Fix JS binding issues for skeleton animation

This commit is contained in:
pandamicro 2015-07-24 20:16:01 +08:00
parent 6e8edc401c
commit 54330576e6
3 changed files with 11 additions and 2 deletions

View File

@ -68,6 +68,6 @@ ccs.Sprite.extend = ccs.Sprite.extend || cc.Sprite.extend;
ccs.Component = ccs.Component || cc.Component; ccs.Component = ccs.Component || cc.Component;
ccs.Component.extend = ccs.Component.extend || cc.Component.extend; ccs.Component.extend = ccs.Component.extend || cc.Component.extend;
ccs.SkinNode.extend = cc.Class.extend; ccs.SkinNode = cc.Node;
ccs.BoneNode.extend = cc.Class.extend; ccs.BoneNode.extend = cc.Class.extend;
ccs.SkeletonNode.extend = cc.Class.extend; ccs.SkeletonNode.extend = cc.Class.extend;

View File

@ -101,3 +101,12 @@ ccs.ActionTimelineData.prototype._ctor = function(actionTag) {
ccs.ComExtensionData.prototype._ctor = function() { ccs.ComExtensionData.prototype._ctor = function() {
ccs.ComExtensionData.prototype.init.call(this); ccs.ComExtensionData.prototype.init.call(this);
}; };
ccs.BoneNode.prototype._ctor = function (length) {
ccs.BoneNode.prototype.init.call(this);
length !== undefined && this.setDebugDrawLength(length);
};
ccs.SkeletonNode.prototype._ctor = function () {
ccs.SkeletonNode.prototype.init.call(this);
};

View File

@ -27,7 +27,7 @@ headers = %(cocosdir)s/cocos/editor-support/cocostudio/CocoStudio.h %(cocosdir)s
# what classes to produce code for. You can use regular expressions here. When testing the regular # what classes to produce code for. You can use regular expressions here. When testing the regular
# expression, it will be enclosed in "^$", like this: "^Menu*$". # expression, it will be enclosed in "^$", like this: "^Menu*$".
classes = Armature ArmatureAnimation Skin Bone ColliderDetector ColliderBody ArmatureDataManager InputDelegate ComController ComAudio ComAttribute ComRender ActionManagerEx SceneReader GUIReader BatchNode ActionObject BaseData Tween ColliderFilter DisplayManager DecorativeDisplay ProcessBase AnimationData MovementData ContourData TextureData ActionTimelineData ActionTimeline ActionTimelineCache Frame TextureFrame RotationFrame SkewFrame VisibleFrame RotationSkewFrame PositionFrame ScaleFrame AnchorPointFrame InnerActionFrame ColorFrame AlphaFrame EventFrame ZOrderFrame NodeReader Timeline CSLoader ComExtensionData BoneNode SkinNode SkeletonNode classes = Armature ArmatureAnimation Skin Bone ColliderDetector ColliderBody ArmatureDataManager InputDelegate ComController ComAudio ComAttribute ComRender ActionManagerEx SceneReader GUIReader BatchNode ActionObject BaseData Tween ColliderFilter DisplayManager DecorativeDisplay ProcessBase AnimationData MovementData ContourData TextureData ActionTimelineData ActionTimeline ActionTimelineCache Frame TextureFrame RotationFrame SkewFrame VisibleFrame RotationSkewFrame PositionFrame ScaleFrame AnchorPointFrame InnerActionFrame ColorFrame AlphaFrame EventFrame ZOrderFrame NodeReader Timeline CSLoader ComExtensionData BoneNode SkeletonNode
# what should we skip? in the format ClassName::[function function] # what should we skip? in the format ClassName::[function function]
# ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also # ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also