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SkeletonAnimationLibraryCPP for cocos2d-x3.0rc1

目录说明

  • demo_for_cocos2d-x-3.0rc1 一个简单的DEMO,基于cocos2d-x3.0rc1编写,实现了lua导出,可以通过lua来创建动画。

Build & Run

  1. 使用VS2012或更高版本打开 demo_for_cocos2d-x-3.0rc1/build/cocos2d-win32.vc2012.sln
  2. Build Debug或Release
  3. Run lua-empty-test
  4. Goodluck!

DragonBones源码结构

DragonBones源码在demo_for_cocos2d-x-3.0rc1\cocos\scripting\lua-bindings\manual\DragonBones目录里,Cocosx开头的文件(Cocos2dxAtlasNode.cpp、Cocos2dxDisplayBridge.cpp等等)是cocos2dx的渲染层实现代码,只有这些代码是依赖cocos2d-x的,其他代码都没有依赖cocos2d-x。

其他代码是基于dragonBones 2.4版本的actionScript版本翻译过来,只是语言改成C++,算法部分没有任何改动。

SkeletonAnimationLibraryCPP for cocos2d-x-2.2

目录说明

  • DragonBones cocos2d-x 2.2 C++版本的DragonBones源码实现
  • demo_for_cocos2d-x-2.2.2 一个简单的DEMO,基于cocos2d-x2.2.2编写,修改了一点点CCTextureAtlas.cpp的代码,同时把除了vs2010之外的所有工程删除了。

Build & Run

For Windows

  1. 使用VS2010或更高版本打开 demo_for_cocos2d-x-2.2.2/cocos2d-win32.vc2010.sln
  2. Build Debug或Release
  3. Run HelloCpp
  4. Goodluck!

For Android

First, source tools/env-ndk-build to setup necessary environment variables for ndk-build.

source tools/env-ndk-build

NDK_ROOT and COCOS2DX_SRC_ROOT need to be set before sourcing this script. You can also create a .project-deps file in the root directory of this project to set NDK_ROOT and/or COCOS2DX_SRC_ROOT.

After that, you can run ndk-build under jni directory of application's projects to build the native library. For example:

cd demo_for_cocos2d-x-2.2.2/samples/Cpp/HelloCpp/proj.android/jni
$NDK_ROOT/ndk-build

DragonBones源码结构

DragonBones目录里,Cocosx开头的文件(Cocos2dxAtlasNode.cpp、Cocos2dxDisplayBridge.cpp等等)是cocos2dx的渲染层实现代码,只有这些代码是依赖cocos2d-x的,其他代码都没有依赖cocos2d-x。

其他代码是基于dragonBones 2.4版本的actionScript版本翻译过来,只是语言改成C++,算法部分没有任何改动。

现已支持quick-cocos2d-x 2.1.5版本.

想要和quick-cocos2d-x一起使用:

  1. 将preDB.h的#define USE_QUICK_COCOS2DX_215取消注释
  2. 把quick-cocos2d-x的CCTextureAtlas两个文件用
    https://github.com/DragonBones/SkeletonAnimationLibraryCPP/tree/master/demo_for_cocos2d-x-2.2.2/cocos2dx/textures
    替换掉即可.

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