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I am having problems debugging a project that a year ago I had no problem debugging. It is a flash player project with many external .AS files. Currently I am using Animate 22.0.5 build 191. I am trying to debug this Adobe Flash project.. Under Publish Settings -> Flash .SWF -> advanced I have added the checkbox for "Permit Debugging" When I set breakpoints in the main constructor in the .AS file, and then do Debug -> Debug to launch the project, Animate does not stop at the breakpoints. I have put trace() statements in the code just after the breakpoints, and trace statements are sending their messages to the log Output. Yesterday I was getting TypeError #1009 for null pointer access. Single stepping code would work. But a debug continue would not hit later breakpoints. I thought last night I was getting some breakpoints to trigger. But I noticed that when I stepped into routines, then did continue, breakpoints at higher levels of the cod
Hello, I am developing a little game in AnimateCC HTML5 Canvas scripts, trying to create a "flappy bird" effect when the user presses the space bar. It works fine when I test it on the browser, however, after publishing it as HTML and trying to run it on a Live Server in VSCode (it doesn't run on the browser after publishing) the spacebar press is not working at all. But the rest of the game seems to be just fine. Here is a snippet of my code: var spacebar_pressed = false; var gameStart = false; var userVelocity = 0; var gravity = 0.5; var user = this.user; window.onkeydown = function (event) { if (event.keyCode == 32) { gameStart = true; spacebar_pressed = true; }; }; window.onkeyup = function () { if (event.keyCode == 32) { spacebar_pressed = false; }; } function fallDown() { user.y = user.y + userVelocity; userVelocity = userVelocity + gravity; } function flyUp() { userVelocity = -15; user.play(); } function animate() { if (spacebar_pressed) { fl
Hi team,So I have this code that I have modified to run from the game.js class file. It runs with no errors and I can trace the text (loading) BUT - there is no text on the screen when I run it.Thanks for your help 🙂class Game { constructor(root, lib) { this.root = root; this.stage = this.root.stage; this.canvas = this.root.canvas; this.messageField = this.root.messageField; this.lib = lib; this.init(); this.keys ={}; } init(e){ this.player = this.root.player_mc; const game = this; document.addEventListener("keydown", (e) => { console.log(`Key "${e.key}" pressed [event: keydown]`); this.keys[e.key] = true; }); document.addEventListener("keyup", (e) => { console.log(`Key "${e.key}" pressed [event: keydown]`); this.keys[e.key] = false; }); //Message display field this.canvas = document.getEleme
Hi team,So I know if you use blah_btn.addEventListener you are supposed to remove it when you are done.If you use this blah_btn..on("click", function(){ game.update(); })does this leave a listener hanging around? If it does do you need to remove it/how do you remove it?Thanks everyone have a great day
Hi team,Code is running in external class file for html5 canvas.I cant work out what is going wrong here! If I put the .off for the listeners in the update function (at the right setstate point) when we get to setstate 5 and 6 the button (btn_1) is still calling the function setstate3();If I put the .off into the setstate functions (to remove the listener in the same function as it has been called) the button still functions at setstate 5 and 6 ..And I have tried to put it into another function to setListeners depending on the state but still not killing the bt_1 at setstate 5 and 6.no errors being thrown class Game { constructor (exportRoot, stage) { this.root = exportRoot this.stage = stage this.str1 = "start" this.strOp1 = "1" this.strOp2 = "2" this.init() this.setstate this.randomNumber } init () { const game = this this.main_Txt = this.root.main_Txt this.op_1 = this.root.op_1 this.op_2 = this.r
Hey team,So when I create a new html5 canvas and make one button with a roll over colour, a down colour and a hit area.If I just press cntl+enter from animate it works fine.If I use the web server and open the project from the index.file - the button is still there - its still working or showing the down colour when you click but the cursor doesnt change to a little hand anymore and there is no roll over change?Do you have to mouseEnable or something from the class.js file? (the only code in there so far is the constructor)class Game { constructor(root, lib) { this.root = root; this.stage = this.root.stage; this.lib = lib; this.init(); } init() { } }
this is the code needed to fix a previous post: // in the fla: if(!this.alreadyExecuted){ var g = new Game(exportRoot, this); this.alreadyExecuted = true; } // comment out (most likely) problematic non-existent canvas class Game {constructor(root, lib) {this.root = root;this.stage = this.root.stage;this.canvas = this.root.canvas;this.messageField = this.root.messageField;this.lib = lib;this.init();this.keys ={}; }init(e){this.player = this.root.player_mc;const game = this;document.addEventListener("keydown", (e) => {//console.log(`Key "${e.key}" pressed [event: keydown]`);this.keys[e.key] = true;});document.addEventListener("keyup", (e) => {//console.log(`Key "${e.key}" pressed [event: keyup]`);this.keys[e.key] = false;});//Message display field//this.canvas = document.getElementById("gameCanvas");//console.log("canvas",this.stage);//this.stage = new createjs.Stage(this.canvas);this.messageField = new createjs.Text("Loading", "bold 24px Arial", "#00FFFF");console.lo
