12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394 |
- /******************************************************************************
- * 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 "SkeletonRendererSeparatorExample.h"
- #include "GoblinsExample.h"
- USING_NS_CC;
- using namespace spine;
- Scene *SkeletonRendererSeparatorExample::scene() {
- Scene *scene = Scene::create();
- scene->addChild(SkeletonRendererSeparatorExample::create());
- return scene;
- }
- bool SkeletonRendererSeparatorExample::init() {
- if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
- // Spineboy's back, which will manage the animation and GPU resources
- // will render only the front slots of Spineboy
- backNode = SkeletonAnimation::createWithJsonFile("spineboy-pro.json", "spineboy.atlas", 0.6f);
- backNode->setMix("walk", "jump", 0.4);
- backNode->setAnimation(0, "walk", true);
- backNode->setSlotsRange(backNode->findSlot("rear-upper-arm")->getData().getIndex(), backNode->findSlot("rear-shin")->getData().getIndex());
- backNode->setPosition(Vec2(_contentSize.width / 2, 20));
- // A simple rectangle to go between the front and back slots of Spineboy
- betweenNode = DrawNode::create();
- Vec2 rect[4];
- rect[0] = Vec2(0, 0);
- rect[1] = Vec2(40, 0);
- rect[2] = Vec2(40, 200);
- rect[3] = Vec2(0, 200);
- betweenNode->drawPolygon(rect, 4, Color4F(1, 0, 0, 1), 1, Color4F(1, 0, 0, 1));
- betweenNode->setPosition(Vec2(_contentSize.width / 2 + 30, 20));
- // Spineboy's front, doesn't manage any skeleton, animation or GPU resources, but simply
- // renders the back slots of Spineboy. The skeleton, animatio state and GPU resources
- // are shared with the front node!
- frontNode = SkeletonRendererCocos2dX::createWithSkeleton(backNode->getSkeleton());
- frontNode->setSlotsRange(frontNode->findSlot("neck")->getData().getIndex(), -1);
- frontNode->setPosition(Vec2(_contentSize.width / 2, 20));
- // Add the front, between and back node in the correct order to this scene
- addChild(backNode);
- addChild(betweenNode);
- addChild(frontNode);
- scheduleUpdate();
- EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create();
- listener->onTouchBegan = [this](Touch *touch, cocos2d::Event *event) -> bool {
- if (!backNode->getDebugBonesEnabled())
- backNode->setDebugBonesEnabled(true);
- else if (backNode->getTimeScale() == 1)
- backNode->setTimeScale(0.3f);
- else
- Director::getInstance()->replaceScene(GoblinsExample::scene());
- return true;
- };
- _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
- return true;
- }
- void SkeletonRendererSeparatorExample::update(float deltaTime) {
- // Test releasing memory.
- // Director::getInstance()->replaceScene(SpineboyExample::scene());
- }
|