Comments (11)
Well I figured out what is causing the problem and it wasn't StarlingMVC. It is the new compiler in Flash Builder 4.7, ActionScript Compiler 2.0 (ASC 2.0). I updated my FB 4.7 version to AIR3.5 and noticed that the problems with the DragonBones animations changed so based on that I switched my project back to Flash Builder 4.6 and then DragonBones started working perfectly. So just a heads up for anyone using DragonBones as of when I write this, it doesn't work with the compiler in Flash Builder 4.7.
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It is a bad news for us. We will figure it out ASAP!
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After a fast investigation, we found it maybe a ASC 2.0's bug. Following sample code make ASC 2.0 runs with unexpected result:
var a:int = -1
switch(a)
{
case -1:
trace(-1);
break;
default:
trace("default")
break;
}
Unexpected actual result:
default
from dragonbonesas.
Looks like FlashBuilder 4.7 was released I will check it out and see if this issue still exists. I was using FB 4.7 Beta in my previous testing. You may want to submit a bug report to Adobe on the issue as well.
from dragonbonesas.
After confirmed with FlashBuilder 4.7 team and AS Compiler team, the latest version of ASC has fixed this bug, FB 4.7 will integrate a new ASC with the bug fixed in next prerelease version.
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Hi guys,
I have the exact same problem and I moved the switch statement in Animation.as over to an if/then/else conditional tree and while I am seeing frames advance correctly in my code, visually I only see the first frame of looped animations! I copied the example code verbatim from here:
I am also using CS6 and Flash Builder 4.7.
from dragonbonesas.
Ah, interesting. I also moved the switch case in Tween.as over as well and things fixed up quite nicely.
It might be best to move these over to if/then conditional trees for now...?
from dragonbonesas.
Have to use "if...else" as a workaround currently.
from dragonbonesas.
The Adobe Gaming SDK has a pre-merged copy of the AIR 3.5 SDK in it and that version of the ASC 2 seems to work fine with DragonBones and FB 4.7. I only did a few quick tests but all of the animations were working properly. There still could be some issues but so far it is working well. FB 4.7 is packaged with AIR 3.4 by default and at least so far other than the Gaming SDK version I haven't seen another place to download an updated version of the AIR SDK for FB 4.7.
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I only noticed this problem for "looped" animations, non-looped appeared to work correctly. The behavior would be that it would pause at the first frame of the looped animation and not play the rest. Also, the LOOP event would never get fired.
By changing both the switch statements in Animation.as and Tween.as to if/then conditional trees, the problem went away.
I am running FB 4.7 (final) with its built-in compiler. I hope this helps out other people experiencing this issue..
from dragonbonesas.
I had the problem with looped animation as well. However in FB 4.7 (final) with AIR 3.5 SDK installed DragonBones is now working fine.
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Related Issues (20)
- What kind of method instead addTextureAtlas in 4.7? HOT 2
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