API
Enumerations
Enumeration | Description |
---|---|
AnimationFadeOutMode | Animation fade out mode. |
BinaryOffset | - |
BoundingBoxType | Bounding box type. |
OffsetMode | Offset mode. |
Classes
Class | Description |
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ActionTimelineState | - |
AlphaTimelineState | - |
Animation | The animation player is used to play the animation data and manage the animation states. |
AnimationConfig | The animation config is used to describe all the information needed to play an animation state. The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used. |
AnimationData | The animation data. |
AnimationParametersTimelineState | - |
AnimationProgressTimelineState | - |
AnimationState | The animation state is generated when the animation data is played. |
AnimationTimelineData | - |
AnimationWeightTimelineState | - |
Armature | Armature is the core of the skeleton animation system. |
ArmatureData | The armature data. |
BaseFactory | Base class for the factory that create the armatures. (Typically only one global factory instance is required) The factory instance create armatures by parsed and added DragonBonesData instances and TextureAtlasData instances. Once the data has been parsed, it has been cached in the factory instance and does not need to be parsed again until it is cleared by the factory instance. |
BaseObject | The BaseObject is the base class for all objects in the DragonBones framework. All BaseObject instances are cached to the object pool to reduce the performance consumption of frequent requests for memory or memory recovery. |
BlendState | - |
Bone | Bone is one of the most important logical units in the armature animation system, and is responsible for the realization of translate, rotation, scaling in the animations. A armature can contain multiple bones. |
BoneAllTimelineState | - |
BoneData | The bone data. |
BoneRotateTimelineState | - |
BoneScaleTimelineState | - |
BoneTranslateTimelineState | - |
BoundingBoxData | The base class of bounding box data. |
Constraint | - |
DeformTimelineState | - |
DoubleValueTimelineState | - |
DragonBonesData | The DragonBones data. A DragonBones data contains multiple armature data. |
EllipseBoundingBoxData | The ellipse bounding box data. |
EventObject | The properties of the object carry basic information about an event, which are passed as parameter or parameter's parameter to event listeners when an event occurs. |
IKConstraint | - |
IKConstraintData | - |
IKConstraintTimelineState | - |
Matrix | 2D Transform matrix. |
MutilpleValueTimelineState | - |
PathConstraint | - |
PathConstraintData | - |
PixiArmatureDisplay | The armature proxy interface, the docking engine needs to implement it concretely. |
PixiFactory | The PixiJS factory. |
PixiSlot | The PixiJS slot. |
PixiTextureAtlasData | The PixiJS texture atlas data. |
PixiTextureData | - |
Point | The Point object represents a location in a two-dimensional coordinate system. |
PolygonBoundingBoxData | The polygon bounding box data. |
Rectangle | A Rectangle object is an area defined by its position, as indicated by its top-left corner point (x, y) and by its width and its height. The x, y, width, and height properties of the Rectangle class are independent of each other; changing the value of one property has no effect on the others. However, the right and bottom properties are integrally related to those four properties. For example, if you change the value of the right property, the value of the width property changes; if you change the bottom property, the value of the height property changes. |
RectangleBoundingBoxData | The rectangle bounding box data. |
SingleValueTimelineState | - |
SkinData | The skin data, typically a armature data instance contains at least one skinData. |
Slot | The slot attached to the armature, controls the display status and properties of the display object. A bone can contain multiple slots. A slot can contain multiple display objects, displaying only one of the display objects at a time, but you can toggle the display object into frame animation while the animation is playing. The display object can be a normal texture, or it can be a display of a child armature, a grid display object, and a custom other display object. |
SlotColorTimelineState | - |
SlotData | The slot data. |
SlotDisplayTimelineState | - |
SlotZIndexTimelineState | - |
Surface | - |
SurfaceData | - |
SurfaceTimelineState | - |
TextureAtlasData | The texture atlas data. |
TimelineState | - |
Transform | 2D Transform. |
TransformObject | The base class of the transform object. |
TweenTimelineState | - |
UserData | The user custom data. |
WorldClock | Worldclock provides clock support for animations, advance time for each IAnimatable object added to the instance. |
ZOrderTimelineState | - |
Interfaces
Interface | Description |
---|---|
IAnimatable | Play animation interface. (Both Armature and Wordclock implement the interface) Any instance that implements the interface can be added to the Worldclock instance and advance time by Worldclock instance uniformly. |
IArmatureProxy | The armature proxy interface, the docking engine needs to implement it concretely. |
IEventDispatcher | The event dispatcher interface. Dragonbones event dispatch usually relies on docking engine to implement, which defines the event method to be implemented when docking the engine. |
Functions
Function | Description |
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convertAlias | Convert the alias of an asset from one path to another. |
getAlias | Get the alias for an asset. |