pandemonium_engine/modules/godot_dragonbones
2024-09-29 18:28:44 +02:00
..
.vscode Add custom custom module and Vita platform export 2024-09-29 18:28:44 +02:00
doc_classes Add custom custom module and Vita platform export 2024-09-29 18:28:44 +02:00
src Add custom custom module and Vita platform export 2024-09-29 18:28:44 +02:00
config.py Add custom custom module and Vita platform export 2024-09-29 18:28:44 +02:00
gddragonbones.cpp Add custom custom module and Vita platform export 2024-09-29 18:28:44 +02:00
gddragonbones.h Add custom custom module and Vita platform export 2024-09-29 18:28:44 +02:00
LICENSE Add custom custom module and Vita platform export 2024-09-29 18:28:44 +02:00
README.md Add custom custom module and Vita platform export 2024-09-29 18:28:44 +02:00
register_types.cpp Add custom custom module and Vita platform export 2024-09-29 18:28:44 +02:00
register_types.h Add custom custom module and Vita platform export 2024-09-29 18:28:44 +02:00
SCsub Add custom custom module and Vita platform export 2024-09-29 18:28:44 +02:00

Godot Dragonbones

godot-dragonbones is an effort to provide a full featured, free 2D Skeletal animation solution for Godot. In addition to improvements to the product itself; we also provide full engine builds and export templates.

Platform specific flags

  • By default, javascript and android templates have no-rtti build flag enabled in their builds. Unfortunately, the DragonBones CPP API makes use of typeid quite abit and requires rtti. I believe it mostly affects build size a bit

Play/Stop animation

var skeleton = get_node("skeleton")

# if needed set speed animation
skeleton.set_speed(0.5)

# set current animation, if not choosed before
skeleton.set("current_animation", "walk")

# start play	
skeleton.play()

# start play from time in sec
skeleton.play_from_time(2);

# start play from progress [0 - 1]
skeleton.play_from_progress(0.5);

#stop animation
skeleton.stop()

#stop all animation
skeleton.stop_all()

Mixing(blending) animation

var skeleton = get_node("skeleton")

# if needed set speed animation
skeleton.set_speed(0.5)

# play animation by layers, see DragonBones documentation for parametrs
skeleton.fade_in("idle", -1, -1, 2, "", GDDragonBones.FadeOut_All)
# 1. "idle" 	-- The name animation.
# 2. "-1" 	-- The fade in time. [-1: Use the default value of animation data, [0~N]: The fade in time (In seconds)] (Default: -1)
# 3. "-1" 	-- playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1)
# 4. "2" 	-- The blending layer, the animation states in high level layer will get the blending weights with high priority, when the total blending weights are more than 1.0, there will be no more weights can be allocated to the other animation states. (Default: 0)
# 5. "" 	-- The blending group name, it is typically used to specify the substitution of multiple animation states blending. (Default: null)
# 6. GDDragonBones.FadeOut_All -- The fade out mode, which is typically used to specify alternate mode of multiple animation states blending. (Default: GDDragonBones.FadeOut_SameLayerAndGroup)
#	GDDragonBones.FadeOut_None 		-- Do not fade out of any animation states.
#	GDDragonBones.FadeOut_SameLayer 	-- Fade out the animation states of the same layer.
#	GDDragonBones.FadeOut_SameGroup 	-- Fade out the animation states of the same group.
#	GDDragonBones.FadeOut_SameLayerAndGroup -- Fade out the animation states of the same layer and group.
#	GDDragonBones.FadeOut_All 		-- Fade out of all animation states.	
#	GDDragonBones.FadeOut_Single  		-- Does not replace the animation state with the same name.
#
# skeleton.fade_in("walk", 0.3, 0, 0, "normalGroup", GDDragonBones.FadeOut_All)

# run animation in "1" layer
skeleton.fade_in("eyes_idle", -1, -1, 1, "", GDDragonBones.FadeOut_SameLayer)

# stop specified animation by name
skeleton.fade_out("eyes_idle")

Set pose from animation

var skeleton = get_node("skeleton")

# choose animation
skeleton.set("current_animation", "idle")

# seek animation [0.0-1.0]
skeleton.seek(0.5)