- 類型:編程控件大小:17.0M語言:中文 評(píng)分:5.0
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接下來你將了解到運(yùn)用DragonBones創(chuàng)建包含多個(gè)動(dòng)作的骨骼動(dòng)畫,并在程序中通過鍵盤交互控制動(dòng)作。
打開文件DragonBones_Tutorial_MultiBehavior.fla,雙擊庫里的動(dòng)畫元件Dragon,你可以看到此動(dòng)畫中有四個(gè)動(dòng)作:stand,walk,jump和fail。每個(gè)動(dòng)作的起始幀上添加了對(duì)應(yīng)的幀標(biāo)簽,這也是DragonBones識(shí)別不同動(dòng)作的標(biāo)識(shí)。

打開骨骼動(dòng)畫編輯面板,你會(huì)看到在Behavior List里面會(huì)有多個(gè)動(dòng)作,選擇某個(gè)動(dòng)作就可以為對(duì)應(yīng)動(dòng)作設(shè)置動(dòng)畫幀數(shù)、緩動(dòng),設(shè)置此動(dòng)作的某個(gè)骨骼的細(xì)節(jié)參數(shù)等。

請(qǐng)留意Behavior編輯里的Blending Times選項(xiàng)。

這個(gè)選項(xiàng)是表明的其他動(dòng)作切換到當(dāng)前動(dòng)作需要的過渡時(shí)間。例如這里設(shè)置的跳躍動(dòng)作的Blending Times為0.13,那么其他動(dòng)作切換到跳躍需要0.13秒,DragonBones框架會(huì)自動(dòng)為你添加其中的過渡幀,讓各種動(dòng)作之間切換變得自然。當(dāng)然,你可以在動(dòng)畫預(yù)覽窗口中看到各種動(dòng)畫的切換效果。
Dragon Bones插件 v2.3 官方最新版:http://www.ksks6.com/soft/68403.html
調(diào)整完畢各個(gè)動(dòng)作的細(xì)節(jié)后,點(diǎn)擊“Export”按鈕導(dǎo)出骨骼動(dòng)畫數(shù)據(jù)。
打開DBStarlingMultiBehavior.as文件,代碼如下。此示例是在Starling框架中通過鍵盤控制骨骼動(dòng)畫運(yùn)動(dòng)。
PSE: collapse; FONT-FAMILY: Consolas, 'Bitstream Vera Sans Mono', 'Courier New', Courier, monospace !important; MAX-WIDTH: 100%; FLOAT: none !important; HEIGHT: auto !important; FONT-SIZE: 1em !important; VERTICAL-ALIGN: baseline !important; OVERFLOW: hidden !important; BORDER-TOP: 0px; TOP: auto !important; RIGHT: auto !important; FONT-WEIGHT: normal !important; BORDER-RIGHT: 0px; PADDING-TOP: 0px !important; LEFT: auto !important; border-top-left-radius: 0px; border-top-right-radius: 0px; border-bottom-right-radius: 0px; border-bottom-left-radius: 0px" border="0" cellspacing="0" cellpadding="0">package { import dragonBones.Armature; import dragonBones.animation.WorldClock; import dragonBones.factorys.StarlingFactory; import flash.ui.Keyboard; import starling.display.Sprite; import starling.events.EnterFrameEvent; import starling.events.KeyboardEvent; import starling.text.TextField; import flash.events.Event; public class DBStarlingMultiBehavior extends Sprite { [Embed(source = "../assets/Dragon2.png", mimeType = "application/octet-stream")] public static const ResourcesData:Class; private var factory:StarlingFactory; private var armature:Armature; private var armatureClip:Sprite; private var isLeft:Boolean; private var isRight:Boolean; private var isJumping:Boolean; private var moveDir:int=0; private var speedX:Number = 