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# SVGAPlayer-Web
## Install
### Patch laya.webgl.js library
1. Goto [https://github.com/yyued/SVGAPlayer-Web/tree/master/patch/layabox](https://github.com/yyued/SVGAPlayer-Web/tree/master/patch/layabox) Download laya.webgl.js
2. Replace to {LayaProjectDir}/bin/libs/laya.webgl.js
### Prebuild JS
1. Goto [https://github.com/yyued/SVGAPlayer-Web/tree/master/build](https://github.com/yyued/SVGAPlayer-Web/tree/master/build) Download svga.layabox.min.js
2. Add ```<script src="svga.layabox.min.js"></script>``` to index.html
3. Optional add ```index.d.ts``` to your project.
### SVGA-Format 1.x support
If you need to support SVGA-Format 1.x, add JSZip script to html.
```html
<script src="http://assets.dwstatic.com/common/lib/??jszip/3.1.3/jszip.min.js,jszip/3.1.3/jszip-utils.min.js" charset="utf-8"></script>
```
## Usage
```js
const displayObject = new SVGA.LayaboxPlayer('res/svga/rose_2.0.0.svga')
displayObject.setFrame(0, 0, 750, 750);
Laya.stage.addChild(displayObject as any)
```
### Replace Animation Images Dynamically
You can replace specific image by yourself, ask your designer tell you the ImageKey.
* The Replacing Image MUST have same WIDTH and HEIGHT as Original.
* setImage operation MUST set BEFORE startAnimation.
```
displayObject.setImage('http://yourserver.com/xxx.png', 'ImageKey');
```
### Add Text on Animation Image Dynamically
You can add text on specific image, ask your designer tell you the ImageKey.
* setText operation MUST set BEFORE startAnimation.
```
displayObject.setText('Hello, World!', 'ImageKey');
```
```
displayObject.setText({
text: 'Hello, World!,
size: "24px",
color: "#ffe0a4",
offset: {x: 0.0, y: 0.0}
}, 'ImageKey'); // customize text styles.
```
## Classes
### Player
You use SVGA.Player controls animation play and stop.
#### Properties
* int loops; - Animation loop count, defaults to 0 means infinity loop.
* BOOL clearsAfterStop; - defaults to true, means player will clear all contents after stop.
* string fillMode; - defaults to Forwardoptional Forward / BackwardfillMode = ForwardAnimation will pause on last frame while finishedfillMode = Backward , Animation will pause on first frame.
#### Methods
* constructor (url: string, autoPlay: boolean); - first params could be '#id' or CanvasHTMLElement
* startAnimation(reverse: boolean); - start animation from zero frame.
* startAnimationWithRange(range: {location: number, length: number}, reverse: boolean = false); - start animation in [location, location+length] frame range.
* pauseAnimation(); - pause animation on current frame.
* stopAnimation(); - stop animation, clear contents while clearsAfterStop === true
* setContentMode(mode: "ScaleToFill" | "AspectFill" | "AspectFit"); - Specific Scale Mode
* setClipsToBounds(clipsToBounds: boolean); - Clips if image render out of box.
* clear(); - force clear contents.
* stepToFrame(frame: int, andPlay: Boolean); - stop to specific frame, play animation while andPlay === true
* stepToPercentage(percentage: float, andPlay: Boolean); - stop to specific percentage, play animation while andPlay === true
* setImage(image: string, forKey: string, transform: [a, b, c, d, tx, ty]); - Replace Animation Images Dynamically, transform is optional, transform could adjust replacing image.
* setText(text: string | {text: string, font: string, size: string, color: string, offset: {x: float, y: float}}, forKey: string); - Add Text on Animation Image Dynamically
* clearDynamicObjects(); - clear all dynamic objects.
#### Callback Method
* onError(callback: (error: Error) => void): void; - call after load failure.
* onFinished(callback: () => void): void; - call after animation stop.
* onFrame(callback: (frame: number): void): void; - call after animation specific frame rendered.
* onPercentage(callback: (percentage: number): void): void; - call after animation specific percentage rendered.