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 * Copyright (c) 2013, Esoteric Software
 * All rights reserved.
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 * modification, are permitted provided that the following conditions are met:
 * 
 * 1. Redistributions of source code must retain the above copyright notice, this
 *    list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright notice,
 *    this list of conditions and the following disclaimer in the documentation
 *    and/or other materials provided with the distribution.
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 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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#include "SpineTest.h"
#include <iostream>
#include <fstream>
#include <string.h>
 #include "spine/spine.h"

using namespace cocos2d;
using namespace std;
using namespace spine;

//------------------------------------------------------------------
//
// SpineTestScene
//
//------------------------------------------------------------------
void SpineTestScene::runThisTest()
{
    auto layer = SpineTestLayer::create();
    addChild(layer);
    
    Director::getInstance()->replaceScene(this);
}

bool SpineTestLayer::init () {
	if (!Layer::init()) return false;

	skeletonNode = CCSkeletonAnimation::createWithFile("spine/spineboy.json", "spine/spineboy.atlas");
    skeletonNode->setMix("walk", "jump", 0.4f);
    skeletonNode->setMix("jump", "walk", 0.4f);    
    skeletonNode->setAnimation("walk", true);

	skeletonNode->timeScale = 0.3f;
	skeletonNode->debugBones = true;

	skeletonNode->runAction(RepeatForever::create(Sequence::create(FadeOut::create(1),
		FadeIn::create(1),
		DelayTime::create(5),
		NULL)));

	Size windowSize = Director::getInstance()->getWinSize();
	skeletonNode->setPosition(Point(windowSize.width / 2, 20));
	addChild(skeletonNode);

	scheduleUpdate();

	return true;
}

void SpineTestLayer::update (float deltaTime) {
    if (skeletonNode->states[0]->loop) {
        if (skeletonNode->states[0]->time > 2)
            skeletonNode->setAnimation("jump", false);
    } else {
        if (skeletonNode->states[0]->time > 1)
            skeletonNode->setAnimation("walk", true);
    }
}