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
dragonAssetDragonBonesAssetThe DragonBones data contains the armatures information (bind pose bones, slots, draw order,...dragonAtlasAssetDragonBonesAtlasAssetThe atlas asset for the DragonBones.armatureNameStringThe name of current armature.animationNameStringThe name of current playing animation._defaultArmatureIndexNumbertimeScaleNumberThe time scale of this armature.playTimesNumberThe play times of the default animation.premultipliedAlphaBooleanIndicates whether to enable premultiplied alpha.debugBonesBooleanIndicates whether open debug bones.enableBatchBooleanEnabled batch model, if skeleton is complex, do not enable batch, or will lower performance.sharedMaterials[Material]The materials used by this render component.__eventTargetsArrayRegister all related EventTargets,...nodeNodeThe node this component is attached to.uuidStringThe uuid for editor._enabledBooleanenabledBooleanindicates whether this component is enabled or not.enabledInHierarchyBooleanindicates whether this component is enabled and its node is also active in the hierarchy._isOnLoadCalledNumberReturns a value which used to indicate the onLoad get called or not._nameString_objFlagsNumbernameStringThe name of the object.isValidBooleanIndicates whether the object is not yet destroyed.
Methods
getArmatureKeyThe key of dragonbones cache data, which is regard as 'dragonbonesName', when you want to change dragonbones cloth.setAnimationCacheModeIt's best to set cache mode before set property 'dragonAsset', or will waste some cpu time.isAnimationCachedWhether in cached mode.playAnimationPlay the specified animation.updateAnimationCacheperformance due to calculating all data in a single frame.invalidAnimationCacheInvalidates the animation cache, which is then recomputed on each frame..getArmatureNamesGet the all armature names in the DragonBones Data.getAnimationNamesGet the all animation names of specified armature.onAdd event listener for the DragonBones Event, the same to addEventListener.offRemove the event listener for the DragonBones Event, the same to removeEventListener.onceAdd DragonBones one-time event listener, the callback will remove itself after the first time it is triggered.addEventListenerAdd event listener for the DragonBones Event.removeEventListenerRemove the event listener for the DragonBones Event.buildArmatureBuild the armature for specified name.armatureGet the current armature object of the ArmatureDisplay.getMaterialGet the material by index.getMaterialsGets all the materials.setMaterialSet the material by index.updateThis is a lifecycle method.lateUpdateThis is a lifecycle method.__preload__preloadis called before every onLoad.onLoadWhen attaching to an active node or its node first activated.startCalled before all scripts' update if the Component is enabled the first time.onEnableThis is a lifecycle method.onDisableThis is a lifecycle method.onDestroyThis is a lifecycle method.onFocusInEditoronLostFocusInEditorresetInEditorCalled to initialize the component or node’s properties when adding the component the first time or when the Reset command is used.addComponentAdds a component class to the node.getComponentReturns the component of supplied type if the node has one attached, null if it doesn't....getComponentsReturns all components of supplied Type in the node.getComponentInChildrenReturns the component of supplied type in any of its children using depth first search.getComponentsInChildrenReturns the components of supplied type in self or any of its children using depth first search._getLocalBoundsIf the component's bounding box is different from the node's, you can implement this method to supplyonRestorefor undo/redo operation.scheduleSchedules a custom selector....scheduleOnceSchedules a callback function that runs only once, with a delay of 0 or larger.unscheduleUnschedules a custom callback function.unscheduleAllCallbacksunschedule all scheduled callback functions: custom callback functions, and the 'update' callback function....destroyActual object destruction will delayed until before rendering._destructClear all references in the instance._onPreDestroyCalled before the object being destroyed._serializeThe customized serialization for this object._deserializeInit this object from the custom serialized data.
Events
dragonBones.EventObject.STARTAnimation start play.dragonBones.EventObject.LOOP_COMPLETEAnimation loop play complete once.dragonBones.EventObject.COMPLETEAnimation play complete.dragonBones.EventObject.FADE_INAnimation fade in start.dragonBones.EventObject.FADE_IN_COMPLETEAnimation fade in complete.dragonBones.EventObject.FADE_OUTAnimation fade out start.dragonBones.EventObject.FADE_OUT_COMPLETEAnimation fade out complete.dragonBones.EventObject.FRAME_EVENTAnimation frame event.dragonBones.EventObject.SOUND_EVENTAnimation frame sound event.
