void Skulls::setEyePosition() { leftEye = SkeletonData_findBone (skull.getSkeletonData(), "left_eye"); rightEye = SkeletonData_findBone (skull.getSkeletonData(), "right_eye"); head = SkeletonData_findBone (skull.getSkeletonData(), "head"); leftEyePos.x = leftEye->x + skullPos.x; leftEyePos.y = leftEye->y +skullPos.y - head->y; rightEyePos.x = rightEye->x + skullPos.x; rightEyePos.y = rightEye->y +skullPos.y - head->y; }
void Dragon::createProjectile() { if (time >= randTime) { FireballProjectile p; p.setPhysics(1.0, 0.5, 0.3); p.setup(GlobalData::box2dworld.getWorld(), headPos.x, headPos.y, ofRandom(20, 60)); p.setupProjectileData() ; GlobalData::fb_projectiles.push_back(p); startTime = ofGetElapsedTimeMillis(); randTime = ofRandom(1,5) * 1000; head = SkeletonData_findBone (dragon.getSkeletonData(), "bone3"); float rotation = head->rotation; float magnitude = GlobalData::fb_projectiles.back().body->GetMass()*10; b2Vec2 force = b2Vec2(cos(rotation) * magnitude , sin(rotation) * magnitude); GlobalData::fb_projectiles.back().body->ApplyLinearImpulse(force, GlobalData::fb_projectiles.back().body->GetPosition()); } }
void Dragon::updateHeadPosition() { dragonHead = SkeletonData_findBone (dragon.getSkeletonData(), "head"); headPos.x = dragonHead->x + dragonPos.x; headPos.y = dragonPos.y;// dragonHead->y + dragonPos.y; }
SkeletonData* SkeletonJson_readSkeletonData (SkeletonJson* self, const char* json) { SkeletonData* skeletonData; Json *root, *bones; int i, ii, iii, boneCount; Json* slots; Json* skinsMap; Json* animations; FREE(self->error); CONST_CAST(char*, self->error) = 0; root = Json_create(json); if (!root) { _SkeletonJson_setError(self, 0, "Invalid skeleton JSON: ", Json_getError()); return 0; } skeletonData = SkeletonData_create(); bones = Json_getItem(root, "bones"); boneCount = Json_getSize(bones); skeletonData->bones = MALLOC(BoneData*, boneCount); for (i = 0; i < boneCount; ++i) { Json* boneMap = Json_getItemAt(bones, i); BoneData* boneData; const char* boneName = Json_getString(boneMap, "name", 0); BoneData* parent = 0; const char* parentName = Json_getString(boneMap, "parent", 0); if (parentName) { parent = SkeletonData_findBone(skeletonData, parentName); if (!parent) { SkeletonData_dispose(skeletonData); _SkeletonJson_setError(self, root, "Parent bone not found: ", parentName); return 0; } } boneData = BoneData_create(boneName, parent); boneData->length = Json_getFloat(boneMap, "length", 0) * self->scale; boneData->x = Json_getFloat(boneMap, "x", 0) * self->scale; boneData->y = Json_getFloat(boneMap, "y", 0) * self->scale; boneData->rotation = Json_getFloat(boneMap, "rotation", 0); boneData->scaleX = Json_getFloat(boneMap, "scaleX", 1); boneData->scaleY = Json_getFloat(boneMap, "scaleY", 1); skeletonData->bones[i] = boneData; skeletonData->boneCount++; } slots = Json_getItem(root, "slots"); if (slots) { int slotCount = Json_getSize(slots); skeletonData->slots = MALLOC(SlotData*, slotCount); for (i = 0; i < slotCount; ++i) { SlotData* slotData; const char* color; Json *attachmentItem; Json* slotMap = Json_getItemAt(slots, i); const char* slotName = Json_getString(slotMap, "name", 0); const char* boneName = Json_getString(slotMap, "bone", 0); BoneData* boneData = SkeletonData_findBone(skeletonData, boneName); if (!boneData) { SkeletonData_dispose(skeletonData); _SkeletonJson_setError(self, root, "Slot bone not found: ", boneName); return 0; } slotData = SlotData_create(slotName, boneData); color = Json_getString(slotMap, "color", 0); if (color) { slotData->r = toColor(color, 0); slotData->g = toColor(color, 1); slotData->b = toColor(color, 2); slotData->a = toColor(color, 3); } attachmentItem = Json_getItem(slotMap, "attachment"); if (attachmentItem) SlotData_setAttachmentName(slotData, attachmentItem->valuestring); skeletonData->slots[i] = slotData; skeletonData->slotCount++; } } skinsMap = Json_getItem(root, "skins"); if (skinsMap) { int skinCount = Json_getSize(skinsMap); skeletonData->skins = MALLOC(Skin*, skinCount); for (i = 0; i < skinCount; ++i) { Json* slotMap = Json_getItemAt(skinsMap, i); const char* skinName = slotMap->name; Skin *skin = Skin_create(skinName); int slotNameCount; skeletonData->skins[i] = skin; skeletonData->skinCount++; if (kdStrcmp(skinName, "default") == 0) skeletonData->defaultSkin = skin; slotNameCount = Json_getSize(slotMap); for (ii = 0; ii < slotNameCount; ++ii) { Json* attachmentsMap = Json_getItemAt(slotMap, ii); const char* slotName = attachmentsMap->name; int slotIndex = SkeletonData_findSlotIndex(skeletonData, slotName); int attachmentCount = Json_getSize(attachmentsMap); for (iii = 0; iii < attachmentCount; ++iii) { Attachment* attachment; Json* attachmentMap = Json_getItemAt(attachmentsMap, iii); const char* skinAttachmentName = attachmentMap->name; const char* attachmentName = Json_getString(attachmentMap, "name", skinAttachmentName); const char* typeString = Json_getString(attachmentMap, "type", "region"); AttachmentType type; if (kdStrcmp(typeString, "region") == 0) type = ATTACHMENT_REGION; else if (kdStrcmp(typeString, "regionSequence") == 0) type = ATTACHMENT_REGION_SEQUENCE; else { SkeletonData_dispose(skeletonData); _SkeletonJson_setError(self, root, "Unknown attachment type: ", typeString); return 0; } attachment = AttachmentLoader_newAttachment(self->attachmentLoader, skin, type, attachmentName); if (!attachment) { if (self->attachmentLoader->error1) { SkeletonData_dispose(skeletonData); _SkeletonJson_setError(self, root, self->attachmentLoader->error1, self->attachmentLoader->error2); return 0; } continue; } if (attachment->type == ATTACHMENT_REGION || attachment->type == ATTACHMENT_REGION_SEQUENCE) { RegionAttachment* regionAttachment = (RegionAttachment*)attachment; regionAttachment->x = Json_getFloat(attachmentMap, "x", 0) * self->scale; regionAttachment->y = Json_getFloat(attachmentMap, "y", 0) * self->scale; regionAttachment->scaleX = Json_getFloat(attachmentMap, "scaleX", 1); regionAttachment->scaleY = Json_getFloat(attachmentMap, "scaleY", 1); regionAttachment->rotation = Json_getFloat(attachmentMap, "rotation", 0); regionAttachment->width = Json_getFloat(attachmentMap, "width", 32) * self->scale; regionAttachment->height = Json_getFloat(attachmentMap, "height", 32) * self->scale; RegionAttachment_updateOffset(regionAttachment); } Skin_addAttachment(skin, slotIndex, skinAttachmentName, attachment); } } } } animations = Json_getItem(root, "animations"); if (animations) { int animationCount = Json_getSize(animations); skeletonData->animations = MALLOC(Animation*, animationCount); for (i = 0; i < animationCount; ++i) { Json* animationMap = Json_getItemAt(animations, i); _SkeletonJson_readAnimation(self, animationMap, skeletonData); } } Json_dispose(root); return skeletonData; }