0; private var speedY:Number = 0; private var textField:TextField public function DBStarlingMultiBehavior() { factory = new StarlingFactory(); factory.addEventListener(Event.COMPLETE, textureCompleteHandler); factory.parseData(new ResourcesData()); } private function textureCompleteHandler(e:Event):void { armature = factory.buildArmature("Dragon"); armatureClip = armature.display as Sprite; armatureClip.x = 400; armatureClip.y = 550; addChild(armatureClip); WorldClock.clock.add(armature); updateBehavior() addEventListener(EnterFrameEvent.ENTER_FRAME, onEnterFrameHandler); stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyEventHandler); stage.addEventListener(KeyboardEvent.KEY_UP, onKeyEventHandler); textField=new TextField(400,30,"A-move left,D-move right,W-jump","Verdana",16,0,true) textField.x=60; textField.y=2; addChild(textField); } private function onKeyEventHandler(e:KeyboardEvent):void { switch (e.keyCode) { case Keyboard.A : case Keyboard.LEFT : isLeft=e.type == KeyboardEvent.KEY_DOWN; break; case Keyboard.D : case Keyboard.RIGHT : isRight=e.type == KeyboardEvent.KEY_DOWN; break; case Keyboard.W : case Keyboard.UP : jump(); break; } var dir:int; if (isLeft && isRight) { dir=moveDir; return; } else if (isLeft) { dir=-1; } else if (isRight) { dir=1; } else { dir=0; } if(dir==moveDir) { return; } else { moveDir=dir; } updateBehavior() } private function onEnterFrameHandler(_e:EnterFrameEvent):void { updateMove(); WorldClock.clock.advanceTime(-1); } private function updateBehavior():void { if (isJumping) { return; } if (moveDir == 0) { speedX = 0; armature.animation.gotoAndPlay("stand"); } else { speedX=6*moveDir; armatureClip.scaleX = -moveDir; armature.animation.gotoAndPlay("walk"); } } private function updateMove():void { if (speedX != 0) { armatureClip.x += speedX; if (armatureClip.x < 0) { armatureClip.x = 0; } else if (armatureClip.x > 800) { armatureClip.x = 800; } } if (isJumping) { if (speedY <= 0 && speedY + 1 > 0 ) { armature.animation.gotoAndPlay("fall"); } speedY += 1; } if (speedY != 0) { armatureClip.y += speedY; if (armatureClip.y > 540) { armatureClip.y = 550; isJumping = false; speedY = 0; updateBehavior(); } } } private function jump():void { if (isJumping) { return; } speedY = -25; isJumping = true; armature.animation.gotoAndPlay("jump"); } } } |
通過上面的代碼我們可以發(fā)現(xiàn),我們只需要在程序中需要播放相關(guān)骨骼動(dòng)畫的時(shí)候調(diào)用函數(shù)armature.animation.gotoAndPlay()即可。