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:116 |
dragonAtlasAsset
The atlas asset for the DragonBones.
| meta | description |
|---|---|
| Type | DragonBonesAtlasAsset |
| Defined in | extensions/dragonbones/ArmatureDisplay.js:140 |
armatureName
The name of current armature.
| meta | description |
|---|---|
| Type | String |
| Defined in | extensions/dragonbones/ArmatureDisplay.js:159 |
animationName
The name of current playing animation.
| meta | description |
|---|---|
| Type | String |
| Defined in | extensions/dragonbones/ArmatureDisplay.js:197 |
_defaultArmatureIndex
| meta | description |
|---|---|
| Type | Number |
| Defined in | extensions/dragonbones/ArmatureDisplay.js:212 |
timeScale
The time scale of this armature.
| meta | description |
|---|---|
| Type | Number |
| Defined in | extensions/dragonbones/ArmatureDisplay.js:303 |
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:319 |
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:336 |
debugBones
Indicates whether open debug bones.
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | extensions/dragonbones/ArmatureDisplay.js:350 |
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:364 |
sharedMaterials
The materials used by this render component.
| meta | description |
|---|---|
| Type | [Material] |
| Defined in | cocos2d/core/components/CCRenderComponent.js:63 |
__eventTargets
Register all related EventTargets, all event callbacks will be removed in
_onPreDestroy.
| meta | description |
|---|---|
| Type | Array |
| Defined in | cocos2d/core/components/CCComponent.js:63 |
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:80 |
Examples
cc.log(comp.node);
uuid
The uuid for editor.
| meta | description |
|---|---|
| Type | String |
| Defined in | cocos2d/core/components/CCComponent.js:111 |
Examples
cc.log(comp.uuid);
_enabled
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | cocos2d/core/components/CCComponent.js:152 |
enabled
indicates whether this component is enabled or not.
| meta | description |
|---|---|
| Type | Boolean |
| Defined in | cocos2d/core/components/CCComponent.js:159 |
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:191 |
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:211 |
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:240 |
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'sdestroyis called, it is actually destroyed after the end of this frame. SoisValidwill return false from the next frame, whileisValidin the current frame will still be true. If you want to determine whether the current frame has calleddestroy, usecc.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:258 |
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
getArmatureKey
The key of dragonbones cache data, which is regard as 'dragonbonesName', when you want to change dragonbones cloth.
| meta | description |
|---|---|
| Returns | String |
| Defined in | extensions/dragonbones/ArmatureDisplay.js:500 |
Examples
let factory = dragonBones.CCFactory.getInstance();
let needChangeSlot = needChangeArmature.armature().getSlot("changeSlotName");
factory.replaceSlotDisplay(toChangeArmature.getArmatureKey(), "armatureName", "slotName", "displayName", needChangeSlot);
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:516 |
Parameters
cacheModeAnimationCacheMode
Examples
armatureDisplay.setAnimationCacheMode(dragonBones.ArmatureDisplay.AnimationCacheMode.SHARED_CACHE);
isAnimationCached
Whether in cached mode.
| meta | description |
|---|---|
| Returns | Boolean |
| Defined in | extensions/dragonbones/ArmatureDisplay.js:540 |
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:796 |
Parameters
updateAnimationCache
Updating an animation cache to calculate all frame data in the animation is a cost in performance due to calculating all data in a single frame. To update the cache, use the invalidAnimationCache method with high performance.
| meta | description |
|---|---|
| Defined in | extensions/dragonbones/ArmatureDisplay.js:844 |
Parameters
animNameString
invalidAnimationCache
Invalidates the animation cache, which is then recomputed on each frame..
| meta | description |
|---|---|
| Defined in | extensions/dragonbones/ArmatureDisplay.js:860 |
getArmatureNames
Get the all armature names in the DragonBones Data.
