SkeletonRendererSeparatorExample.cpp 4.6 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 "SkeletonRendererSeparatorExample.h"
  31. #include "GoblinsExample.h"
  32. USING_NS_CC;
  33. using namespace spine;
  34. Scene* SkeletonRendererSeparatorExample::scene () {
  35. Scene *scene = Scene::create();
  36. scene->addChild(SkeletonRendererSeparatorExample::create());
  37. return scene;
  38. }
  39. bool SkeletonRendererSeparatorExample::init () {
  40. if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
  41. // Spineboy's back, which will manage the animation and GPU resources
  42. // will render only the front slots of Spineboy
  43. backNode = SkeletonAnimation::createWithJsonFile("spineboy-pro.json", "spineboy.atlas", 0.6f);
  44. backNode->setMix("walk", "jump", 0.4);
  45. backNode->setAnimation(0, "walk", true);
  46. backNode->setSlotsRange(backNode->findSlot("rear-upper-arm")->data->index, backNode->findSlot("rear-shin")->data->index);
  47. backNode->setPosition(Vec2(_contentSize.width / 2, 20));
  48. // A simple rectangle to go between the front and back slots of Spineboy
  49. betweenNode = DrawNode::create();
  50. Vec2 rect[4];
  51. rect[0] = Vec2(0, 0);
  52. rect[1] = Vec2(40, 0);
  53. rect[2] = Vec2(40, 200);
  54. rect[3] = Vec2(0, 200);
  55. betweenNode->drawPolygon(rect, 4, Color4F(1, 0, 0, 1), 1, Color4F(1, 0, 0, 1));
  56. betweenNode->setPosition(Vec2(_contentSize.width / 2 + 30, 20));
  57. // Spineboy's front, doesn't manage any skeleton, animation or GPU resources, but simply
  58. // renders the back slots of Spineboy. The skeleton, animatio state and GPU resources
  59. // are shared with the front node!
  60. frontNode = SkeletonRenderer::createWithSkeleton(backNode->getSkeleton());
  61. frontNode->setSlotsRange(frontNode->findSlot("neck")->data->index, -1);
  62. frontNode->setPosition(Vec2(_contentSize.width / 2, 20));
  63. // Add the front, between and back node in the correct order to this scene
  64. addChild(backNode);
  65. addChild(betweenNode);
  66. addChild(frontNode);
  67. scheduleUpdate();
  68. EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
  69. listener->onTouchBegan = [this] (Touch* touch, Event* event) -> bool {
  70. if (!backNode->getDebugBonesEnabled())
  71. {
  72. backNode->setDebugBonesEnabled(true);
  73. backNode->setDebugSlotsEnabled(true);
  74. backNode->setDebugBoundingRectEnabled(true);
  75. frontNode->setDebugBonesEnabled(true);
  76. frontNode->setDebugSlotsEnabled(true);
  77. frontNode->setDebugBoundingRectEnabled(true);
  78. }
  79. else if (backNode->getTimeScale() == 1)
  80. backNode->setTimeScale(0.3f);
  81. else
  82. Director::getInstance()->replaceScene(GoblinsExample::scene());
  83. return true;
  84. };
  85. _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
  86. return true;
  87. }
  88. void SkeletonRendererSeparatorExample::update (float deltaTime) {
  89. // Test releasing memory.
  90. // Director::getInstance()->replaceScene(SpineboyExample::scene());
  91. }