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DragonBones TypeScript / JavaScript Runtime

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Bumps [thenify](https://github.com/thenables/thenify) from 3.3.0 to 3.3.1. Changelog Sourced from thenify's changelog. 3.3.1 / 2020-06-18 fixes [0d94a24] - fix: remove eval (#30) (Yiyu He ) Commits 1d054b4 Release 3.3.1 0d94a24 fix:...

dependencies

# Wrong word with English version site, screenshot attached.

Update https://registry.npm.taobao.org to https://registry.npmmirror.com, For more info please refer to https://zhuanlan.zhihu.com/p/430580607. This is an automated PR by @npmmirror (Which is a bot maintained by 8d6e8cefe5a7e3202364ec2c48db03fcc544218cf70100bf65d2ed2df5cc83da).

`String(value)` 即便是对象本身没有实现 `toString()` 方法的情况下,性能都要低几倍 可参考 https://tc39.es/ecma262/multipage/text-processing.html#sec-string-constructor 会在`toString()`之前做了多个检查 而 DragonBones 中所有class,都实现了 `toString()` 方法,性能更高 毕竟这是一个大量调用的方法

收到类似 ``` Non-existent animation. DragonBones name: AAAA Armature name: BBBB Animation name: CCCC ``` 结构的警告. 但是动画在龙骨里都是正常的. 这个通常是什么原因引起的呢?

When I attempt to build dragonbones locally against the phaser 3.50 library, I get many errors: ``` $ pwd ; npm run build /.../src/DragonBonesJS/Phaser/3.x > [email protected] build /.../src/DragonBonesJS/Phaser/3.x > tsc...

Bumps [path-parse](https://github.com/jbgutierrez/path-parse) from 1.0.6 to 1.0.7. Commits See full diff in compare view [![Dependabot compatibility score](https://dependabot-badges.githubapp.com/badges/compatibility_score?dependency-name=path-parse&package-manager=npm_and_yarn&previous-version=1.0.6&new-version=1.0.7)](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores) Dependabot will resolve any conflicts with this PR as long as you don't alter...

dependencies

Hello I am not able to download Dragonbones 5.5 can you fix the link

Sorry i write it's here, but noone checks PR last time. I did many dragonbones improvments for phaser 3. 1 - Second scene bug fix. 2 - Draw ordering in...

观察到使用color filter时,若没有使用offset,其效果与使用tint是一样的; 而使用tint可以有效减少drawcall; 当前的修改方法还需要egret引擎同步让BitmapNode与MeshNOde支持tint属性;