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spine+专业版,真人脸变动漫脸软件

互联网 2020-10-02 02:03:42
//init bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } CCSkeletonAnimation* skeletonNode = CCSkeletonAnimation::createWithFile("spineboy.json", "spineboy.atlas"); skeletonNode->setAnimation("walk", true); skeletonNode->setPosition(ccp(300,0)); //skeletonNode->debugSlots = true; skeletonNode->debugBones = true; skeletonNode->timeScale = 0.5f; addChild(skeletonNode,0,1);

ParticleSun* _emitter1 = ParticleSun::create(); _emitter1->setTexture( TextureCache::getInstance()->addImage("fire.png") ); addChild(_emitter1, 10, 2); ParticleGalaxy* _emitter2 = ParticleGalaxy::create(); _emitter2->setTexture( TextureCache::getInstance()->addImage("fire.png") ); skeletonNode->addChild(_emitter2, 10, 20); scheduleUpdate(); return true; } //update void HelloWorld::update (float deltaTime) { CCSkeletonAnimation* skeletonNode = (CCSkeletonAnimation*)getChildByTag(1);

Bone* pBone = skeletonNode->findBone("left hand"); CCPoint pt = skeletonNode->convertToWorldSpace(ccp(pBone->worldX,pBone->worldY));//粒子1是添加在Scene上的 所以需要坐标转换一下 ParticleSun* _emitter1 = (ParticleSun*)getChildByTag(2); _emitter1->setPosition(pt); pBone = skeletonNode->findBone("right hand"); pt = ccp(pBone->worldX,pBone->worldY);//粒子2直接挂到骨骼动画上,所以不需要转换坐标 ParticleGalaxy* _emitter2 = (ParticleGalaxy*)skeletonNode->getChildByTag(20); _emitter2->setPosition(pt); }

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