The spine-cocos2d-objc runtime provides functionality to load, manipulate and render Spine skeletal animation data using the latest cocos2d-objc. spine-cocos2d-objc is based on spine-c.
You are welcome to evaluate the Spine Runtimes and the examples we provide in this repository free of charge.
You can integrate the Spine Runtimes into your software free of charge, but users of your software must have their own Spine license. Please make your users aware of this requirement! This option is often chosen by those making development tools, such as an SDK, game toolkit, or software library.
In order to distribute your software containing the Spine Runtimes to others that don't have a Spine license, you need a Spine license at the time of integration. Then you can distribute your software containing the Spine Runtimes however you like, provided others don't modify it or use it to create new software. If others want to do that, they'll need their own Spine license.
For the official legal terms governing the Spine Runtimes, please read the Spine Runtimes License Agreement and Section 2 of the Spine Editor License Agreement.
spine-cocos2d-objc works with data exported from Spine 3.9.x.
spine-cocos2d-objc supports all Spine features.
spine-cocos2d-objc does not yet support loading the binary format.
- Create a new cocos2d-obj project. See the cocos2d-objc documentation or have a look at the example in this repository.
- Download the Spine Runtimes source using git (
git clone https://github.com/esotericsoftware/spine-runtimes
) or download it as a zip via the download button above. - Add the sources from
spine-c/spine-c/src/spine
andspine-cocos2d-objc/src/spine
to your project - Add the folders
spine-c/spine-c/include
andspine-cocos2d-objc/src
to your header search path. Note that includes are specified as#inclue <spine/file.h>
, so thespine
directory cannot be omitted when copying the source files. - If your project uses ARC, you have to exclude the
.m
files inspine-cocos2d-objc/src
from ARC. See https://stackoverflow.com/questions/6646052/how-can-i-disable-arc-for-a-single-file-in-a-project for more information.
See the Spine Runtimes documentation on how to use the APIs or check out the Spine cocos2d-objc example.
The Spine cocos2d-objc example works on iOS simulators and devices.
- To enable two color tinting, set
SkeletonRenderer.twoColorTint = true
. Note that skeletons rendered with this feature will not batch with other skeletons.
- Install Xcode
- Install Homebrew
- Open a terminal and install CMake via
brew install cmake
- Download the Spine Runtimes repository using git (
git clone https://github.com/esotericsoftware/spine-runtimes
) or download it as a zip via the download button above. - Open a terminal, and
cd
into thespine-runtimes/spine-cocos2d-objc
folder - Type
mkdir build && cd build && cmake ..
, this will download the cocos2d-objc dependency - Open the Xcode project in
spine-runtimes/spine-cocos2d-objc/spine-cocos2d-objc.xcodeproj/
- In the file
spine-runtimes/spine-cocos2d-objc/cocos2d/cocos2d/CCRendererBasicTypes.m
, change line 56 from-(id)objectForKey:(id<NSCopying>)options
to-(id)objectForKey:(id)options
. This will allow building cocos2d-objc with the latest Xcode version. - In Xcode, click the
Run
button or typeCMD+R
to run the example on the simulator
podspec (maintained externally)