Ejemplo n.º 1
0
void goblins () {
// Load atlas, skeleton, and animations.
	Atlas* atlas = Atlas_readAtlasFile("../data/goblins.atlas");
	SkeletonJson* json = SkeletonJson_create(atlas);
	json->scale = 2;
	SkeletonData *skeletonData = SkeletonJson_readSkeletonDataFile(json, "../data/goblins.json");
	Animation* walkAnimation = SkeletonData_findAnimation(skeletonData, "walk");
	SkeletonJson_dispose(json);

	SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
	drawable->timeScale = 1;

	Skeleton* skeleton = drawable->skeleton;
	skeleton->flipX = false;
	skeleton->flipY = false;
	Skeleton_setSkinByName(skeleton, "goblin");
	Skeleton_setSlotsToSetupPose(skeleton);
//	Skeleton_setAttachment(skeleton, "left hand item", "dagger");

	skeleton->x = 320;
	skeleton->y = 590;
	Skeleton_updateWorldTransform(skeleton);

	AnimationState_setAnimation(drawable->state, 0, walkAnimation, true);

	sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML");
	window.setFramerateLimit(60);
	sf::Event event;
	sf::Clock deltaClock;
	while (window.isOpen()) {
		while (window.pollEvent(event))
			if (event.type == sf::Event::Closed) window.close();

		float delta = deltaClock.getElapsedTime().asSeconds();
		deltaClock.restart();

		drawable->update(delta);

		window.clear();
		window.draw(*drawable);
		window.display();
	}

	SkeletonData_dispose(skeletonData);
	Atlas_dispose(atlas);
}
Ejemplo n.º 2
0
void raptor () {
	// Load atlas, skeleton, and animations.
	Atlas* atlas = Atlas_createFromFile("data/raptor.atlas", 0);
	SkeletonJson* json = SkeletonJson_create(atlas);
	json->scale = 0.5f;
	SkeletonData *skeletonData = SkeletonJson_readSkeletonDataFile(json, "data/raptor.json");
	if (!skeletonData) {
		printf("Error: %s\n", json->error);
		exit(0);
	}
	SkeletonJson_dispose(json);

	SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
	drawable->timeScale = 1;

	Skeleton* skeleton = drawable->skeleton;
	skeleton->x = 320;
	skeleton->y = 590;
	Skeleton_updateWorldTransform(skeleton);

	AnimationState_setAnimationByName(drawable->state, 0, "walk", true);
	AnimationState_setAnimationByName(drawable->state, 1, "empty", false);
	AnimationState_addAnimationByName(drawable->state, 1, "gungrab", false, 2);

	sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - raptor");
	window.setFramerateLimit(60);
	sf::Event event;
	sf::Clock deltaClock;
	while (window.isOpen()) {
		while (window.pollEvent(event))
			if (event.type == sf::Event::Closed) window.close();

		float delta = deltaClock.getElapsedTime().asSeconds();
		deltaClock.restart();

		drawable->update(delta);

		window.clear();
		window.draw(*drawable);
		window.display();
	}

	SkeletonData_dispose(skeletonData);
	Atlas_dispose(atlas);
}
Ejemplo n.º 3
0
void spineboy () {
	// Load atlas, skeleton, and animations.
	Atlas* atlas = Atlas_createFromFile("data/spineboy.atlas", 0);
	SkeletonJson* json = SkeletonJson_create(atlas);
	json->scale = 0.6f;
	SkeletonData *skeletonData = SkeletonJson_readSkeletonDataFile(json, "data/spineboy.json");
	if (!skeletonData) {
		printf("%s\n", json->error);
		exit(0);
	}
	SkeletonJson_dispose(json);
	SkeletonBounds* bounds = SkeletonBounds_create();

	// Configure mixing.
	AnimationStateData* stateData = AnimationStateData_create(skeletonData);
	AnimationStateData_setMixByName(stateData, "walk", "jump", 0.2f);
	AnimationStateData_setMixByName(stateData, "jump", "run", 0.2f);

	SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData, stateData);
	drawable->timeScale = 1;

	Skeleton* skeleton = drawable->skeleton;
	skeleton->flipX = false;
	skeleton->flipY = false;
	Skeleton_setToSetupPose(skeleton);

	skeleton->x = 320;
	skeleton->y = 460;
	Skeleton_updateWorldTransform(skeleton);

	Slot* headSlot = Skeleton_findSlot(skeleton, "head");

	drawable->state->listener = callback;
	AnimationState_setAnimationByName(drawable->state, 0, "test", true);
	AnimationState_addAnimationByName(drawable->state, 0, "walk", true, 0);
	AnimationState_addAnimationByName(drawable->state, 0, "jump", false, 3);
	AnimationState_addAnimationByName(drawable->state, 0, "run", true, 0);

	sf::RenderWindow window(sf::VideoMode(640, 480), "Spine SFML - spineboy");
	window.setFramerateLimit(60);
	sf::Event event;
	sf::Clock deltaClock;
	while (window.isOpen()) {
		while (window.pollEvent(event))
			if (event.type == sf::Event::Closed) window.close();

		float delta = deltaClock.getElapsedTime().asSeconds();
		deltaClock.restart();

		SkeletonBounds_update(bounds, skeleton, true);
		sf::Vector2i position = sf::Mouse::getPosition(window);
		if (SkeletonBounds_containsPoint(bounds, position.x, position.y)) {
			headSlot->g = 0;
			headSlot->b = 0;
		} else {
			headSlot->g = 1;
			headSlot->b = 1;
		}

		drawable->update(delta);

		window.clear();
		window.draw(*drawable);
		window.display();
	}

	SkeletonData_dispose(skeletonData);
	SkeletonBounds_dispose(bounds);
	Atlas_dispose(atlas);
}