添加資源
var dragonbonesData = RES.getRes("資源名_ske_json");
var textureData1 = RES.getRes("資源名_tex_json");
var texture1 = RES.getRes("資源名_tex_png");
創(chuàng)建龍骨工廠
let egretFactory: dragonBones.EgretFactory = dragonBones.EgretFactory.factory;
//往龍骨工廠里添加資源
egretFactory.parseDragonBonesData(dragonbonesData);
egretFactory.parseTextureAtlasData(textureData1, texture1);
建立骨架
var armature: dragonBones.Armature = egretFactory.buildArmature("骨骼名");
創(chuàng)建一個顯示對象
var armatureDisplay = armature.getDisplay();
給對象添加相應(yīng)的樣式并添加到舞臺
this.addChild(armatureDisplay);
armatureDisplay.x = 200;
armatureDisplay.y = 450;
播放動畫
armature.animation.fadeIn("動畫名", 毫秒數(shù));
添加到世界時鐘里
dragonBones.WorldClock.clock.add(armature);
添加一個定時推進觸發(fā)器 (注意:若動畫為一次多次調(diào)用動畫,定時推進觸發(fā)器可寫在構(gòu)造中,但定時推進觸發(fā)器不能反復(fù)被調(diào)用,否則會不停的加速)
this.addEventListener( egret.Event.ENTER_FRAME, function():void{
dragonBones.WorldClock.clock.advanceTime( 0.01 );
}, this );
//或
//egret.Ticker.getInstance().register(function (advancedTime) {
// dragonBones.WorldClock.clock.advanceTime(advancedTime / 1000);
//}, this);
改變速率
armature.animation.timeScale = 0.6;
//或
dragonBones.WorldClock.clock.timeScale=0.6
//0到1為減速 0為停止 1以上為加速
參考:
https://blog.csdn.net/weixin_41795931/article/details/81217564
其中播放api已變更