Package | dragonBones.objects |
Class | public class BoneTransform |
Inheritance | BoneTransform Object |
See also
Property | Defined By | ||
---|---|---|---|
pivotX : Number
pivot point on the x axis (registration)
| BoneTransform | ||
pivotY : Number
pivot point on the y axis (registration)
| BoneTransform | ||
rotation : Number
The rotation of that BoneTransform instance. | BoneTransform | ||
scaleX : Number
Scale on the x axis. | BoneTransform | ||
scaleY : Number
Scale on the y axis. | BoneTransform | ||
skewX : Number
Skew on the x axis. | BoneTransform | ||
skewY : Number
skew on the y axis. | BoneTransform | ||
x : Number
Position on the x axis. | BoneTransform | ||
y : Number
Position on the y axis. | BoneTransform | ||
z : Number
Z order. | BoneTransform |
Method | Defined By | ||
---|---|---|---|
Creat a new BoneTransform instance. | BoneTransform | ||
copy(node:BoneTransform):void
Copy all properties from this BoneTransform instance to the passed BoneTransform instance. | BoneTransform | ||
setValues(x:Number = 0, y:Number = 0, skewX:Number = 0, skewY:Number = 0, scaleX:Number = 0, scaleY:Number = 0, pivotX:Number = 0, pivotY:Number = 0, z:int = 0):void
Sets all properties at once. | BoneTransform | ||
toString():String
Get a string representing all BoneTransform property values. | BoneTransform |
pivotX | property |
public var pivotX:Number
pivot point on the x axis (registration)
pivotY | property |
public var pivotY:Number
pivot point on the y axis (registration)
rotation | property |
rotation:Number
The rotation of that BoneTransform instance.
public function get rotation():Number
public function set rotation(value:Number):void
scaleX | property |
public var scaleX:Number
Scale on the x axis.
scaleY | property |
public var scaleY:Number
Scale on the y axis.
skewX | property |
public var skewX:Number
Skew on the x axis.
skewY | property |
public var skewY:Number
skew on the y axis.
x | property |
public var x:Number
Position on the x axis.
y | property |
public var y:Number
Position on the y axis.
z | property |
public var z:Number
Z order.
BoneTransform | () | Constructor |
public function BoneTransform()
Creat a new BoneTransform instance.
copy | () | method |
public function copy(node:BoneTransform):void
Copy all properties from this BoneTransform instance to the passed BoneTransform instance.
Parameters
node:BoneTransform |
setValues | () | method |
public function setValues(x:Number = 0, y:Number = 0, skewX:Number = 0, skewY:Number = 0, scaleX:Number = 0, scaleY:Number = 0, pivotX:Number = 0, pivotY:Number = 0, z:int = 0):void
Sets all properties at once.
Parameters
x:Number (default = 0 ) — The x position.
| |
y:Number (default = 0 ) — The y position.
| |
skewX:Number (default = 0 ) — The skew value on x axis.
| |
skewY:Number (default = 0 ) — The skew value on y axis.
| |
scaleX:Number (default = 0 ) — The scale on x axis.
| |
scaleY:Number (default = 0 ) — The scale on y axis.
| |
pivotX:Number (default = 0 ) — The pivot value on x axis (registration)
| |
pivotY:Number (default = 0 ) — The pivot valule on y axis (registration)
| |
z:int (default = 0 ) — The z order.
|
toString | () | method |
public function toString():String
Get a string representing all BoneTransform property values.
ReturnsString — String All property values in a formatted string.
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Download the example files here:
This example gets the BoneTransform of the head bone and adjust the x and y registration by 60 pixels.
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(); var bone:Bone = armature.getBone("head"); bone.origin.pivotX = 60;//origin BoneTransform bone.origin.pivotY = 60;//origin BoneTransform addEventListener(Event.ENTER_FRAME, updateAnimation); } private function updateAnimation(e:Event):void { armature.advanceTime(1 / stage.frameRate); } } }