添加资源
var dragonbonesData = RES.getRes("资源名_ske_json");
var textureData1 = RES.getRes("资源名_tex_json");
var texture1 = RES.getRes("资源名_tex_png");
创建龙骨工厂
let egretFactory: dragonBones.EgretFactory = dragonBones.EgretFactory.factory;
//往龙骨工厂里添加资源
egretFactory.parseDragonBonesData(dragonbonesData);
egretFactory.parseTextureAtlasData(textureData1, texture1);
建立骨架
var armature: dragonBones.Armature = egretFactory.buildArmature("骨骼名");
创建一个显示对象
var armatureDisplay = armature.getDisplay();
给对象添加相应的样式并添加到舞台
this.addChild(armatureDisplay);
armatureDisplay.x = 200;
armatureDisplay.y = 450;
播放动画
armature.animation.gotoAndPlay("动画名");
添加到世界时钟里
dragonBones.WorldClock.clock.add(armature);
添加一个定时推进触发器 (注意:若动画为一次多次调用动画,定时推进触发器可写在构造中,但定时推进触发器不能反复被调用,否则会不停的加速)
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);
改变速率
armature.animation.timeScale = 0.6;
//或
dragonBones.WorldClock.clock.timeScale=0.6
//0到1为减速 0为停止 1以上为加速