badlogic 7a803f8b1b Updated example project exports. 6 years ago
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Resources 7a803f8b1b Updated example project exports. 6 years ago
Resources-ios b9bd66b36b Updated spine-c, spine-sfml, spine-cocos2d-objc and spine-cocos2dx to 3.2.01 9 years ago
Resources-mac b9bd66b36b Updated spine-c, spine-sfml, spine-cocos2d-objc and spine-cocos2dx to 3.2.01 9 years ago
example 0abefacf23 [cocos2d-objc] Added vertex effects support. See #898 8 years ago
spine-cocos2d-objc.xcodeproj 0abefacf23 [cocos2d-objc] Added vertex effects support. See #898 8 years ago
src 3f242450cf [cocos2d-objc] Ported new tint black shader. See #1003. 7 years ago
CMakeLists.txt b9bd66b36b Updated spine-c, spine-sfml, spine-cocos2d-objc and spine-cocos2dx to 3.2.01 9 years ago
LICENSE ef50131431 [runtimes] Updated all LICENSE files and README.mds 8 years ago
README.md d0cc44bfdb Fixed URLs in READMEs, replaced most with relative links, so URLs point to correct branch. 7 years ago

README.md

spine-cocos2d-objc

The spine-cocos2d-objc runtime provides functionality to load, manipulate and render Spine skeletal animation data using the latest cocos2d-objc. spine-cocos2d-objc is based on spine-c.

Licensing

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 version

spine-cocos2d-objc works with data exported from Spine 3.6.x.

spine-cocos2d-objc supports all Spine features.

spine-cocos2d-objc does not yet support loading the binary format.

Usage

  1. Create a new cocos2d-obj project. See the cocos2d-objc documentation or have a look at the example in this repository.
  2. Download the Spine Runtimes source using git (git clone https://github.com/esotericsoftware/spine-runtimes) or download it as a zip via the download button above.
  3. Add the sources from spine-c/spine-c/src/spine and spine-cocos2d-objc/src/spine to your project
  4. Add the folders spine-c/spine-c/include and spine-cocos2d-objc/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.
  5. If your project uses ARC, you have to exclude the .m files in spine-cocos2d-objc/src from ARC. See https://stackoverflow.com/questions/6646052/how-can-i-disable-arc-for-a-single-file-in-a-project for more information.

See the Spine Runtimes documentation on how to use the APIs or check out the Spine cocos2d-objc example.

Examples

The Spine cocos2d-objc example works on iOS simulators and devices.

Notes

  • To enable two color tinting, set SkeletonRenderer.twoColorTint = true. Note that skeletons rendered with this feature will not batch with other skeletons.

iOS

  1. Install Xcode
  2. Install Homebrew
  3. Open a terminal and install CMake via brew install cmake
  4. Download the Spine Runtimes repository using git (git clone https://github.com/esotericsoftware/spine-runtimes) or download it as a zip via the download button above.
  5. Open a terminal, and cd into the spine-runtimes/spine-cocos2d-objc folder
  6. Type mkdir build && cd build && cmake ../.., this will download the cocos2d-objc dependency
  7. Open the Xcode project in spine-runtimes/spine-cocos2d-objc/spine-cocos2d-objc.xcodeproj/
  8. In Xcode, click the Run button or type CMD+R to run the example on the simulator

Links

podspec (maintained externally)