| meta | description |
|---|---|
| Returns | Array |
| Defined in | extensions/dragonbones/ArmatureDisplay.js:872 |
getAnimationNames
Get the all animation names of specified armature.
| meta | description |
|---|---|
| Returns | Array |
| Defined in | extensions/dragonbones/ArmatureDisplay.js:885 |
Parameters
armatureNameString
on
Add event listener for the DragonBones Event, the same to addEventListener.
| meta | description |
|---|---|
| Defined in | extensions/dragonbones/ArmatureDisplay.js:910 |
Parameters
typeString A string representing the event type to listen for.listenerFunction The callback that will be invoked when the event is dispatched.eventEvent event
targetObject 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:925 |
Parameters
once
Add DragonBones one-time event listener, the callback will remove itself after the first time it is triggered.
| meta | description |
|---|---|
| Defined in | extensions/dragonbones/ArmatureDisplay.js:939 |
Parameters
typeString A string representing the event type to listen for.listenerFunction The callback that will be invoked when the event is dispatched.eventEvent event
targetObject 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:954 |
Parameters
typeString A string representing the event type to listen for.listenerFunction The callback that will be invoked when the event is dispatched.eventEvent event
targetObject 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:969 |
Parameters
buildArmature
Build the armature for specified name.
| meta | description |
|---|---|
| Returns | dragonBones.ArmatureDisplay |
| Defined in | extensions/dragonbones/ArmatureDisplay.js:983 |
Parameters
armature
Get the current armature object of the ArmatureDisplay.
| meta | description |
|---|---|
| Returns | Object |
| Defined in | extensions/dragonbones/ArmatureDisplay.js:997 |
getMaterial
Get the material by index.
| meta | description |
|---|---|
| Returns | MaterialVariant |
| Defined in | cocos2d/core/components/CCRenderComponent.js:156 |
Parameters
indexNumber
getMaterials
Gets all the materials.
| meta | description |
|---|---|
| Returns | [MaterialVariant] |
| Defined in | cocos2d/core/components/CCRenderComponent.js:179 |
setMaterial
Set the material by index.
| meta | description |
|---|---|
| Returns | Material |
| Defined in | cocos2d/core/components/CCRenderComponent.js:193 |
Parameters
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:232 |
Parameters
dtNumber 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:243 |
Parameters
dtNumber the delta time in seconds it took to complete the last frame
__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:254 |
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:265 |
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:278 |
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:291 |
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:301 |
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:311 |
onFocusInEditor
| meta | description |
|---|---|
| Defined in | cocos2d/core/components/CCComponent.js:321 |
onLostFocusInEditor
| meta | description |
|---|---|
| Defined in | cocos2d/core/components/CCComponent.js:326 |
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:331 |
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:341 |
Parameters
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:359 |
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:383 |
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:401 |
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:419 |
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:439 |
Parameters
out_rectRect 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:452 |
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:544 |
Parameters
callbackfunction The callback functionintervalNumber Tick interval in seconds. 0 means tick every frame.repeatNumber The selector will be executed (repeat + 1) times, you can use cc.macro.REPEAT_FOREVER for tick infinitely.delayNumber The amount of time that the first tick will wait before execution. Unit: s
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:582 |
Parameters
callbackfunction A function wrapped as a selectordelayNumber The amount of time that the first tick will wait before execution. Unit: s
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:599 |
Parameters
callback_fnfunction 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:615 |
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 anymore.
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:293 |
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:427 |
_onPreDestroy
Called before the object being destroyed.
| meta | description |
|---|---|
| Defined in | cocos2d/core/platform/CCObject.js:483 |
_serialize
The customized serialization for this object. (Editor Only)
| meta | description |
|---|---|
| Returns | object |
| Defined in | cocos2d/core/platform/CCObject.js:511 |
Parameters
exportingBoolean
_deserialize
Init this object from the custom serialized data.
| meta | description |
|---|---|
| Defined in | cocos2d/core/platform/CCObject.js:524 |
Parameters
dataObject the serialized json datactx_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.