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View Code? Open in Web Editor NEWRuntime support for DragonBones skeletal animation
Home Page: http://www.dragonbones.com
License: Other
Runtime support for DragonBones skeletal animation
Home Page: http://www.dragonbones.com
License: Other
May be some older commits?
4.6 or more higher?
It seems that mesh isn't supported with OpenFL.
I'm pretty sure it works with Starling, but is there a way to use it with just OpenFL (no Starling/Flixel)?
Thanks in advance,
Hi,
Not sure if that's intended or not, but if you listen for COMPLETE event on an armature and immediately play another animation on that armature, the START event never gets dispatched.
This is because the animation sends the event to the Armature, which is still processing events and clears the events list afterwards so any added event gets lost (did not check for a memory leak in that case but fore sure the event never gets pooled)
dragonbones/dragonBones/Armature.hx
Line 479 in 118e5e2
simply commenting out that line and putting something like
for (i in 0...l)
{
_events.shift();
}
solves the problem
DragonBones could benefit having batching using Tilemap
when no mesh is used, and a custom rendering for meshes.
For now, every part of the animation is rendered in a separated Shape
.
To reproduce:
cd samples/HelloDragonBones
lime test html5
(with Flixel installed)In the case of Ubbie-Mesh, the program renders nothing and immediately crashes, with stack trace:
TypeError: Cannot read property 'texture' of null
at dragonBones_flixel_FlixelSlot._updateFrame (HelloDragonBones.js:19685)
at dragonBones_flixel_FlixelSlot._updateDisplay (HelloDragonBones.js:7697)
at dragonBones_flixel_FlixelSlot._update (HelloDragonBones.js:7788)
at dragonBones_Armature.advanceTime (HelloDragonBones.js:5822)
at dragonBones_flixel_FlixelFactory.buildArmatureFlixel (HelloDragonBones.js:19455)
at dragonBones_flixel_FlixelFactory.buildArmatureDisplay (HelloDragonBones.js:19431)
at FlixelRender.create (HelloDragonBones.js:4314)
[...]
In the case of Sheep, the program runs, but the render output is very malformed:
The OpenFL and Starling renderers behave correctly on both files. I tried exporting the sample Dragon project myself as well, and it works correctly.
I'm on flixel 4.7.0 / openfl 8.9.5
Hi,
My game uses dragonbones a lot, and relies on FrameEvents for many things. I had to slightly modify this line :
just replacing <= with <
Otherwise in some cases the frameEvent would never be dispatched, especially at low framerate. With this change it works 100% even at 1fps
I'm not sure it's a "real" issue because when we started our game dragonbones didn't have the tool they have now, so all our dragonbones come from flash. Maybe it's different when you export from their tool.
Still in my case it's definetely a real issue and just doing that small change fixes it entirely
Hello.
I had a problem with color animation on Flash and Android targets for Starling renderer - alpha just didn't change. But on HTML5 it works properly.
I've discovered a mistake here:
_parseColorTransform(Reflect.field(rawData, DataParser.COLOR) || Reflect.field(rawData, DataParser.COLOR_TRANSFORM), frame.color);
https://github.com/openfl/dragonbones/blob/master/dragonBones/parsers/ObjectDataParser.hx#L1042
OR operator returns Bool
as a result for flash and android and value
as a result only for js. So we always get default color after parsing data and don't have animations for any color transformations.
Could you fix it in repo?
Thanks.
please support haxeflixel and provide haxeflixel examples.
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