ArmatureDisplay Class

Extends RenderComponent

Module: dragonBones

The Armature Display of DragonBones

(Armature Display has a reference to a DragonBonesAsset and stores the state for ArmatureDisplay instance, which consists of the current pose's bone SRT, slot colors, and which slot attachments are visible.
Multiple Armature Display can use the same DragonBonesAsset which includes all animations, skins, and attachments.)

Index

Properties
  • dragonAsset DragonBonesAsset The DragonBones data contains the armatures information (bind pose bones, slots, draw order,...
  • dragonAtlasAsset DragonBonesAtlasAsset The atlas asset for the DragonBones.
  • armatureName String The name of current armature.
  • animationName String The name of current playing animation.
  • _defaultArmatureIndex Number
  • timeScale Number The time scale of this armature.
  • playTimes Number The play times of the default animation.
  • premultipliedAlpha Boolean Indicates whether to enable premultiplied alpha.
  • debugBones Boolean Indicates whether open debug bones.
  • enableBatch Boolean Enabled batch model, if skeleton is complex, do not enable batch, or will lower performance.
  • __eventTargets Array Register all related EventTargets,...
  • node Node The node this component is attached to.
  • uuid String The uuid for editor.
  • _enabled Boolean
  • enabled Boolean indicates whether this component is enabled or not.
  • enabledInHierarchy Boolean indicates whether this component is enabled and its node is also active in the hierarchy.
  • _isOnLoadCalled Number Returns a value which used to indicate the onLoad get called or not.
  • _name String
  • _objFlags Number
  • name String The name of the object.
  • isValid Boolean Indicates whether the object is not yet destroyed.
Methods
  • setAnimationCacheMode It's best to set cache mode before set property 'dragonAsset', or will waste some cpu time.
  • isAnimationCached Whether in cached mode.
  • playAnimation Play the specified animation.
  • updateAnimationCache Update an animation cache.
  • getArmatureNames Get the all armature names in the DragonBones Data.
  • getAnimationNames Get the all animation names of specified armature.
  • on Add event listener for the DragonBones Event, the same to addEventListener.
  • off Remove the event listener for the DragonBones Event, the same to removeEventListener.
  • on Add event listener for the DragonBones Event, the same to addEventListener.
  • addEventListener Add event listener for the DragonBones Event.
  • removeEventListener Remove the event listener for the DragonBones Event.
  • buildArmature Build the armature for specified name.
  • armature Get the current armature object of the ArmatureDisplay.
  • update This is a lifecycle method.
  • lateUpdate This is a lifecycle method.
  • __preload __preload is called before every onLoad.
  • onLoad When attaching to an active node or its node first activated.
  • start Called before all scripts' update if the Component is enabled the first time.
  • onEnable This is a lifecycle method.
  • onDisable This is a lifecycle method.
  • onDestroy This is a lifecycle method.
  • onFocusInEditor
  • onLostFocusInEditor
  • resetInEditor Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used.
  • addComponent Adds a component class to the node.
  • getComponent Returns the component of supplied type if the node has one attached, null if it doesn't....
  • getComponents Returns all components of supplied Type in the node.
  • getComponentInChildren Returns the component of supplied type in any of its children using depth first search.
  • getComponentsInChildren Returns the components of supplied type in self or any of its children using depth first search.
  • _getLocalBounds If the component's bounding box is different from the node's, you can implement this method to supply
  • onRestore for undo/redo operation.
  • schedule Schedules a custom selector....
  • scheduleOnce Schedules a callback function that runs only once, with a delay of 0 or larger.
  • unschedule Unschedules a custom callback function.
  • unscheduleAllCallbacks unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function....
  • destroy Actual object destruction will delayed until before rendering.
  • _destruct Clear all references in the instance.
  • _onPreDestroy Called before the object being destroyed.
  • _serialize The customized serialization for this object.
  • _deserialize Init this object from the custom serialized data.
Events

Details

Properties

dragonAsset

The DragonBones data contains the armatures information (bind pose bones, slots, draw order, attachments, skins, etc) and animations but does not hold any state.
Multiple ArmatureDisplay can share the same DragonBones data.

meta description
Type DragonBonesAsset
Defined in extensions/dragonbones/ArmatureDisplay.js:118
dragonAtlasAsset

The atlas asset for the DragonBones.

meta description
Type DragonBonesAtlasAsset
Defined in extensions/dragonbones/ArmatureDisplay.js:142
armatureName

The name of current armature.

meta description
Type String
Defined in extensions/dragonbones/ArmatureDisplay.js:161
animationName

The name of current playing animation.

