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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated April 5, 2025. Replaces all prior versions.
- *
- * Copyright (c) 2013-2025, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * Otherwise, it is permitted to integrate the Spine Runtimes into software
- * or otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
- * Spine Editor license and redistribution of the Products in any form must
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- #include "BatchingExample.h"
- #include "SequenceExample.h"
- USING_NS_CC;
- using namespace spine;
- #define NUM_SKELETONS 50
- Cocos2dTextureLoader textureLoader;
- 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. Note that the texture loader has to live
- // as long as the Atlas, as the Atlas destructor will call TextureLoader::unload.
- _atlas = new (__FILE__, __LINE__) Atlas("spineboy.atlas", &textureLoader, true);
- 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 = new (__FILE__, __LINE__) Cocos2dAtlasAttachmentLoader(_atlas);
- // Load the skeleton data.
- SkeletonJson *json = new (__FILE__, __LINE__) SkeletonJson(_attachmentLoader);
- json->setScale(0.6f);// Resizes skeleton data to 60% of the size it was in Spine.
- _skeletonData = json->readSkeletonDataFile("spineboy-pro.json");
- CCASSERT(_skeletonData, json->getError().isEmpty() ? json->getError().buffer() : "Error reading skeleton data file.");
- delete json;
- // Setup mix times.
- _stateData = new (__FILE__, __LINE__) AnimationStateData(_skeletonData);
- _stateData->setMix("walk", "jump", 0.2f);
- _stateData->setMix("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, cocos2d::Event *event) -> bool {
- Director::getInstance()->replaceScene(SequenceExample::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.
- delete _skeletonData;
- delete _stateData;
- delete _attachmentLoader;
- delete _atlas;
- }
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