Package | dragonBones |
Class | public class Armature |
Inheritance | Armature flash.events.EventDispatcher |
Implements | IAnimatable |
See also
Property | Defined By | ||
---|---|---|---|
animation : Animation [read-only]
An Animation instance
| Armature | ||
colorTransform : ColorTransform
The ColorTransform instance assiociated with this instance. | Armature | ||
display : Object [read-only]
Instance type of this object varies from flash.display.DisplayObject to startling.display.DisplayObject and subclasses. | Armature | ||
name : String
The name of the Armature. | Armature | ||
userData : Object
An object containing user data. | Armature |
Method | Defined By | ||
---|---|---|---|
Armature(display:Object)
Creates a Armature blank instance. | Armature | ||
Add a Bone instance to this Armature instance. | Armature | ||
advanceTime(passedTime:Number):void
Update the animation using this method typically in an ENTERFRAME Event or with a Timer. | Armature | ||
dispose():void
Cleans up resources used by this Armature instance. | Armature | ||
Retreives a Bone by name
| Armature | ||
getBoneByDisplay(display:Object):Bone
Gets the Bone assiociated with this DisplayObject. | Armature | ||
Get all Bone instance assiociated with this armature. | Armature | ||
removeBone(bone:Bone):void
Remove a Bone instance from this Armature instance. | Armature | ||
removeBoneByName(boneName:String):void
Remove a Bone instance from this Armature instance. | Armature | ||
updateBonesZ():void
Update the z-order of the display. | Armature |
Event | Summary | Defined By | ||
---|---|---|---|---|
Dispatched when a bone of the armature enters a frame. | Armature | |||
Dispatched when the playback of a animation stops. | Armature | |||
Dispatched when the playback of a animation completes a loop. | Armature | |||
Dispatched when the movement of animation is changed. | Armature | |||
Dispatched when the animation of the armature enter a frame. | Armature | |||
Dispatched when the playback of a animation starts. | Armature |
animation | property |
animation:Animation
[read-only] An Animation instance
public function get animation():Animation
See also
colorTransform | property |
colorTransform:ColorTransform
The ColorTransform instance assiociated with this instance.
public function get colorTransform():ColorTransform
public function set colorTransform(value:ColorTransform):void
display | property |
display:Object
[read-only] Instance type of this object varies from flash.display.DisplayObject to startling.display.DisplayObject and subclasses.
public function get display():Object
name | property |
public var name:String
The name of the Armature.
userData | property |
public var userData:Object
An object containing user data.
Armature | () | Constructor |
public function Armature(display:Object)
Creates a Armature blank instance.
Parametersdisplay:Object — type of this object varies from flash.display.DisplayObject to startling.display.DisplayObject and subclasses.
|
addBone | () | method |
public function addBone(bone:Bone, parentName:String = null):void
Add a Bone instance to this Armature instance.
Parameters
bone:Bone — Bone instance
| |
parentName:String (default = null ) — The parent's name of this Bone instance.
|
See also
advanceTime | () | method |
public function advanceTime(passedTime:Number):void
Update the animation using this method typically in an ENTERFRAME Event or with a Timer.
Parameters
passedTime:Number — amount of second to move the playhead ahead.
|
dispose | () | method |
public function dispose():void
Cleans up resources used by this Armature instance.
getBone | () | method |
public function getBone(name:String):Bone
Retreives a Bone by name
Parameters
name:String — name of the Bone to retreive.
|
Bone — A Bone instance or null if no Bone with that name exist.
|
See also
getBoneByDisplay | () | method |
public function getBoneByDisplay(display:Object):Bone
Gets the Bone assiociated with this DisplayObject.
Parameters
display:Object — type of this object varies from flash.display.DisplayObject to startling.display.DisplayObject and subclasses.
|
Bone — A bone instance.
|
See also
getBones | () | method |
public function getBones():Vector.<Bone>
Get all Bone instance assiociated with this armature.
ReturnsVector.<Bone> — A Vector.<Bone> instance.
|
See also
removeBone | () | method |
public function removeBone(bone:Bone):void
Remove a Bone instance from this Armature instance.
Parameters
bone:Bone — Bone instance
|
See also
removeBoneByName | () | method |
public function removeBoneByName(boneName:String):void
Remove a Bone instance from this Armature instance.
Parameters
boneName:String — name of the Bone instance to remove.
|
See also
updateBonesZ | () | method |
public function updateBonesZ():void
Update the z-order of the display.
boneFrameEvent | Event |
dragonBones.events.FrameEvent
Dispatched when a bone of the armature enters a frame.
complete | Event |
dragonBones.events.AnimationEvent
Dispatched when the playback of a animation stops.
loopComplete | Event |
dragonBones.events.AnimationEvent
Dispatched when the playback of a animation completes a loop.
movementChange | Event |
dragonBones.events.AnimationEvent
Dispatched when the movement of animation is changed.
movementFrameEvent | Event |
dragonBones.events.FrameEvent
Dispatched when the animation of the armature enter a frame.
start | Event |
dragonBones.events.AnimationEvent
Dispatched when the playback of a animation starts.
Download the example files here:
This example builds an Armature instance called "dragon" and stores it into the member varaible called 'armature'.
package { import dragonBones.Armature; import dragonBones.factorys.BaseFactory; import flash.display.Sprite; import flash.events.Event; public class DragonAnimation extends Sprite { [Embed(source = "Dragon1.swf", mimeType = "application/octet-stream")] private static const ResourcesData:Class; private var factory:BaseFactory; private var armature:Armature; public function DragonAnimation() { factory = new BaseFactory(); factory.addEventListener(Event.COMPLETE, handleParseData); factory.parseData(new ResourcesData(), 'Dragon'); } private function handleParseData(e:Event):void { armature = factory.buildArmature('Dragon'); addChild(armature.display as Sprite); armature.animation.play(); addEventListener(Event.ENTER_FRAME, updateAnimation); } private function updateAnimation(e:Event):void { armature.advanceTime(1 / stage.frameRate); } } }