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Runtime support for DragonBones skeletal animation

Home Page: http://www.dragonbones.com

License: Other

Haxe 100.00%
haxe openfl

dragonbones's Issues

Mesh Support

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,

playing animation on COMPLETE event, START never gets dispatched issue/fix

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)

_events.length = 0;

simply commenting out that line and putting something like

for (i in 0...l)
{
     _events.shift();
}

solves the problem

Batching

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.

Flixel code does not work with sample projects other than Dragon

To reproduce:

  • Open 'Ubbie-Mesh' or 'Sheep' projects in DragonBones
  • Export them to the samples/HelloDragonBones/Assets/ folder and call the project 'dragonboy_flixel'
  • 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:

image

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

FrameEvent sometimes not dispatched issue/fix ?

Hi,
My game uses dragonbones a lot, and relies on FrameEvents for many things. I had to slightly modify this line :

prevTime <= crossedFrame.position

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

Color transition problem

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.

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