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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 "IKExample.h"
- #include "PhysicsExample.h"
- USING_NS_CC;
- using namespace spine;
- // This example demonstrates how to set the position
- // of a bone based on the touch position, which in
- // turn will make an IK chain follow that bone
- // smoothly.
- Scene *IKExample::scene() {
- Scene *scene = Scene::create();
- scene->addChild(IKExample::create());
- return scene;
- }
- bool IKExample::init() {
- if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
- // Load the Spineboy skeleton and create a SkeletonAnimation node from it
- // centered on the screen.
- skeletonNode = SkeletonAnimation::createWithJsonFile("spineboy-pro.json", "spineboy.atlas", 0.6f);
- skeletonNode->setPosition(Vec2(_contentSize.width / 2, 20));
- addChild(skeletonNode);
- // Queue the "walk" animation on the first track.
- skeletonNode->setAnimation(0, "walk", true);
- // Queue the "aim" animation on a higher track.
- // It consists of a single frame that positions
- // the back arm and gun such that they point at
- // the "crosshair" bone. By setting this
- // animation on a higher track, it overrides
- // any changes to the back arm and gun made
- // by the walk animation, allowing us to
- // mix the two. The mouse position following
- // is performed in the lambda below.
- skeletonNode->setAnimation(1, "aim", true);
- // Next we setup a listener that receives and stores
- // the current mouse location. The location is converted
- // to the skeleton's coordinate system.
- EventListenerMouse *mouseListener = EventListenerMouse::create();
- mouseListener->onMouseMove = [this](cocos2d::Event *event) -> void {
- // convert the mosue location to the skeleton's coordinate space
- // and store it.
- EventMouse *mouseEvent = dynamic_cast<EventMouse *>(event);
- position = skeletonNode->convertToNodeSpace(mouseEvent->getLocationInView());
- };
- _eventDispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this);
- // Position the "crosshair" bone at the mouse
- // location.
- //
- // When setting the crosshair bone position
- // to the mouse position, we need to translate
- // from "skeleton space" to "local bone space".
- // Note that the local bone space is calculated
- // using the bone's parent worldToLocal() function!
- //
- // After updating the bone position based on the
- // converted mouse location, we call updateWorldTransforms()
- // again so the change of the IK target position is
- // applied to the rest of the skeleton.
- skeletonNode->setPostUpdateWorldTransformsListener([this](SkeletonAnimation *node) -> void {
- Bone *crosshair = node->findBone("crosshair");// The bone should be cached
- float localX = 0, localY = 0;
- crosshair->getParent()->worldToLocal(position.x, position.y, localX, localY);
- crosshair->setX(localX);
- crosshair->setY(localY);
- node->getSkeleton()->updateWorldTransform(spine::Physics_Update);
- });
- EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create();
- listener->onTouchBegan = [this](Touch *touch, cocos2d::Event *event) -> bool {
- Director::getInstance()->replaceScene(PhysicsExample::scene());
- return true;
- };
- _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
- scheduleUpdate();
- return true;
- }
- void IKExample::update(float deltaTime) {
- }
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