition = mousePosition; }; _eventDispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this); EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create(); listener->onTouchBegan = [this](Touch *touch, cocos2d::Event *event) -> bool { Director::getInstance()->replaceScene(SpineboyExample::scene()); return true; }; _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); scheduleUpdate(); return true; } void PhysicsExample::update(float deltaTime) { }