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CocosCreator骨骼动画之龙骨DragonBones

作者:gamedaybyday

这篇文章主要介绍了怎么在CocosCreator中使用骨骼动画龙骨DragonBones,对骨骼动画感兴趣的同学,可以试一下

CocosCreator版本2.3.4

龙骨动画

将龙骨动画放到cocos的assets下。我这里龙骨动画是Dragonbones导出的二进制动画。

直接拖拽龙骨动画(骨头图标)到舞台

设置骨骼动画的属性,DragonAltasAsset图片,Animation动作,PlayTime循环播放等

代码生成龙骨动画

龙骨资源路径是assets/resources/dragonbones,loadResDir只需要填dragonbones就行了。

//根据路径加载资源
cc.loader.loadResDir("dragonbones",cc.Asset,null,(err, resource)=>{
      console.log("资源:",resource);
      //生成骨骼动画
      let node:cc.Node = new cc.Node();
      let armatureDisplay:dragonBones.ArmatureDisplay = node.addComponent(dragonBones.ArmatureDisplay);
      armatureDisplay.dragonAsset = resource[0];
      armatureDisplay.dragonAtlasAsset = resource[3];
      armatureDisplay.armatureName = "role3";
      armatureDisplay.playAnimation("move",0);
      node.x = 100;
      node.y = 100;
      this.node.addChild(node);
});

替换皮肤

//加载资源
 cc.loader.loadResDir("dragonbones",cc.Asset,null,(err, resource)=>{
     console.log("资源:",resource);
 
    //生成动画1
    let node:cc.Node = new cc.Node();
    let armatureDisplay:dragonBones.ArmatureDisplay = node.addComponent(dragonBones.ArmatureDisplay);
    armatureDisplay.dragonAsset = resource[0];
    armatureDisplay.dragonAtlasAsset = resource[3];
    armatureDisplay.armatureName = "role3";
    armatureDisplay.playAnimation("move",0);
    node.x = 100;
    node.y = 100;
    this.node.addChild(node);
 
    //生成动画2
    let node2:cc.Node = new cc.Node();
    let armatureDisplay2:dragonBones.ArmatureDisplay = node2.addComponent(dragonBones.ArmatureDisplay);
    armatureDisplay2.dragonAsset = resource[4];
    armatureDisplay2.dragonAtlasAsset = resource[7];
    armatureDisplay2.armatureName = "role4";
    armatureDisplay2.playAnimation("move",0);
    node2.x = 150;
    node2.y = 150;
    this.node.addChild(node2);
     
 
    //动画2的皮肤应用到动画1上
    let factory = dragonBones.CCFactory.getInstance();
    factory.replaceSkin(armatureDisplay.armature(), (armatureDisplay2.armature() as dragonBones.Armature).armatureData.defaultSkin, true);
});

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