PhysicsExample.cpp 3.6 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated April 5, 2025. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2025, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  27. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. #include "PhysicsExample.h"
  30. #include "SpineboyExample.h"
  31. USING_NS_CC;
  32. using namespace spine;
  33. Scene *PhysicsExample::scene() {
  34. Scene *scene = Scene::create();
  35. scene->addChild(PhysicsExample::create());
  36. return scene;
  37. }
  38. bool PhysicsExample::init() {
  39. if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
  40. // Load the Spineboy skeleton and create a SkeletonAnimation node from it
  41. // centered on the screen.
  42. skeletonNode = SkeletonAnimation::createWithBinaryFile("celestial-circus-pro.skel", "celestial-circus.atlas", 0.2f);
  43. skeletonNode->setPosition(Vec2(_contentSize.width / 2, 200));
  44. addChild(skeletonNode);
  45. // Queue the "walk" animation on the first track.
  46. // skeletonNode->setAnimation(0, "walk", true);
  47. // Next we setup a listener that receives and stores
  48. // the current mouse location and updates the skeleton position
  49. // accordingly.
  50. EventListenerMouse *mouseListener = EventListenerMouse::create();
  51. mouseListener->onMouseMove = [this](cocos2d::Event *event) -> void {
  52. // convert the mosue location to the skeleton's coordinate space
  53. // and store it.
  54. EventMouse *mouseEvent = dynamic_cast<EventMouse *>(event);
  55. Vec2 mousePosition = skeletonNode->convertToNodeSpace(mouseEvent->getLocationInView());
  56. if (firstUpdate) {
  57. firstUpdate = false;
  58. lastMousePosition = mousePosition;
  59. return;
  60. }
  61. Vec2 delta = mousePosition - lastMousePosition;
  62. skeletonNode->getSkeleton()->physicsTranslate(-delta.x, -delta.y);
  63. lastMousePosition = mousePosition;
  64. };
  65. _eventDispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this);
  66. EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create();
  67. listener->onTouchBegan = [this](Touch *touch, cocos2d::Event *event) -> bool {
  68. Director::getInstance()->replaceScene(SpineboyExample::scene());
  69. return true;
  70. };
  71. _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
  72. scheduleUpdate();
  73. return true;
  74. }
  75. void PhysicsExample::update(float deltaTime) {
  76. }