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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 "PhysicsExample.h"
- #include "SpineboyExample.h"
- USING_NS_CC;
- using namespace spine;
- Scene *PhysicsExample::scene() {
- Scene *scene = Scene::create();
- scene->addChild(PhysicsExample::create());
- return scene;
- }
- bool PhysicsExample::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::createWithBinaryFile("celestial-circus-pro.skel", "celestial-circus.atlas", 0.2f);
- skeletonNode->setPosition(Vec2(_contentSize.width / 2, 200));
- addChild(skeletonNode);
- // Queue the "walk" animation on the first track.
- // skeletonNode->setAnimation(0, "walk", true);
- // Next we setup a listener that receives and stores
- // the current mouse location and updates the skeleton position
- // accordingly.
- 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);
- Vec2 mousePosition = skeletonNode->convertToNodeSpace(mouseEvent->getLocationInView());
- if (firstUpdate) {
- firstUpdate = false;
- lastMousePosition = mousePosition;
- return;
- }
- Vec2 delta = mousePosition - lastMousePosition;
- skeletonNode->getSkeleton()->physicsTranslate(-delta.x, -delta.y);
- lastMousePosition = mousePosition;
- };
- _eventDispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this);
- EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create();
- listener->onTouchBegan = [this](Touch *touch, cocos2d::Event *event) -> bool {
- Director::getInstance()->replaceScene(SpineboyExample::scene());
- return true;
- };
- _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
- scheduleUpdate();
- return true;
- }
- void PhysicsExample::update(float deltaTime) {
- }
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