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- /******************************************************************************
- * Spine Runtimes Software License v2.5
- *
- * Copyright (c) 2013-2016, Esoteric Software
- * All rights reserved.
- *
- * You are granted a perpetual, non-exclusive, non-sublicensable, and
- * non-transferable license to use, install, execute, and perform the Spine
- * Runtimes software and derivative works solely for personal or internal
- * use. Without the written permission of Esoteric Software (see Section 2 of
- * the Spine Software License Agreement), you may not (a) modify, translate,
- * adapt, or develop new applications using the Spine Runtimes or otherwise
- * create derivative works or improvements of the Spine Runtimes or (b) remove,
- * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
- * or other intellectual property or proprietary rights notices on or in the
- * Software, including any copy thereof. Redistributions in binary or source
- * form must include this license and terms.
- *
- * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
- * POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- #include "BatchingExample.h"
- #include "SpineboyExample.h"
- USING_NS_CC;
- using namespace spine;
- #define NUM_SKELETONS 50
- Scene* BatchingExample::scene () {
- Scene *scene = Scene::create();
- scene->addChild(BatchingExample::create());
- return scene;
- }
- bool BatchingExample::init () {
- if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
- // Load the texture atlas.
- _atlas = spAtlas_createFromFile("spineboy.atlas", 0);
- CCASSERT(_atlas, "Error reading atlas file.");
- // This attachment loader configures attachments with data needed for cocos2d-x rendering.
- // Do not dispose the attachment loader until the skeleton data is disposed!
- _attachmentLoader = (spAttachmentLoader*)Cocos2dAttachmentLoader_create(_atlas);
- // Load the skeleton data.
- spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
- json->scale = 0.6f; // Resizes skeleton data to 60% of the size it was in Spine.
- _skeletonData = spSkeletonJson_readSkeletonDataFile(json, "spineboy-pro.json");
- CCASSERT(_skeletonData, json->error ? json->error : "Error reading skeleton data file.");
- spSkeletonJson_dispose(json);
- // Setup mix times.
- _stateData = spAnimationStateData_create(_skeletonData);
- spAnimationStateData_setMixByName(_stateData, "walk", "jump", 0.2f);
- spAnimationStateData_setMixByName(_stateData, "jump", "run", 0.2f);
- int xMin = _contentSize.width * 0.10f, xMax = _contentSize.width * 0.90f;
- int yMin = 0, yMax = _contentSize.height * 0.7f;
- for (int i = 0; i < NUM_SKELETONS; i++) {
- // Each skeleton node shares the same atlas, skeleton data, and mix times.
- SkeletonAnimation* skeletonNode = SkeletonAnimation::createWithData(_skeletonData, false);
- skeletonNode->setAnimationStateData(_stateData);
- skeletonNode->setAnimation(0, "walk", true);
- skeletonNode->addAnimation(0, "jump", true, RandomHelper::random_int(0, 300) / 100.0f);
- skeletonNode->addAnimation(0, "run", true);
-
- // alternative setting two color tint for groups of 10 skeletons
- // should end up with #skeletons / 10 batches
- // if (j++ < 10)
- // skeletonNode->setTwoColorTint(true);
- // if (j == 20) j = 0;
- // skeletonNode->setTwoColorTint(true);
- skeletonNode->setPosition(Vec2(
- RandomHelper::random_int(xMin, xMax),
- RandomHelper::random_int(yMin, yMax)
- ));
- addChild(skeletonNode);
- }
- scheduleUpdate();
- EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
- listener->onTouchBegan = [this] (Touch* touch, Event* event) -> bool {
- Director::getInstance()->replaceScene(SpineboyExample::scene());
- return true;
- };
- _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
- return true;
- }
- BatchingExample::~BatchingExample () {
- // SkeletonAnimation instances are cocos2d-x nodes and are disposed of automatically as normal, but the data created
- // manually to be shared across multiple SkeletonAnimations needs to be disposed of manually.
- spSkeletonData_dispose(_skeletonData);
- spAnimationStateData_dispose(_stateData);
- spAttachmentLoader_dispose(_attachmentLoader);
- spAtlas_dispose(_atlas);
- }
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