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Awhile ago I found a little bug when the html5 was added to the iOS home screen. With the web app open, during screen orientation changes, the canvas doesn't scale properly. It's because Animate's resizeCanvas code fires too fast. So I added a setTimeout inside resizeCanvas to delay it slightly: I've been editing my html files after every export. But it's time I make a custom publish template. I'm hitting a snag at trying to make the code work though. In the default template html, the resizeCanvas function is within Animate's javascript $ANIMATE_CC_SCRIPTS token/variable: In my custom publish template, I added a script after the $ANIMATE_CC_SCRIPTS token. It doesn't work: // Added below $ANIMATE_CC_SCRIPTS in the template html <script> window.addEventListener('resize', delayedResizeCanvas); function delayedResizeCanvas() { setTimeout(function(){ resizeCanvas(); }, 100); } </script> &nbs
Hi Animate forum:Here is my workaround to the problem of there being no built-in hittest in HTML5 JavaScript. (JavaScript developers are you listening?) I found a lot of info on how to do it in plain HTML5, but not much on how to do it in Animate, so I am posting the code below in hopes it saves work for someone. You can download the FLA, HTML and JS files from dropbox: hittest_demo. The red and blue buttons instantiate flowers from the library. Drag them to the compost bin and see them disappear (the JPG shows a blue flower about to disappear with the intersection of hit areas.) Basically the code works by testing for the intersection of rectangles described in the if clause (code below). If anyone can improve on the code, please contribute.Also, I have one question: How would I delete the flowers after they become invisible? Thanks.Zaffer let flower; let compost = this.compost_mc; let flowerW = 32; //width and height of flower clips let compostW = 40; //width of
Hi everyone,I've used some code to make my interactive animations display full screen (not "responsive", as in the publish settings... which seems to just scale). Whilst it all works fine visually, for some reason any clickable elements near the top of the page no longer work. As soon as I exit full-screen mode, they work again. I'm guessing it may be something to do with the aspect ratio of the canvas not matching that of the browser window, but I'm not sure? Any ideas what could be happening? My canvas size is 1920x1080. function launchFullscreen() { var i; var elem = document.getElementById("canvas"); var fs = ["requestFullscreen", "webkitRequestFullscreen", "mozRequestFullScreen", "msRequestFullscreen"]; for (i = 0; i < 4; i++) { if (elem[fs[i]]) { elem[fs[i]](); break; } } }
Good morning. It seems that today this URL https://code.createjs.com/1.0.0/createjs.min.js is not available.So it's not possibile to watch any preview when I launch my file from animate. How can I solve this? Is it possible to replace automatically this URL with another one (eg. the one from google) Thank you
My students have access to more than 200 animations which I run off a server. No problem until this morning when the link gave a blank page. Did something change over the last few days?I opened one fla file to test it. I published it and compiled it and I got a blank (Canvas) html page.Anyone else having this problem?
Hi, Here is my problem: I animate a scene in Animate (with an audiotrack). I animate on the audiotrack, so the timing is right. I export my animation (without audio), put in in After effect to do some compositing and import the audio track I used in Animate to work with it in After effect. The exact same audio track. And, surprise, the timing is completely different. My animation who was perfectly fitting my audio track in Animate is suddenly shorter and the timing isn't the same. I checked the fps from Animate and After effect, it's the same. Same problem when I import my audio in Premiere. What should I do? Thanks and best, E.
Hi,I worked for a few hours on my animation, and everything was going fine. Suddenly, every time I want to use the bucket tool, Animate crashes. I restarted my computer, changed my computer, changed the version of Animate, pressed shift + ctlr + window to reset my preferences. Nothing works. I really need to keep working on this animation. Can someone help me? Thanks!E.
Has anyone found a way to make a HTML banner auto play a video that is being hosted on a website's backend? We banner will play when the controls are available, but the onlt the text animation above the vide will animate on load. Is there a workaround in the HTML code itself?
나는 알고싶다 객체를 동일한 크기로 위아래로 움직이는 방법을
Adobe Media Encoder 2021 would not open from the Creative Cloud. When I tried opening from Start Menu I would get an error that said Missing MSVCP110.dll. What I found is you must redownload Visual C++ 2012 Update 4. Windows10 doesn't have the C++ 2012 library apparently. When I downloaded it, it gave me a prompt to "Repair" and it fixed the issue. Hope this helps. Here's the link.. https://www.microsoft.com/en-us/download/details.aspx?id=30679 credit to How2TechTips youtube channel
I cant seem to target a movieclip from a nested function it works fine from a function "ArgentinaBtn" that's called onClick... but cant target it if I place a function "defaultFade"within the function"ArgentinaBtn". Please anyhelp 🙂function defaultFade() { //alert("defaultFade worked!") this.page_map.interactive_map.Argentina.alpha = 0.5; this.page_map.interactive_map.Australia.alpha = 0.5; this.page_map.interactive_map.Austria.alpha = 0.5; } this.page_map.interactive_map.Argentina.addEventListener("click", ArgentinaBtn.bind(this)); function ArgentinaBtn() { //this.page_map.interactive_map.Argentina.alpha = 0.5; //this.page_map.interactive_map.Australia.alpha = 0.5; //this.page_map.interactive_map.Austria.alpha = 0.5; defaultFade(); //overwrite this.page_map.interactive_map.Argentina.alpha = 1; }s
Hi, I have a html5 banner file that worked a coulple of days ago. This file and all other files i have made is now showing up blank in crome, safari, through the test movie in Animate and in Dreamwevers preview if i open the html file. I have tried the file localy on me mac, on my work server and on other macs, but all with the same problem. What could be the problem? never experienced this before.
