resolve conflict Bone in cocos2d and cocostudio

This commit is contained in:
yangxiao 2014-07-08 11:03:29 +08:00
parent 61f4a4d6b3
commit 75ee088631
1 changed files with 7 additions and 7 deletions

View File

@ -591,7 +591,7 @@ std::string TestFrameEvent::title() const
{ {
return "Test Frame Event"; return "Test Frame Event";
} }
void TestFrameEvent::onFrameEvent(Bone *bone, const std::string& evt, int originFrameIndex, int currentFrameIndex) void TestFrameEvent::onFrameEvent(cocostudio::Bone *bone, const std::string& evt, int originFrameIndex, int currentFrameIndex)
{ {
CCLOG("(%s) emit a frame event (%s) at frame index (%d).", bone->getName().c_str(), evt.c_str(), currentFrameIndex); CCLOG("(%s) emit a frame event (%s) at frame index (%d).", bone->getName().c_str(), evt.c_str(), currentFrameIndex);
@ -633,7 +633,7 @@ void TestParticleDisplay::onEnter()
ParticleSystem *p1 = CCParticleSystemQuad::create("Particles/SmallSun.plist"); ParticleSystem *p1 = CCParticleSystemQuad::create("Particles/SmallSun.plist");
ParticleSystem *p2 = CCParticleSystemQuad::create("Particles/SmallSun.plist"); ParticleSystem *p2 = CCParticleSystemQuad::create("Particles/SmallSun.plist");
Bone *bone = Bone::create("p1"); cocostudio::Bone *bone = cocostudio::Bone::create("p1");
bone->addDisplay(p1, 0); bone->addDisplay(p1, 0);
bone->changeDisplayWithIndex(0, true); bone->changeDisplayWithIndex(0, true);
bone->setIgnoreMovementBoneData(true); bone->setIgnoreMovementBoneData(true);
@ -641,7 +641,7 @@ void TestParticleDisplay::onEnter()
bone->setScale(1.2f); bone->setScale(1.2f);
armature->addBone(bone, "bady-a3"); armature->addBone(bone, "bady-a3");
bone = Bone::create("p2"); bone = cocostudio::Bone::create("p2");
bone->addDisplay(p2, 0); bone->addDisplay(p2, 0);
bone->changeDisplayWithIndex(0, true); bone->changeDisplayWithIndex(0, true);
bone->setIgnoreMovementBoneData(true); bone->setIgnoreMovementBoneData(true);
@ -773,7 +773,7 @@ std::string TestColliderDetector::title() const
{ {
return "Test Collider Detector"; return "Test Collider Detector";
} }
void TestColliderDetector::onFrameEvent(Bone *bone, const std::string& evt, int originFrameIndex, int currentFrameIndex) void TestColliderDetector::onFrameEvent(cocostudio::Bone *bone, const std::string& evt, int originFrameIndex, int currentFrameIndex)
{ {
CCLOG("(%s) emit a frame event (%s) at frame index (%d).", bone->getName().c_str(), evt.c_str(), currentFrameIndex); CCLOG("(%s) emit a frame event (%s) at frame index (%d).", bone->getName().c_str(), evt.c_str(), currentFrameIndex);
@ -1025,10 +1025,10 @@ void TestColliderDetector::update(float delta)
// This code is just telling how to get the vertex. // This code is just telling how to get the vertex.
// For a more accurate collider detection, you need to implemente yourself. // For a more accurate collider detection, you need to implemente yourself.
const Map<std::string, Bone*>& map = armature2->getBoneDic(); const Map<std::string, cocostudio::Bone*>& map = armature2->getBoneDic();
for(const auto& element : map) for(const auto& element : map)
{ {
Bone *bone = element.second; cocostudio::Bone *bone = element.second;
ColliderDetector *detector = bone->getColliderDetector(); ColliderDetector *detector = bone->getColliderDetector();
if (!detector) if (!detector)
@ -1243,7 +1243,7 @@ void Hero::changeMount(Armature *armature)
removeFromParentAndCleanup(false); removeFromParentAndCleanup(false);
//Get the hero bone //Get the hero bone
Bone *bone = armature->getBone("hero"); cocostudio::Bone *bone = armature->getBone("hero");
//Add hero as a display to this bone //Add hero as a display to this bone
bone->addDisplay(this, 0); bone->addDisplay(this, 0);
//Change this bone's display //Change this bone's display