23.cocos2d-x骨骼动画

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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;
}

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