BatchingExample.cpp 5.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116
  1. /******************************************************************************
  2. * Spine Runtimes Software License v2.5
  3. *
  4. * Copyright (c) 2013-2016, Esoteric Software
  5. * All rights reserved.
  6. *
  7. * You are granted a perpetual, non-exclusive, non-sublicensable, and
  8. * non-transferable license to use, install, execute, and perform the Spine
  9. * Runtimes software and derivative works solely for personal or internal
  10. * use. Without the written permission of Esoteric Software (see Section 2 of
  11. * the Spine Software License Agreement), you may not (a) modify, translate,
  12. * adapt, or develop new applications using the Spine Runtimes or otherwise
  13. * create derivative works or improvements of the Spine Runtimes or (b) remove,
  14. * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
  15. * or other intellectual property or proprietary rights notices on or in the
  16. * Software, including any copy thereof. Redistributions in binary or source
  17. * form must include this license and terms.
  18. *
  19. * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
  20. * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
  21. * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
  22. * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  23. * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  24. * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
  25. * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
  26. * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
  27. * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
  28. * POSSIBILITY OF SUCH DAMAGE.
  29. *****************************************************************************/
  30. #include "BatchingExample.h"
  31. #include "SpineboyExample.h"
  32. USING_NS_CC;
  33. using namespace spine;
  34. #define NUM_SKELETONS 50
  35. Cocos2dTextureLoader textureLoader;
  36. Scene* BatchingExample::scene () {
  37. Scene *scene = Scene::create();
  38. scene->addChild(BatchingExample::create());
  39. return scene;
  40. }
  41. bool BatchingExample::init () {
  42. if (!LayerColor::initWithColor(Color4B(128, 128, 128, 255))) return false;
  43. // Load the texture atlas. Note that the texture loader has to live
  44. // as long as the Atlas, as the Atlas destructor will call TextureLoader::unload.
  45. _atlas = new (__FILE__, __LINE__) Atlas("spineboy.atlas", &textureLoader);
  46. CCASSERT(_atlas, "Error reading atlas file.");
  47. // This attachment loader configures attachments with data needed for cocos2d-x rendering.
  48. // Do not dispose the attachment loader until the skeleton data is disposed!
  49. _attachmentLoader = new (__FILE__, __LINE__) Cocos2dAtlasAttachmentLoader(_atlas);
  50. // Load the skeleton data.
  51. SkeletonJson* json = new (__FILE__, __LINE__) SkeletonJson(_attachmentLoader);
  52. json->setScale(0.6f); // Resizes skeleton data to 60% of the size it was in Spine.
  53. _skeletonData = json->readSkeletonDataFile("spineboy-pro.json");
  54. CCASSERT(_skeletonData, json->getError().isEmpty() ? json->getError().buffer() : "Error reading skeleton data file.");
  55. delete json;
  56. // Setup mix times.
  57. _stateData = new (__FILE__, __LINE__) AnimationStateData(_skeletonData);
  58. _stateData->setMix("walk", "jump", 0.2f);
  59. _stateData->setMix("jump", "run", 0.2f);
  60. int xMin = _contentSize.width * 0.10f, xMax = _contentSize.width * 0.90f;
  61. int yMin = 0, yMax = _contentSize.height * 0.7f;
  62. for (int i = 0; i < NUM_SKELETONS; i++) {
  63. // Each skeleton node shares the same atlas, skeleton data, and mix times.
  64. SkeletonAnimation* skeletonNode = SkeletonAnimation::createWithData(_skeletonData, false);
  65. skeletonNode->setAnimationStateData(_stateData);
  66. skeletonNode->setAnimation(0, "walk", true);
  67. skeletonNode->addAnimation(0, "jump", true, RandomHelper::random_int(0, 300) / 100.0f);
  68. skeletonNode->addAnimation(0, "run", true);
  69. // alternative setting two color tint for groups of 10 skeletons
  70. // should end up with #skeletons / 10 batches
  71. // if (j++ < 10)
  72. // skeletonNode->setTwoColorTint(true);
  73. // if (j == 20) j = 0;
  74. // skeletonNode->setTwoColorTint(true);
  75. skeletonNode->setPosition(Vec2(
  76. RandomHelper::random_int(xMin, xMax),
  77. RandomHelper::random_int(yMin, yMax)
  78. ));
  79. addChild(skeletonNode);
  80. }
  81. scheduleUpdate();
  82. EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
  83. listener->onTouchBegan = [this] (Touch* touch, cocos2d::Event* event) -> bool {
  84. Director::getInstance()->replaceScene(SpineboyExample::scene());
  85. return true;
  86. };
  87. _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
  88. return true;
  89. }
  90. BatchingExample::~BatchingExample () {
  91. // SkeletonAnimation instances are cocos2d-x nodes and are disposed of automatically as normal, but the data created
  92. // manually to be shared across multiple SkeletonAnimations needs to be disposed of manually.
  93. delete _skeletonData;
  94. delete _stateData;
  95. delete _attachmentLoader;
  96. delete _atlas;
  97. }