class spinehx.Skeleton

Available on all platforms

Class Fields

static function copy(skeleton:Skeleton):Skeleton

Copy constructor.

static function create(data:SkeletonData):Skeleton

Instance Fields

var x:Float

var y:Float

function findBone(boneName:String):Bone

returns

May be null.

function findBoneIndex(boneName:String):Int

returns

-1 if the bone was not found.

function findSlot(slotName:String):Slot

returns

May be null.

function findSlotIndex(slotName:String):Int

returns

-1 if the bone was not found.

function getAttachment(slotIndex:Int, attachmentName:String):Attachment

returns

May be null.

function getAttachmentByName(slotName:String, attachmentName:String):Attachment

returns

May be null.

function getBones():Array<Bone>

function getColor():Color

function getDrawOrder():Array<Slot>

Returns the slots in the order they will be drawn. The returned array may be modified to change the draw order.

function getFlipX():Bool

function getFlipY():Bool

function getRootBone():Bone

returns

May return null.

function getSkin():Skin

returns

May be null.

function getSlots():Array<Slot>

function getTime():Float

function getX():Float

function getY():Float

function setAttachment(slotName:String, attachmentName:String):Void

attachmentName

May be null.

function setFlipX(flipX:Bool):Void

function setFlipY(flipY:Bool):Void

function setSkin(newSkin:Skin):Void

Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments * from the new skin are attached if the corresponding attachment from the old skin was attached. *

newSkin

May be null.

function setSkinByName(skinName:String):Void

Sets a skin by name. * @see #setSkin(Skin)

function setTime(time:Float):Void

function setToSetupPose():Void

Sets the bones and slots to their setup pose values.

function setX(x:Float):Void

function setY(y:Float):Void

function toString():String

function update(delta:Float):Void

function updateWorldTransform():Void

Updates the world transform for each bone.