除了指定需要播放的動(dòng)作名稱,你還可以通過此函數(shù)來動(dòng)態(tài)指定動(dòng)作的總幀數(shù)、是否循環(huán)等。
對(duì)于每個(gè)動(dòng)畫,除了指定其播放之外,DragonBones框架提供了動(dòng)畫播放相關(guān)的各種事件。
動(dòng)作切換事件:
armature.addEventListener(dragonbones.events.Event.MOVEMENT_CHANGE, aramtureEventHandler); |
動(dòng)作開始事件:
armature.addEventListener(dragonbones.events.Event.START, aramtureEventHandler); |
動(dòng)作結(jié)束事件
armature.addEventListener(dragonbones.events.Event.COMPLETE, aramtureEventHandler); |
動(dòng)作循環(huán)完畢事件:
armature.addEventListener(dragonbones.events.Event.LOOP_COMPLETE, aramtureEventHandler); |
通過各種事件與動(dòng)作的配合,你可以輕松創(chuàng)建具有復(fù)雜運(yùn)動(dòng)角色的游戲。
控制骨骼框架中的每根骨頭

對(duì)于一個(gè)有趣的游戲,僅僅播放預(yù)先設(shè)置的骨骼動(dòng)畫或許不夠,我們需要角色具有動(dòng)態(tài)可控的各自動(dòng)作。令人高興的是DragonBones提供了訪問并控制骨骼框架里每根骨頭的方法,讓你的角色在游戲中隨意運(yùn)動(dòng)。
此示例通過鼠標(biāo)在場(chǎng)景中的移動(dòng)來控制骨骼。我們創(chuàng)建了一個(gè)跟隨鼠標(biāo)運(yùn)動(dòng)的小鳥,小龍人會(huì)與小鳥保持一定距離,同時(shí)小龍人的頭和胳膊會(huì)跟隨小鳥運(yùn)動(dòng)而做出不同姿勢(shì),非常有趣。
打開DBStarlingControlBone.as,代碼如下。
package { import dragonBones.Armature; import dragonBones.Bone; import dragonBones.animation.WorldClock; import dragonBones.factorys.StarlingFactory; import flash.geom.Point; import flash.ui.Mouse; import starling.display.Image; import starling.display.Sprite; import starling.events.EnterFrameEvent; import starling.events.TouchEvent; import starling.textures.Texture; import flash.events.Event; public class DBStarlingControlBone extends Sprite { [Embed(source = "../assets/Dragon2.png", mimeType = "application/octet-stream")] public static const ResourcesData:Class; [Embed(source = "../assets/starling.png")] private static const starlingImg:Class; private var factory:StarlingFactory; private var armature:Armature; private var armatureClip:Sprite; private var mouseX:Number = 0; private var mouseY:Number = 0; private var moveDir:int=0; private var dist:Number; private var speedX:Number = 0; private var starlingBird:Image; private var _r:Number; private var _head:Bone; private var _armR:Bone; private var _armL:Bone; public function DBStarlingControlBone() { factory = new StarlingFactory(); factory.addEventListener(Event.COMPLETE, textureCompleteHandler); factory.parseData(new ResourcesData()); } private function textureCompleteHandler(e:Event):void { armature = factory.buildArmature("Dragon"); armatureClip = armature.display as Sprite; armatureClip.x = 400; armatureClip.y = 550; addChild(armatureClip); WorldClock.clock.add(armature); updateBehavior(0) addEventListener(EnterFrameEvent.ENTER_FRAME, onEnterFrameHandler); stage.addEventListener(TouchEvent.TOUCH, onMouseMoveHandler); starlingBird=new Image(Texture.fromBitmap(new starlingImg())) addChild(starlingBird); Mouse.hide(); //get the bones which you want to control _head = armature.getBone("head"); _armR = armature.getBone("armUpperR"); _armL = armature.getBone("armUpperL"); } private function onEnterFrameHandler(_e:EnterFrameEvent):void { checkDist(); updateMove(); updateBones(); WorldClock.clock.advanceTime(-1); } private function checkDist():void { dist = armatureClip.x-mouseX; if(dist<150) { updateBehavior(1) } else if(dist>190) { updateBehavior(-1) } else { updateBehavior(0) } } private function onMouseMoveHandler(_e:TouchEvent):void { var _p:Point = _e.getTouch(stage).getLocation(stage); mouseX = _p.x; mouseY = _p.y; starlingBird.x=mouseX-73; starlingBird.y=mouseY-73; } private function updateBehavior(dir:int):void { if(moveDir==dir)return; moveDir=dir; if (moveDir == 0) { speedX = 0; armature.animation.gotoAndPlay("stand"); } else { speedX=6*moveDir; armature.animation.gotoAndPlay("walk"); } } private function updateMove():void { if (speedX != 0) { armatureClip.x += speedX; if (armatureClip.x < 0) { armatureClip.x = 0; } else if (armatureClip.x > 800) { armatureClip.x = 800; } } } private function updateBones():void { //update the bones' pos or rotation _r = Math.PI + Math.atan2(mouseY - armatureClip.y+armatureClip.height/2, mouseX - armatureClip.x); if (_r > Math.PI) { _r -= Math.PI * 2; } _head.node.rotation = _r*0.3 _armR.node.rotation = _r *0.8; _armL.node.rotation = _r * 1.5; starlingBird.rotation=_r*0.2; } } } |
從上面代碼我們可以看到,通過方法dragonBones.Armature.getBone(_name:String):Bone來獲取某個(gè)骨骼。骨骼中的node對(duì)象包含了此骨骼的位置坐標(biāo),旋轉(zhuǎn)弧度,拉伸比例,傾斜數(shù)據(jù)等等。我們根據(jù)游戲邏輯的需要對(duì)骨骼的這些參數(shù)賦數(shù),即可實(shí)現(xiàn)動(dòng)態(tài)控制此骨骼的效果。
在上面示例中,請(qǐng)留意updateBones()函數(shù)里,我們先獲取到當(dāng)前鼠標(biāo)位置與骨骼框架中心點(diǎn)的夾角,然后根據(jù)這個(gè)角度,來改變小龍人的頭部和胳膊的旋轉(zhuǎn)弧度,從而實(shí)現(xiàn)了這個(gè)有趣的效果。