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首頁編程開發(fā)其它知識 → Dragon Bones插件創(chuàng)建并控制多個動作的骨骼動畫

Dragon Bones插件創(chuàng)建并控制多個動作的骨骼動畫

相關(guān)軟件相關(guān)文章發(fā)表評論 來源:西西整理時間:2013/9/3 15:18:09字體大小:A-A+

作者:西西點擊:132次評論:0次標簽: DragonBones

Dragon Bones插件v2.3 官方最新版
  • 類型:編程控件大。17.0M語言:中文 評分:5.0
  • 標簽:
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接下來你將了解到運用DragonBones創(chuàng)建包含多個動作的骨骼動畫,并在程序中通過鍵盤交互控制動作。

打開文件DragonBones_Tutorial_MultiBehavior.fla,雙擊庫里的動畫元件Dragon,你可以看到此動畫中有四個動作:stand,walk,jump和fail。每個動作的起始幀上添加了對應的幀標簽,這也是DragonBones識別不同動作的標識。

打開骨骼動畫編輯面板,你會看到在Behavior List里面會有多個動作,選擇某個動作就可以為對應動作設置動畫幀數(shù)、緩動,設置此動作的某個骨骼的細節(jié)參數(shù)等。

請留意Behavior編輯里的Blending Times選項。

這個選項是表明的其他動作切換到當前動作需要的過渡時間。例如這里設置的跳躍動作的Blending Times為0.13,那么其他動作切換到跳躍需要0.13秒,DragonBones框架會自動為你添加其中的過渡幀,讓各種動作之間切換變得自然。當然,你可以在動畫預覽窗口中看到各種動畫的切換效果。

Dragon Bones插件 v2.3 官方最新版:http://elephantinaurance.com/soft/68403.html

調(diào)整完畢各個動作的細節(jié)后,點擊“Export”按鈕導出骨骼動畫數(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畫運動。

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)骨骼動畫的時候調(diào)用函數(shù)armature.animation.gotoAndPlay()即可。

除了指定需要播放的動作名稱,你還可以通過此函數(shù)來動態(tài)指定動作的總幀數(shù)、是否循環(huán)等。

對于每個動畫,除了指定其播放之外,DragonBones框架提供了動畫播放相關(guān)的各種事件。

動作切換事件:

armature.addEventListener(dragonbones.events.Event.MOVEMENT_CHANGE, aramtureEventHandler);

動作開始事件:

armature.addEventListener(dragonbones.events.Event.START, aramtureEventHandler);

動作結(jié)束事件

armature.addEventListener(dragonbones.events.Event.COMPLETE, aramtureEventHandler);

動作循環(huán)完畢事件:

armature.addEventListener(dragonbones.events.Event.LOOP_COMPLETE, aramtureEventHandler);

通過各種事件與動作的配合,你可以輕松創(chuàng)建具有復雜運動角色的游戲。 

控制骨骼框架中的每根骨頭

對于一個有趣的游戲,僅僅播放預先設置的骨骼動畫或許不夠,我們需要角色具有動態(tài)可控的各自動作。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動。

此示例通過鼠標在場景中的移動來控制骨骼。我們創(chuàng)建了一個跟隨鼠標運動的小鳥,小龍人會與小鳥保持一定距離,同時小龍人的頭和胳膊會跟隨小鳥運動而做出不同姿勢,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來獲取某個骨骼。骨骼中的node對象包含了此骨骼的位置坐標,旋轉(zhuǎn)弧度,拉伸比例,傾斜數(shù)據(jù)等等。我們根據(jù)游戲邏輯的需要對骨骼的這些參數(shù)賦數(shù),即可實現(xiàn)動態(tài)控制此骨骼的效果。

在上面示例中,請留意updateBones()函數(shù)里,我們先獲取到當前鼠標位置與骨骼框架中心點的夾角,然后根據(jù)這個角度,來改變小龍人的頭部和胳膊的旋轉(zhuǎn)弧度,從而實現(xiàn)了這個有趣的效果。

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