Guys so I am not just here asking stupid questions all the time can you please point me toward the reference or give me the search terms I need to look up how to convert an easelJS file like the asteroids examples - or just some general Javascript from a tutorial- into something that will work from the animate cc timeline or can be used in a class file as a separate code.js.I understand it can be done but cannot find the correct "easelJS to animate JS" dictionary... is there such a thing?Yes I am following your advice, yes I am looking at tutorials and reading the docs, I just seem to be making such painfully slow progress. If you can send me toward the right references this would really helpThanks
Ok team,thought I woud try to nail something a bit more simple - so how about this-A text based game with 10 different states/pages you can get to.The text is on an external class file so that if you can change it without having to go into the animate file. extention activity 1I was thinking once I get the text to work I can then have 10 different Movieclips on the stage that can become visible when its their turn (to add images to the text) extention activity 2There might be a couple of points in the story where you get lost or fight a zombie and need to roll above 3 on a dice to give some randomness to the outcome of your choice.the mainText is a dynamic text box on the stagebut to start here is the code I have so far that works- class Game{ constructor(stage, root){ this.stage = stage; this.root = root; this.init(); } init(){ this.mainText = this.root.mainText; const game = this; createjs.Ticker.addEventListener("tick", function(){ game.updat
So, I just finished an animation that I have managed to perfectly sync with the audio inside the program. Though, the first time I exported it and converted it to an MP4 in Adobe Media Encoder, the audio was nonexistant. I ended up fixing this problem by moving the audio to frame 2 rather than frame 1. However, when I exported it again, the audio was there, but it was extremely off-sync and the video itself was ahead by a lot. I'm not quite sure how to fix this, and I don't know what the cause is. When I preview it inside the program, it's perfectly fine. It's only a problem when I export it and view it in my File Explorer. Any ideas on how I could fix this?
Thank you always for your sincere answersThis is a question about AS3.0 textfield-------------------------------------------------- --------------------var n:Number;var sm:Array; (sound list)var completed:Array; (sound completed list) 1. textbox draw (width 200, height 400)fieldType - dynamicinstance - textList2. When the sound endscompleted. push(sm[n]);3. When the button is clickedcompletedList();function completedList():void {var tx:String;var addTx:String;for (var i:uint=0; i<completed.length; i++) {tx = (i<9) ? String(" "+(i+1)) : String(i+1);addTx = tx+ " - "+completed[i]+"\n";if (i==0) textList.appendText("----- Music Played List ----- \n");textList. appendText(addTx);}}-------------------------------------------------- --------------------------Click on one of the rows to play that list song again.4. How can I select one of each row of the textList in this case5. How to scroll when the number of rows is out of range of the textbox Politely contact us to solve th
I haven't used Animate for years, so finding out there is now a fluid brush was great for me, since the brushes have always been a disaster in this program. But, of course, it just doesn't work right away. It sometimes works. When I tap with my pen a couple of times it can sometimes draw a line. All other times it doesn't. Thinkpad with Wacom pen. Drawing for years on programs which are not Animate works great. Once I decide to use Aimate again, years later after the last time - brush problems again. Incredible.
Hey team JoãoCésarKindly gave me this code for character movement var root = this; var player = root.player; var keys = {}; root.main = function() { root.friction = 0.95; root.keyForce = 50; player.vX = 0; player.vY = 0; player.minVX = 20; player.minVY = 20; window.addEventListener("keydown", root.keyDownHandler); window.addEventListener("keyup", root.keyUpHandler); root.on("tick", root.tickHandler); console.log("handled"); }; root.keyDownHandler = function(e) { keys[e.key] = true; }; root.keyUpHandler = function(e) { delete keys[e.key]; }; root.tickHandler = function(e) { if (keys.a || keys.ArrowLeft) player.vX -= root.keyForce; else if (keys.d || keys.ArrowRight) player.vX += root.keyForce; if (keys.w || keys.ArrowUp) player.vY -= root.keyForce; else if (keys.s || keys.ArrowDown) player.vY += root.keyForce; player.vX *= root.friction; player.vY *= root.friction; player.x += player.vX * e.delta * 0.001; player.y += player.vY * e.delta * 0.
After replacing an image in a Fla file and publishing, the old image appears in the html, except scaled to fit the size of the original image.I created a 300x600 web banner, then replaced the cta image with one that was 300x250 (images were double sized, then scaled to fit), but it still exports the old image, squashed to fit the new size.Resetting publish settings, published templates to default, and exporting a spritesheet/texture or separate images doesn't solve the issue, neither does trying Animate CC 2022 and 2023, on different Macs, which I think rules out some sort of cache issue.Copying the image from the stage to a new Fla file, and publishing that does work, and it appears fine. File and published example is up here:https://www.dropbox.com/sh/dqxd15cf2vyd4ue/AABzHlFj59gL_4m2g8YmyfJba?dl=0 This forum is giving me an error when uploading a .fla ("The attachment's test.fla content type (application/octet-stream) does not match its file extension and has been removed."