Looking for an example of dragging an object (e.g. symbol) along a path. In this case just aound a circle path.
My question is regarding actionscript/javascript in an adobe animate canvas/html5 project.I have the following code: Main timeline, Frame 0: var tempArray = [1,2,3,4,5]; alert(tempArray[2]); // alert shows 3Main timeline, Frame 50: tempArray[2] = 3; alert(tempArray[2]); // alert is ignored and doesnt print anything WHY?
I am composing some simple animations. In order to keep the timeline manageable, I am editing 30 second clips at 15fps which means my animation contains 450 frames. When all of the timings are perfected, I then select the entirity of the timeline, which can feature up to 20 layers or so, and then stretch to 900 frames (when the marker shows that you have exactly doubled the length of the timeline) and then modify the file to run at the 30fps the client requires. I don't know why, but this used to work just fine. Now, when I do this, all of the timings in relation to each other are, in many cases, way off! Have been using the same version for every project I've worked on (21.0.9 running on Mojave 10.14.6) but this has only just started happening. At my wits' end.
I have been trying to access all children of a movie clip except one and can't find a way of doing it... has anybody discovered this. My example shows how I was trying to do this a click action works for all but need to exclude one named movieClip.var root = this; root.fadeCountries = function(e) { stage.off("drawstart", root.drawStart); root.mapBtns.children.forEach(function(countries) { createjs.Tween.get(countries).to({alpha:0.5}, 500, createjs.Ease.quadOut); }); }; this.mapBtns.btn1.addEventListener("click", mapBtns1.bind(this)); function mapBtns1() { root.drawStart = stage.on("drawstart", root.fadeCountries, null, true); }
I managed to get sounds to work the way I want, but I'm a bit confused how to preload things. I have 2 sound formats:sounds/myAudioLoop.ogg sounds/myAudioLoop.mp3 I want to use ogg, but in Animate, I can only insert mp3 to the timeline: In Frame 1, there's a this.stop(); and a play button. When the play button gets pressed, it'll jump to the "start" frame and the sound plays. In Frame 2 labeled "start", I added my preload and sound codes:// preload var queue = new createjs.LoadQueue(); createjs.Sound.alternateExtensions = ["m4a"]; queue.installPlugin(createjs.Sound); queue.on("complete", handleComplete); queue.loadFile({ id: "audioLoop", src: "sounds/myAudioLoop.ogg" }); createjs.Sound.on("fileload", handleLoad); createjs.Sound.alternateExtensions = ["m4a"]; createjs.Sound.registerSound({ id: "audioLoop", src: "sounds/myAudioLoop.ogg" }); var _this = this; function handleLoad(event) { _this.audioLoopInstance = createjs.Sound.play("audioLoop", { interrupt: crea
How do I add UNICODE or HTML Entity etc to a dynamic text field?? E.g. root.streakAngle.text = streakAngle + '&deg;'; doesn't render &deg; as a degree symbol.
Hello,I have made an animation in Adobe Animate HTML5 canvas. Everything was working fine couple of hours ago but suddenly now, when I export animation in JS/HTML, its just showing white screen and nothing is playing. Even my older animations are not getting previewed through Animate and I am also opening it as local live server using Visual Studio Code, then again its not showing preview. I have used chrome, Firefox and Microsoft edge for preview.
buongiorno da stamattina tutti i programmi danno il seguente errore Net::ERR_NAME_NOT_RESOLVED| da qui si scatenano altri errori.
Hello, I made a website with animations exported as html canvas. It worked just fine and now it doesn't display my animations anymore. Regardless of which browser I use. https://tosieobroni.pl/animacje/skok.html - there should be an animated couple on that confetti background.
Uncaught TypeError: cjs.MovieClip is not a constructor<anonymous> http://www.dayres.gfc.uk.net/day_res_HTML5 Canvas.js:23<anonymous> http://www.dayres.gfc.uk.net/day_res_HTML5 Canvas.js:2732
I am writing a quiz for my students. There are set of question marks that I keep needing to hide.Here are the instructions that work. this.qmmcm.visible=false;this.qcmm.visible=false;this.qmkm.visible=false;this.qcmmm.visible=false; I have written these into a function like this:function hidequestionmarks();{ this.qmmcm.visible=false; this.qcmm.visible=false; this.qmkm.visible=false; this.qcmmm.visible=false;}But when I try to call these from another function, it doesn't work.I use the instruction hidequestionmarks();in the other function. Can someone given me some guidance as to what I am doing wrong. Thank youRod
미디어 인코더를 사용하여 비디오 / 미디어 파일을 내보내려고했지만 오류가 뜹니다,
I managed to create a progress bar where I used queue.on("progress", handleProgress); to change the scaleX of a movieclip I named as bar_mc.var queue = new createjs.LoadQueue(); queue.on("complete", handleComplete); queue.on("progress", handleProgress); queue.loadFile({ id: "img", src: "images/image.jpg" }); function handleComplete(evt) { console.log("Done!"); createjs.Ticker.removeAllEventListeners(); }; function handleProgress(event) { console.log("Event Loading: " + (queue.progress.toFixed(2) * 100) + "%"); }; createjs.Ticker.addEventListener("tick", handleTick.bind(this)); function handleTick(event) { console.log("ticking"); this.bar_mc.scaleX = queue.progress; }; It works, but it starts at the center like in a):How do I make it start from the side like in b)? Also, this gave me an error when I tried it, but is there a way to put the this.bar_mc.scaleX into function handleProgress(event) ins
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