meta description
Type String
Defined in extensions/dragonbones/ArmatureDisplay.js:199
_defaultArmatureIndex
meta description
Type Number
Defined in extensions/dragonbones/ArmatureDisplay.js:214
timeScale

The time scale of this armature.

meta description
Type Number
Defined in extensions/dragonbones/ArmatureDisplay.js:297
playTimes

The play times of the default animation. -1 means using the value of config file; 0 means repeat for ever 0 means repeat times

meta description
Type Number
Defined in extensions/dragonbones/ArmatureDisplay.js:313
premultipliedAlpha

Indicates whether to enable premultiplied alpha. You should disable this option when image's transparent area appears to have opaque pixels, or enable this option when image's half transparent area appears to be darken.

meta description
Type Boolean
Defined in extensions/dragonbones/ArmatureDisplay.js:330
debugBones

Indicates whether open debug bones.

meta description
Type Boolean
Defined in extensions/dragonbones/ArmatureDisplay.js:344
enableBatch

Enabled batch model, if skeleton is complex, do not enable batch, or will lower performance.

meta description
Type Boolean
Defined in extensions/dragonbones/ArmatureDisplay.js:358
__eventTargets

Register all related EventTargets, all event callbacks will be removed in _onPreDestroy

meta description
Type Array
Defined in cocos2d/core/components/CCComponent.js:61
node

The node this component is attached to. A component is always attached to a node.

meta description
Type Node
Defined in cocos2d/core/components/CCComponent.js:75
Examples
cc.log(comp.node);
uuid

The uuid for editor.

meta description
Type String
Defined in cocos2d/core/components/CCComponent.js:106
Examples
cc.log(comp.uuid);
_enabled
meta description
Type Boolean
Defined in cocos2d/core/components/CCComponent.js:147
enabled

indicates whether this component is enabled or not.

meta description
Type Boolean
Defined in cocos2d/core/components/CCComponent.js:154
Examples
comp.enabled = true;
cc.log(comp.enabled);
enabledInHierarchy

indicates whether this component is enabled and its node is also active in the hierarchy.

meta description
Type Boolean
Defined in cocos2d/core/components/CCComponent.js:186
Examples
cc.log(comp.enabledInHierarchy);
_isOnLoadCalled

Returns a value which used to indicate the onLoad get called or not.

meta description
Type Number
Defined in cocos2d/core/components/CCComponent.js:202
Examples
cc.log(this._isOnLoadCalled > 0);
_name
meta description
Type String
Defined in cocos2d/core/platform/CCObject.js:76
_objFlags
meta description
Type Number
Defined in cocos2d/core/platform/CCObject.js:83
name

The name of the object.

meta description
Type String
Defined in cocos2d/core/platform/CCObject.js:243
Examples
obj.name = "New Obj";
isValid

Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
When an object's destroy is called, it is actually destroyed after the end of this frame. So isValid will return false from the next frame, while isValid in the current frame will still be true. If you want to determine whether the current frame has called destroy, use cc.isValid(obj, true), but this is often caused by a particular logical requirements, which is not normally required.

meta description
Type Boolean
Defined in cocos2d/core/platform/CCObject.js:261
Examples
var node = new cc.Node();
cc.log(node.isValid);    // true
node.destroy();
cc.log(node.isValid);    // true, still valid in this frame
// after a frame...
cc.log(node.isValid);    // false, destroyed in the end of last frame

Methods

setAnimationCacheMode

It's best to set cache mode before set property 'dragonAsset', or will waste some cpu time. If set the mode in editor, then no need to worry about order problem.

meta description
Defined in extensions/dragonbones/ArmatureDisplay.js:457
Parameters
  • cacheMode AnimationCacheMode @example armatureDisplay.setAnimationCacheMode(dragonBones.ArmatureDisplay.AnimationCacheMode.SHARED_CACHE);
isAnimationCached

Whether in cached mode.

meta description
Defined in extensions/dragonbones/ArmatureDisplay.js:478
playAnimation

Play the specified animation. Parameter animName specify the animation name. Parameter playTimes specify the repeat times of the animation. -1 means use the value of the config file. 0 means play the animation for ever.

