cocos2dx3.2 spine动画

首先提供spine的最新运行库,当然这不是官方的,里面封装了ffd,是我自己修改过并添加了ffd代码,采用newSkeletonAnimation区别原先的skeletonAnimation具体点击:spine FFD runtime   

其中要注意的几个地方:
1.  1.8版本以上的atlas做了修改 在第二行添加了size 所以只要删除size这一行即可,
2. 动作制作的时候如果层级有发生改变或者切换了skin,slot,请K帧一下,修改的部分:draworder和bone,一般首尾都K一下就行了。
3.至于.skel的binary文件,是spine本身就提供的二进制文件,性能必然高于json,本人目前正在修改完善spine runtime的binary(因为官方也不提供,完成起来慢了点,以后或许会放出)。
4.newskeletonanimation在create时候最后一个参数scale别忘了。
说一下runtime中常用的一些方法:
skeletonNode = NEWSkeletonAnimation::createWithFile("spineboy.json", "spineboy.atlas", 0.6f);//创建动作,最后的参数为scale.


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        skeletonNode->startListener = [ this ] ( int trackIndex) { //设置动作开始检测的监听器
    spTrackEntry* entry = spAnimationState_getCurrent(skeletonNode->state, trackIndex); //获得当前动作的状态信息
    const char * animationName = (entry && entry->animation) ? entry->animation->name : 0;
        log ( "%d start: %s" , trackIndex, animationName);
    };
    skeletonNode->endListener = [] ( int trackIndex) { //同理,结束动作监听
        log ( "%d end" , trackIndex);
    };
    skeletonNode->completeListener = [] ( int trackIndex, int loopCount) { //同理,完成动作监听
        log ( "%d complete: %d" , trackIndex, loopCount);
    };
    skeletonNode->eventListener = [] ( int trackIndex, spEvent* event) { //同理,事件监听,在spine中编辑好event导出
        log ( "%d event: %s, %d, %f, %s" , trackIndex, event->data->name, event->intValue, event->floatValue, event->stringValue);
    };
 
    skeletonNode->setMix( "walk" , "jump" , 0.2f); //协调动作
    skeletonNode->setMix( "jump" , "run" , 0.2f);
    skeletonNode->setAnimation(0, "walk" , true ); //设置动作,可用多个set进行动作混合
    spTrackEntry* jumpEntry = skeletonNode->addAnimation(0, "jump" , false , 3); //添加动作,在上个动作直接玩之后,之后为循环参数和delay
    skeletonNode->addAnimation(0, "run" , true );
 
    skeletonNode->setStartListener(jumpEntry, [] ( int trackIndex) {
        log ( "jumped!" );
    });
    
    
    
     skeletonNode->timeScale = 0.3f; //动作间隔
skeletonNode->debugBones = true ; //debug模式
skeletonNode->update(0); //更新动作
spBone* root=skeletonNode->findBone( "root" ); //找到name为root的骨骼,同理  通过 findslot 可以找到名字为name的slot






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         NEWSkeletonAnimation* skeletonNode;
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skeletonNode = NEWSkeletonAnimation::createWithFile( "Maid.json" , "Maid.atlas" , 0.6f);
 
     skeletonNode->startListener = [ this ] ( int trackIndex) {
         spTrackEntry* entry = spAnimationState_getCurrent(skeletonNode->state, trackIndex);
         const char * animationName = (entry && entry->animation) ? entry->animation->name : 0;
         log ( "%d start: %s" , trackIndex, animationName);
     };
     skeletonNode->endListener = [=] ( int trackIndex) {
         log ( "%d end" , trackIndex);
         m_isSkeletonSiwtch = false ;
     };
     skeletonNode->completeListener = [] ( int trackIndex, int loopCount) {
         log ( "%d complete: %d" , trackIndex, loopCount);
     };
     skeletonNode->eventListener = [] ( int trackIndex, spEvent* event) {
         log ( "%d event: %s, %d, %f, %s" , trackIndex, event->data->name, event->intValue, event->floatValue, event->stringValue);
     };
 
     skeletonNode->setPosition(100, 100);
     this ->addChild(skeletonNode);
     //skeletonNode->setAnimation(0, "Event", false);








源地址:http://my.oschina.net/ffs/blog/316972

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