Cory Trese wrote:
Nathan, you said this:
>
“We have had a few confused users because cocos2d-x changed the runtime (regarding content scale).”
You can see the changes in question, here is the official runtime:
https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-cocos2dx/src/spine/spine-cocos2dx.cpp\#L44
And here is cocos2d-x’s fork, which has changes:
https://github.com/cocos2d/cocos2d-x/blob/develop/cocos/editor-support/spine/spine-cocos2dx.cpp\#L44
I believe the official runtime is correct.
Can you help me understand how I would bridge between using the Cocos2d-x runtime that is bundled with 2.2 and this:
>
“Using it is as easy as copying the source into your project (or using it as a dependent project). You don’t even need to use git, you can download the runtimes as a ZIP.”
>
Is there a patch to apply? Or does the ZIP file you refer to continue to support the changes “regarding content scale” within the Cocos2d-x runtime? I’m making extensive use of setScale() against CCSkeleton / Spine runtime objects.
You shouldn’t need to do anything special, just use the source. If there are any bugs, please report them on the Spine forums and we’ll get them fixed ASAP.
“It’s still trivial to drop the runtime files into your project, and the only people who need them will have a Spine license anyway. It’s a simple change and if it helps protect the future of Spine then I’m all for it.”
>
And I definitely agree. We used the Spine Cocos2d-x runtime like this from 2.1.x to 2.2.x which worked very well. it wasn’t as convenient as having it included with Cocos2d-x but it does work.
If you are already running from the official runtime source from GitHub, then nothing changes. If you were using the source bundled with cocos2d-x, you should switch to using the source from GitHub (which is likely newer and has bug fixes). Doing this just means downloading the ZIP and copying the “src” and “include” folders from the spine-c and spine-cocos2dx folders in the ZIP.
code debug perfect but at run time game crash…