創建spine動畫有兩種方法,分別是createwithfile和createwithdata。
createWithFile是通過加載動作數據馬上進行創建,如果spine動畫中的json文件大小超過100k時,會出現卡頓現象,如果動畫文件偏小,可以使用這個方法來創建動畫。
createWithData是通過預加載,保存動畫數據在spSkeletonData中,然后通過實現創建動畫,這個方法可以使用在spine動畫偏大的情況下使用。
cocos2dx 自帶的LuaSkeletonAnimation文件中沒有對createWithData進行實現,所有,我選擇繼承SkeletonAnimation來重寫該方法。
實現方法如下:
(SpineAnimation_new.h)
#include <stdio.h>
#include "cocos/editor-support/spine/SkeletonAnimation.h"
#include "cocos/editor-support/spine/spine.h"
#include "spine/SkeletonRenderer.h"
#include "cocos2d.h"
using namespace spine;
class SpineAnimation_new:spine::SkeletonAnimation
{
public:
static SpineAnimation_new *createWithSkeletonData(spSkeletonData* skeletonData);
static SpineAnimation_new *createWithSkeletonAnimation(SpineAnimation_new*skeletonAnim);
static SpineAnimation_new *createWithFileName(const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
virtual ~SpineAnimation_new();
spSkeletonData* getSkeletonData()
{
spSkeletonData*skData =SkeletonRenderer::getSkeleton()->data;
return skData;
}
private:
SpineAnimation_new(spSkeletonData*skeletonData);
SpineAnimation_new(const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1);
};
(SpineAnimation_new.cpp)
#include "SpineAnimation_new.h"
#include "cocos2d.h"
#include "cocos/scripting/lua-bindings/manual/cocos2d/LuaScriptHandlerMgr.h"
#include "CCLuaStack.h"
#include "CCLuaEngine.h"
USING_NS_CC;
SpineAnimation_new *SpineAnimation_new::createWithSkeletonData(spSkeletonData* skeletonData)
{
SpineAnimation_new* node = new (std::nothrow)SpineAnimation_new(skeletonData);
node->autorelease();
return node;
}
SpineAnimation_new *SpineAnimation_new::createWithSkeletonAnimation(SpineAnimation_new*skeletonAnim)
{
SpineAnimation_new* node = new (std::nothrow)SpineAnimation_new(skeletonAnim->getSkeletonData());
node->autorelease();
return node;
}
SpineAnimation_new *SpineAnimation_new::createWithFileName(const std::string& skeletonDataFile, const std::string& atlasFile, float scale)
{
SpineAnimation_new* node = new (std::nothrow)SpineAnimation_new(skeletonDataFile, atlasFile, scale);
node->autorelease();
return node;
}
SpineAnimation_new::~SpineAnimation_new()
{
ScriptHandlerMgr::getInstance()->removeObjectAllHandlers((void*)this);
}
SpineAnimation_new::SpineAnimation_new(spSkeletonData*skeletonData):
SkeletonAnimation(skeletonData)
{
}
SpineAnimation_new::SpineAnimation_new(const std::string& skeletonDataFile, const std::string& atlasFile, float scale):SkeletonAnimation(skeletonDataFile,atlasFile,scale)
{
}
在綁定lua的c++代碼中,cocos2dx自帶的打包工具會出現一下小問題,在棧中獲取不了加載好的spine數據,所以要我將讀棧方法修改如下:
argc = lua_gettop(tolua_S) - 1;
if (argc == 1)
{
SpineAnimation_new* arg0 = (SpineAnimation_new*)tolua_tousertype(tolua_S,2,0);
SpineAnimation_new* ret = SpineAnimation_new::createWithSkeletonAnimation(arg0);
return 1;
}
在lua代碼中,我先將所有spine動畫創建加載,放在一個table中,並且調用retain()方法避免場景切換時被釋放,然后在游戲過程中,通過鍵值獲取table中預先創建好的spine動畫實現創建。
local spineAnim = cc.SpineAnimation_new:createWithFileName("role/tn_zt/tn_zt.json","role/tn_zt/tn_zt.atlas")--預加載動畫資源
self._sprite3d = cc.SpineAnimation_new:createWithSkeletonAnimation(spineAnim)--創建動畫
self:addChild(self._sprite3d)--添加到當前場景
self._sprite3d:setPosition(200,200)
通過以上方法就可以實現spine動畫的預加載
(轉載時請注明出處,from 博客園:HemJohn)