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Tests-V3.8\tests\cpp-tests\Resources\spine文件夹下有raptor.atlas、raptor.json、raptor.png文件
HelloWorldScene.h文件
#ifndef __HELLOWORLD_SCENE_H__ #define __HELLOWORLD_SCENE_H__ #include "cocos2d.h" class HelloWorld : public cocos2d::Layer { public: // there's no 'id' in cpp,so we recommend returning the class instance pointer static cocos2d::Scene* createScene(); // Here's a difference. Method 'init' in cocos2d-x returns bool,instead of returning 'id' in cocos2d-iphone virtual bool init(); // implement the "static create()" method manually CREATE_FUNC(HelloWorld); }; #endif // __HELLOWORLD_SCENE_H__
HelloWorldScene.cpp文件
#include "HelloWorldScene.h"
#include "cocostudio/CocoStudio.h"
#include "ui/CocosGUI.h"
#include "spine\spine.h"
#include <spine/spine-cocos2dx.h>
USING_NS_CC;
using namespace spine;
using namespace cocostudio::timeline;
Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
auto layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
}
auto rootNode = CSLoader::createNode("MainScene.csb");
Vec2 visiable = Director::getInstance()->getVisibleSize();
auto skeletonNode = new SkeletonAnimation("raptor.json","raptor.atlas");
skeletonNode->setPosition(Vec2(visiable.x /2,50));
skeletonNode->setScale(0.5);
//0.一个一个执行,过度时不会卡顿
//skeletonNode->setMix("walk","gungrab",0.5f);
//1.轨道、走路动作、是否循环
skeletonNode->setAnimation(0,"walk",true);
////2.setAnimation方法只能播放一种动画,所以当要连续播放不同的动画时,需要使用addAnimation方法来实现,它可以一条一条的播放不同的动画。
skeletonNode->setAnimation(1,"empty",false);
skeletonNode->addAnimation(1,"gungrab",false,2);
//3.动画的播放快慢
skeletonNode->setTimeScale(0.5f);
//4.是否显示骨骼
skeletonNode->setDebugBonesEnabled(true);
addChild(skeletonNode);
addChild(rootNode);
return true;
}