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The spine-cocos2dx runtime provides functionality to load, manipulate and render Spine skeletal animation data using cocos2d-x. spine-cocos2dx is based on spine-c.
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. Please see the Spine Runtimes Software 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 grants the right to create and distribute derivative works of the Spine Runtimes.
spine-cocos2dx works with data exported from Spine 3.6.xx.
spine-cocos2dx supports all Spine features.
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.
cocos2d/cocos/editor-support/spine. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x.editor-support/spine group. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x from your build.git clone https://github.com/esotericsoftware/spine-runtimes) or download it as a zipspine-c/spine-c/src/spine and spine-cocos2dx/src/spine to your projectspine-c/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.The Spine cocos2d-x example works on Windows and Mac OS X.
git clone https://github.com/esotericsoftware/spine-runtimes) or download it as a zipBrowse Source and select the directory spine-runtimesBrowse Build and select the spine-runtimes/spine-cocos2dx/build directory. You can create the build folder directly in the file dialog via New Folder.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.spine-cocos2dx\example\cocos2d\cocos\2d\cocos2dx.props and remove the libSpine.lib entry from the <AdditionalDependencies> tag.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.editor-support/spine group. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x from your build.References of the cocos2d_libs sub project, and remove the entry for libSpine, which should be marked with an error.spine-cocos2d-x project in the solution explorer and select Set as Startup Project from the context menuLocal Windows Debugger to run the examplebrew install cmakegit clone https://github.com/esotericsoftware/spine-runtimes) or download it as a zipcd into the spine-runtimes/spine-cocos2dx foldermkdir 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.spine-runtimes/spine-cocos2dx/example/proj.ios_maccocos2d_libs.xcodeproj sub project, delete the group editor-support/spine. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x.Run button or type CMD+R to run the examplebrew install cmakegit clone https://github.com/esotericsoftware/spine-runtimes) or download it as a zipcd into the spine-runtimes/spine-cocos2dx foldermkdir 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.spine-runtimes/spine-cocos2dx/example/cocos2d/cocos/editor-support/spinespine-runtimes/spine-cocos2dx/example/cocos2d/cocos/Android.mk and remove the lines LOCAL_STATIC_LIBRARIES += spine_static and `$(call import-module,editor-support/spine)spine-runtimes/spine-cocos2dx/example/proj.android/jni and execute cocos compile -p android -m debug --ndk-mode debug to compile the example for Androidcocos run -p android -m debug to deploy to the devicendk-debug in the proj.android/jni folder. This will attach to the running app via GDB.SkeletonRenderer::setTwoColorTine(true) or SkeletonAnimation::setTwoColorTint(true) after you created the skeleton instance. Note that two color tinting requires a custom shader and vertex format. Skeletons rendered with two color tinting can therefore not be batched with single color tinted skeletons or other 2D cocos2d-x elements like sprites. However, two-color tinted skeletons will be batched if possible when rendered after one another. Attaching a child to a two color tinted skeleton will also break the batch.