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DragonBones TypeScript / JavaScript Runtime

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It seems to me that the sprite size is not updated properly during armature initialization. I do something like this to create a new animation: ```javascript // Create factory object...

Are there any plans to support Babylon JS? Thanks

Using the latest build chain i can't see the minified version of the library, a.k.a `dragonBones.min.js`. What are the steps to compile it?

什么时候支持pixijs的v5版本

帮九万里而南为提交了他的改动。随手移除了几个无用的属性。 现在的版本有一个问题: 为什么 CocosArmatureComponent 要创建一个子节点,然后在子节点挂一个 CocosArmatureComponent 进行驱动…… 是因为 CocosFactory 只能通过 buildArmature 创建骨架吗?不能加载一个场景里已有的组件吗? 感觉这样的逻辑很神奇…… 如果是这样的话,我建议的是 CocosArmatureComponent 内直接持有抽象的骨架对象(armature),而不是一个场景中额外的实体节点(cc.Node) 该 PR 可能还需要进一步 review。

It seems that the type-casting at [PixiTextureAtlasData.ts#L83-84](https://github.com/DragonBones/DragonBonesJS/blob/master/Pixi/4.x/src/dragonBones/pixi/PixiTextureAtlasData.ts#L83) after compilation gets ignored (or maybe not, i'm not a typescript expert myself). `(Pixi)TextureData.region` is still instance of `DragonBones.Rectangle` and has no method...

below code is not working in DragonBonesEvent.ts this._armatureDisplay.addDBEventListener(dragonBones.EventObject.COMPLETE, this._animationEventHandler, this);

I think that on this line _frameFloatArray should be a Float32Array rather than Int16Array. https://github.com/DragonBones/DragonBonesJS/blob/eaacafec018e9d061cd3162607e6b3734f4b8f23/DragonBones/src/dragonBones/animation/BaseTimelineState.ts#L61 Otherwise the compiler complains about this line: https://github.com/DragonBones/DragonBonesJS/blob/eaacafec018e9d061cd3162607e6b3734f4b8f23/DragonBones/src/dragonBones/animation/BaseTimelineState.ts#L188 because this._dragonBonesData.frameFloatArray is...you guessed it a Float32Array.

When I create armatures, it is possiblie to see big textures of the armatures in the top left corner of the screen. They are too big and it is bad...

The updateTransform override in PhaserArmatureDisplay.js (line 276) seems to be breaking the positioning of bitmapText objects, and images using bitmapData directly as their textures, in the project I'm working on....