0 means repeat times.

meta description
Returns dragonBones.AnimationState
Defined in extensions/dragonbones/ArmatureDisplay.js:699
Parameters
updateAnimationCache

Update an animation cache.

meta description
Defined in extensions/dragonbones/ArmatureDisplay.js:743
Parameters
getArmatureNames

Get the all armature names in the DragonBones Data.

meta description
Returns Array
Defined in extensions/dragonbones/ArmatureDisplay.js:757
getAnimationNames

Get the all animation names of specified armature.

meta description
Returns Array
Defined in extensions/dragonbones/ArmatureDisplay.js:770
Parameters
on

Add event listener for the DragonBones Event, the same to addEventListener.

meta description
Defined in extensions/dragonbones/ArmatureDisplay.js:795
Parameters
  • type String A string representing the event type to listen for.
  • listener Function The callback that will be invoked when the event is dispatched.
  • target Object The target (this object) to invoke the callback, can be null
off

Remove the event listener for the DragonBones Event, the same to removeEventListener.

meta description
Defined in extensions/dragonbones/ArmatureDisplay.js:810
Parameters
on

Add event listener for the DragonBones Event, the same to addEventListener.

meta description
Defined in extensions/dragonbones/ArmatureDisplay.js:824
Parameters
  • type String A string representing the event type to listen for.
  • listener Function The callback that will be invoked when the event is dispatched.
  • target Object The target (this object) to invoke the callback, can be null
addEventListener

Add event listener for the DragonBones Event.

meta description
Defined in extensions/dragonbones/ArmatureDisplay.js:843
Parameters
  • type String A string representing the event type to listen for.
  • listener Function The callback that will be invoked when the event is dispatched.
  • target Object The target (this object) to invoke the callback, can be null
removeEventListener

Remove the event listener for the DragonBones Event.

meta description
Defined in extensions/dragonbones/ArmatureDisplay.js:862
Parameters
buildArmature

Build the armature for specified name.

meta description
Returns dragonBones.ArmatureDisplay
Defined in extensions/dragonbones/ArmatureDisplay.js:880
Parameters
armature

Get the current armature object of the ArmatureDisplay.

meta description
Returns Object
Defined in extensions/dragonbones/ArmatureDisplay.js:894
update

Update is called every frame, if the Component is enabled.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

meta description
Defined in cocos2d/core/components/CCComponent.js:223
Parameters
  • dt Number the delta time in seconds it took to complete the last frame
lateUpdate

LateUpdate is called every frame, if the Component is enabled.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

meta description
Defined in cocos2d/core/components/CCComponent.js:234
__preload

__preload is called before every onLoad. It is used to initialize the builtin components internally, to avoid checking whether onLoad is called before every public method calls. This method should be removed if script priority is supported.

meta description
Defined in cocos2d/core/components/CCComponent.js:244
onLoad

When attaching to an active node or its node first activated. onLoad is always called before any start functions, this allows you to order initialization of scripts.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

meta description
Defined in cocos2d/core/components/CCComponent.js:255
start

Called before all scripts' update if the Component is enabled the first time. Usually used to initialize some logic which need to be called after all components' onload methods called.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

meta description
Defined in cocos2d/core/components/CCComponent.js:268
onEnable

Called when this component becomes enabled and its node is active.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

meta description
Defined in cocos2d/core/components/CCComponent.js:281
onDisable

Called when this component becomes disabled or its node becomes inactive.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

meta description
Defined in cocos2d/core/components/CCComponent.js:291
onDestroy

Called when this component will be destroyed.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

meta description
Defined in cocos2d/core/components/CCComponent.js:301
onFocusInEditor
meta description
Defined in cocos2d/core/components/CCComponent.js:311
onLostFocusInEditor
meta description
Defined in cocos2d/core/components/CCComponent.js:316
resetInEditor

Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. This function is only called in editor.

meta description
Defined in cocos2d/core/components/CCComponent.js:321
addComponent

Adds a component class to the node. You can also add component to node by passing in the name of the script.

meta description
Returns Component
Defined in cocos2d/core/components/CCComponent.js:331
Parameters
  • typeOrClassName Function | String the constructor or the class name of the component to add
Examples
var sprite = node.addComponent(cc.Sprite);
var test = node.addComponent("Test");
getComponent

Returns the component of supplied type if the node has one attached, null if it doesn't.
You can also get component in the node by passing in the name of the script.

meta description
Returns Component
Defined in cocos2d/core/components/CCComponent.js:349
Parameters
Examples
// get sprite component.
var sprite = node.getComponent(cc.Sprite);
// get custom test calss.
var test = node.getComponent("Test");
getComponents

Returns all components of supplied Type in the node.

meta description
Returns Component[]
Defined in cocos2d/core/components/CCComponent.js:373
Parameters
Examples
var sprites = node.getComponents(cc.Sprite);
var tests = node.getComponents("Test");
getComponentInChildren

Returns the component of supplied type in any of its children using depth first search.

meta description
Returns Component
Defined in cocos2d/core/components/CCComponent.js:391
Parameters
Examples
var sprite = node.getComponentInChildren(cc.Sprite);
var Test = node.getComponentInChildren("Test");
getComponentsInChildren

Returns the components of supplied type in self or any of its children using depth first search.

meta description
Returns Component[]
Defined in cocos2d/core/components/CCComponent.js:409
Parameters
Examples
var sprites = node.getComponentsInChildren(cc.Sprite);
var tests = node.getComponentsInChildren("Test");
_getLocalBounds

If the component's bounding box is different from the node's, you can implement this method to supply a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

meta description
Defined in cocos2d/core/components/CCComponent.js:429
Parameters
  • out_rect Rect the Rect to receive the bounding box
onRestore

onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs an undo operation on this component.