Hi, I've noticed that my eraser tool doesn;t allow me to erase anything. I made sure that was in the editing mode, changed the different types of eraser modes, reinstalling the program, but nothing. Please help. Thank you.
Hi everyoneI've created a symbol with all my animation inside but I want now to get back and put everything on the main scene, I don't need the symbol yet, how can I do that ? thanks
All is in the title... Why in 2017 "Trim paths" is still not available in Animate CC?? It's a basic animation effect, available in after effect but for strange and mysterious reasons unknown in Animate where it's really a nightmare to create similar effect (and spend hours), however Trim path would so have his place in Animate.I'm an illustrator and animator, I use Animate for 99% of my work and I SO need this option... PLEASE update it!!!!(and sorry for my uggly english)
when ever I load up adobe animate the home page is completely gray. If i want to start a new animation I have to go all the way to files and then new, it's incredibly annoying.
Currently only save one by one
Hi team,So I think I got my index.html and game.js file connected successfully- here is some code from an easelJS tutorial to get a moving red circle- this code is in my game.js file and the circle works fine.class Game{ constructor(exportRoot, stage){ this.root = exportRoot; this.stage = stage; this.init(); } init(){ const game = this; var circle = new createjs.Shape(); circle.graphics.beginFill("Crimson").drawCircle(0, 0, 50); circle.x = 100; circle.y = 100; stage.addChild(circle); createjs.Tween.get(circle, {loop: true}) .to({x: 400}, 1000, createjs.Ease.getPowInOut(4)) .to({alpha: 0, y: 75}, 500, createjs.Ease.getPowInOut(2)) .to({alpha: 0, y: 125}, 100) .to({alpha: 1, y: 100}, 500, createjs.Ease.getPowInOut(2)) .to({x: 100}, 800, createjs.Ease.getPowInOut(2)); createjs.Ticker.setFPS(60); createjs.Ticker.addEventListener
Hi team,So I have a tutorial (paid) but I am trying to understand something that I don't know what is going on.. I am (trying to be) running the interaction from a game.js file where all the code will be stored. I think I have worked out how to set up a web server and run the project as an index file (otherwise the interactions being read from the game.js file do not work)- this seems like a PITA but I have it working now.So I have started a new project. I have a movie clip that has two frames in it (off and on) and the switch moves depending on if the light is off or on. Then I have a button instance name gobutt that can be used to call the lightAndSwitch movie clip to be on or off - here is the codeSo its all connected - no errors being thrown, but it doesn't work!This is the same pathway as the example given (That works) but I am changing something by making my own project. How do I address the button and the movie clip from the game.js file?class Game{
2023 Asset Warp tool is still buggy. 1. The 'compressed bug' that was a problem in the previous version still exists-> When holding and dragging a bone, the bone is compressed and distorted as much as the mouse cursor moves.The skeleton must retain its shape. When this problem occurs, continuous animation work is impossible. There is no reason to use an armature in the Asset Warp tool! 2. If you use the Asset Warp tool, you cannot use the parent layer function.This is a feature used in version 21.This function cannot be used after version 22.Even in version 23, if you still use the Asset Warp tool, you cannot properly utilize the parent function. If you use the parent layer function, you can check the strangely deformed child layer.This is a problem that could not be found in version 21. In version 21, the position of the center point of the child layer worked correctly,It doesn't work on version 23. I don't know how the parents work.(The
Hello everybody!I would like to know what would be the best way to input an image from the user's gallery, and enable him to forward this chosen image to a specific email (mailto).Thank you for your attention!
Hi, I work for an arch vis company in the 2D department and there's been an alleged bug that's been driving us nuts for months now. My job involves taking starter "templates"for floorplans from our servers and authoring the plan for our online kiosks. Seemingly at random, some files just don't save back to the server. No error message, nothing in the output window, it just doesn't save, the only indication being that the "date modified" in the file explorer doesn't update to todays date. Most files seem to work OK, but having to start over on multiple plans with no indication that it isn't saving is infuriating.Is this a bug on our end? Others in my department have had the same issue, most people just watch their file explorer like a hawk to make sure they're not losing work. Updating to the newest version and even reinstalling doesn't seem to remedy this issue. We also recently revamped our servers.
Hi, Animate Community! I'm an old Flash user and back to make a project in Animate for the first time in a long while. I set up a custom workspace but don't see where I can save it, under Window>Workspaces. I just see an option to RESET to Classic, which is what I based my custom workspace off of. Referencing the internet, I see NEW WORKSPACE is under the menu above but I don't see it on my system. I read online that there is a "workspace switcher" but I can't find it. Is this switcher just the menu, under Window>Workspaces, above?
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