| Package | dragonBones.animation |
| Class | public final class Animation |
| Inheritance | Animation Object |
See also
| Property | Defined By | ||
|---|---|---|---|
| animationData : AnimationData
The AnimationData assiociated with this Animation instance. | Animation | ||
| currentTime : Number [read-only]
Get the current playhead time in seconds. | Animation | ||
| isComplete : Boolean [read-only]
Indicates whether the animation has completed or not. | Animation | ||
| isPause : Boolean [read-only]
Indicates whether the animation is paused or not. | Animation | ||
| isPlaying : Boolean [read-only]
Indicates whether the animation is playing or not. | Animation | ||
| movementID : String [read-only]
The name ID of the current MovementData. | Animation | ||
| movementList : Vector.<String> [read-only]
An vector containing all MovementData names the animation can play. | Animation | ||
| timeScale : Number
The amount by which passed time should be scaled. | Animation | ||
| totalTime : Number [read-only]
Get the total elapsed time in second. | Animation | ||
| tweenEnabled : Boolean = true
Whether animation tweening is enabled or not. | Animation | ||
| Method | Defined By | ||
|---|---|---|---|
Creates a new Animation instance and attaches it to the passed Arnature. | Animation | ||
dispose():void
Qualifies all resources used by this Animation instance for garbage collection. | Animation | ||
gotoAndPlay(movementID:String, tweenTime:Number = -1, duration:Number = -1, loop:* = null):void
Move the playhead to that MovementData id
| Animation | ||
play():void
Play the animation from the current position. | Animation | ||
stop():void
Stop the playhead. | Animation | ||
| animationData | property |
animationData:AnimationDataThe AnimationData assiociated with this Animation instance.
public function get animationData():AnimationData public function set animationData(value:AnimationData):voidSee also
| currentTime | property |
currentTime:Number [read-only] Get the current playhead time in seconds.
public function get currentTime():Number| isComplete | property |
isComplete:Boolean [read-only] Indicates whether the animation has completed or not.
public function get isComplete():Boolean| isPause | property |
isPause:Boolean [read-only] Indicates whether the animation is paused or not.
public function get isPause():Boolean| isPlaying | property |
isPlaying:Boolean [read-only] Indicates whether the animation is playing or not.
public function get isPlaying():Boolean| movementID | property |
movementID:String [read-only] The name ID of the current MovementData.
public function get movementID():StringSee also
| movementList | property |
movementList:Vector.<String> [read-only] An vector containing all MovementData names the animation can play.
public function get movementList():Vector.<String>See also
| timeScale | property |
timeScale:NumberThe amount by which passed time should be scaled. Used to slow down or speed up animations. Defaults to 1.
public function get timeScale():Number public function set timeScale(value:Number):void| totalTime | property |
totalTime:Number [read-only] Get the total elapsed time in second.
public function get totalTime():Number| tweenEnabled | property |
public var tweenEnabled:Boolean = trueWhether animation tweening is enabled or not.
| Animation | () | Constructor |
public function Animation(armature:Armature)Creates a new Animation instance and attaches it to the passed Arnature.
Parametersarmature:Armature — Armature to attach this Animation instance to.
|
| dispose | () | method |
public function dispose():voidQualifies all resources used by this Animation instance for garbage collection.
| gotoAndPlay | () | method |
public function gotoAndPlay(movementID:String, tweenTime:Number = -1, duration:Number = -1, loop:* = null):voidMove the playhead to that MovementData id
Parameters
movementID:String — id of the MovementData to play.
| |
tweenTime:Number (default = -1) — tween time to apply (> 0)
| |
duration:Number (default = -1) — duration in seconds of that MovementData.
| |
loop:* (default = null) — that MovementData should loop or play only once (true/false).
|
See also
| play | () | method |
public function play():voidPlay the animation from the current position.
| stop | () | method |
public function stop():voidStop the playhead.
Download the example files here:
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);
}
}
}