If the component contains the "internal state", short for "temporary member variables which not included
in its CCClass properties", then you may need to implement this function.

The editor will call the getset accessors of your component to record/restore the component's state
for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
this function to manually synchronize your component's "internal states" with its public properties.
Once you implement this function, all the getset accessors of your component will not be called when
the user performs an undo/redo operation. Which means that only the properties with default value
will be recorded or restored by editor.

Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
to support the reset menu, you should manually synchronize your component's "internal states" with its
properties in this function. Once you implement this function, all the getset accessors of your component
will not be called during reset operation. Which means that only the properties with default value
will be reset by editor.

This function is only called in editor mode.

meta description
Defined in cocos2d/core/components/CCComponent.js:442
schedule

Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.

meta description
Defined in cocos2d/core/components/CCComponent.js:536
Parameters
  • callback function The callback function
  • interval Number Tick interval in seconds. 0 means tick every frame.
  • repeat Number The selector will be executed (repeat + 1) times, you can use cc.macro.REPEAT_FOREVER for tick infinitely.
  • delay Number The amount of time that the first tick will wait before execution.
Examples
var timeCallback = function (dt) {
  cc.log("time: " + dt);
}
this.schedule(timeCallback, 1);
scheduleOnce

Schedules a callback function that runs only once, with a delay of 0 or larger.

meta description
Defined in cocos2d/core/components/CCComponent.js:573
Parameters
  • callback function A function wrapped as a selector
  • delay Number The amount of time that the first tick will wait before execution.
Examples
var timeCallback = function (dt) {
  cc.log("time: " + dt);
}
this.scheduleOnce(timeCallback, 2);
unschedule

Unschedules a custom callback function.

meta description
Defined in cocos2d/core/components/CCComponent.js:590
Parameters
  • callback_fn function A function wrapped as a selector
Examples
this.unschedule(_callback);
unscheduleAllCallbacks

unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function.
Actions are not affected by this method.

meta description
Defined in cocos2d/core/components/CCComponent.js:606
Examples
this.unscheduleAllCallbacks();
destroy

Destroy this Object, and release all its own references to other objects.
Actual object destruction will delayed until before rendering. From the next frame, this object is not usable any more. You can use cc.isValid(obj) to check whether the object is destroyed before accessing it.

meta description
Returns Boolean
Defined in cocos2d/core/platform/CCObject.js:296
Examples
obj.destroy();
_destruct

Clear all references in the instance.

NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject. You can override the _destruct method if you need, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }

meta description
Defined in cocos2d/core/platform/CCObject.js:430
_onPreDestroy

Called before the object being destroyed.

meta description
Defined in cocos2d/core/platform/CCObject.js:463
_serialize

The customized serialization for this object. (Editor Only)

meta description
Returns object
Defined in cocos2d/core/platform/CCObject.js:488
Parameters
_deserialize

Init this object from the custom serialized data.

meta description
Defined in cocos2d/core/platform/CCObject.js:498
Parameters
  • data Object the serialized json data
  • ctx _Deserializer

Events

dragonBones.EventObject.START Event

Module: dragonBones

Animation start play.

Index

Details

dragonBones.EventObject.LOOP_COMPLETE Event

Module: dragonBones

Animation loop play complete once.

Index

Details

dragonBones.EventObject.COMPLETE Event

Module: dragonBones

Animation play complete.

Index

Details

dragonBones.EventObject.FADE_IN Event

Module: dragonBones

Animation fade in start.

Index

Details

dragonBones.EventObject.FADE_IN_COMPLETE Event

Module: dragonBones

Animation fade in complete.

Index

Details

dragonBones.EventObject.FADE_OUT Event

Module: dragonBones

Animation fade out start.

Index

Details

dragonBones.EventObject.FADE_OUT_COMPLETE Event

Module: dragonBones

Animation fade out complete.

Index

Details

dragonBones.EventObject.FRAME_EVENT Event

Module: dragonBones

Animation frame event.

Index

Details

dragonBones.EventObject.SOUND_EVENT Event

Module: dragonBones

Animation frame sound event.

Index

Details

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