BatchingExample.cpp 4.9 KB

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  1. /******************************************************************************
  2. * Spine Runtimes Software License v2.5
  3. *
  4. * Copyright (c) 2013-2016, Esoteric Software
  5. * All rights reserved.
  6. *
  7. * You are granted a perpetual, non-exclusive, non-sublicensable, and
  8. * non-transferable license to use, install, execute, and perform the Spine
  9. * Runtimes software and derivative works solely for personal or internal
  10. * use. Without the written permission of Esoteric Software (see Section 2 of
  11. * the Spine Software License Agreement), you may not (a) modify, translate,
  12. * adapt, or develop new applications using the Spine Runtimes or otherwise
  13. * create derivative works or improvements of the Spine Runtimes or (b) remove,
  14. * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
  15. * or other intellectual property or proprietary rights notices on or in the
  16. * Software, including any copy thereof. Redistributions in binary or source
  17. * form must include this license and terms.
  18. *
  19. * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
  20. * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
  21. * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
  22. * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  23. * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  24. * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
  25. * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
  26. * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
  27. * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
  28. * POSSIBILITY OF SUCH DAMAGE.
  29. *****************************************************************************/
  30. #include "BatchingExample.h"
  31. #include "SpineboyExample.h"
  32. USING_NS_CC;
  33. using namespace spine;
  34. #define NUM_SKELETONS 50
  35. Scene* BatchingExample::scene () {
  36. Scene *scene = Scene::create();
  37. scene->addChild(BatchingExample::create());
  38. return scene;
  39. }
  40. bool BatchingExample::init () {
  41. if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
  42. // Load the texture atlas.
  43. _atlas = spAtlas_createFromFile("spineboy.atlas", 0);
  44. CCASSERT(_atlas, "Error reading atlas file.");
  45. // This attachment loader configures attachments with data needed for cocos2d-x rendering.
  46. // Do not dispose the attachment loader until the skeleton data is disposed!
  47. _attachmentLoader = (spAttachmentLoader*)Cocos2dAttachmentLoader_create(_atlas);
  48. // Load the skeleton data.
  49. spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
  50. json->scale = 0.6f; // Resizes skeleton data to 60% of the size it was in Spine.
  51. _skeletonData = spSkeletonJson_readSkeletonDataFile(json, "spineboy-pro.json");
  52. CCASSERT(_skeletonData, json->error ? json->error : "Error reading skeleton data file.");
  53. spSkeletonJson_dispose(json);
  54. // Setup mix times.
  55. _stateData = spAnimationStateData_create(_skeletonData);
  56. spAnimationStateData_setMixByName(_stateData, "walk", "jump", 0.2f);
  57. spAnimationStateData_setMixByName(_stateData, "jump", "run", 0.2f);
  58. int xMin = _contentSize.width * 0.10f, xMax = _contentSize.width * 0.90f;
  59. int yMin = 0, yMax = _contentSize.height * 0.7f;
  60. for (int i = 0; i < NUM_SKELETONS; i++) {
  61. // Each skeleton node shares the same atlas, skeleton data, and mix times.
  62. SkeletonAnimation* skeletonNode = SkeletonAnimation::createWithData(_skeletonData, false);
  63. skeletonNode->setAnimationStateData(_stateData);
  64. skeletonNode->setAnimation(0, "walk", true);
  65. skeletonNode->addAnimation(0, "jump", true, RandomHelper::random_int(0, 300) / 100.0f);
  66. skeletonNode->addAnimation(0, "run", true);
  67. // alternative setting two color tint for groups of 10 skeletons
  68. // should end up with #skeletons / 10 batches
  69. // if (j++ < 10)
  70. // skeletonNode->setTwoColorTint(true);
  71. // if (j == 20) j = 0;
  72. // skeletonNode->setTwoColorTint(true);
  73. skeletonNode->setPosition(Vec2(
  74. RandomHelper::random_int(xMin, xMax),
  75. RandomHelper::random_int(yMin, yMax)
  76. ));
  77. addChild(skeletonNode);
  78. }
  79. scheduleUpdate();
  80. EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
  81. listener->onTouchBegan = [this] (Touch* touch, Event* event) -> bool {
  82. Director::getInstance()->replaceScene(SpineboyExample::scene());
  83. return true;
  84. };
  85. _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
  86. return true;
  87. }
  88. BatchingExample::~BatchingExample () {
  89. // SkeletonAnimation instances are cocos2d-x nodes and are disposed of automatically as normal, but the data created
  90. // manually to be shared across multiple SkeletonAnimations needs to be disposed of manually.
  91. spSkeletonData_dispose(_skeletonData);
  92. spAnimationStateData_dispose(_stateData);
  93. spAttachmentLoader_dispose(_attachmentLoader);
  94. spAtlas_dispose(_atlas);
  95. }