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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 + '°'; doesn't render ° 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
Hello, I managed to make the sound loop start when the frame loads using this code:createjs.Sound.on("fileload", handleLoad); createjs.Sound.alternateExtensions = ["m4a"]; createjs.Sound.registerSound({ id: "audioLoop", src: "sounds/myAudioLoop.ogg" }); function handleLoad(event) { var audioLoopInstance = createjs.Sound.play("audioLoop", { interrupt: createjs.Sound.INTERRUPT_ANY, loop: -1 }); };When I try audioLoopInstance.stop(); or audioLoopInstance.play(); though, nothing seem to happen. The stop all sounds seem to work, although I don't know how to play it again after that:stopEverySounds = function () { return createjs.Sound.stop(); } stopEverySounds();I am trying to learn to use the sound instance thing. How do I make audioLoopInstance to start the sound again?
I've used Adobe Animate to put together some educational games and activities fur students (something I think Animate is perfectly suited to BTW - as you can apply Javascript to give interactivity, whilst exploiting the visual creativity of using an on-screen editor for graphical elements). I have used various methods in the past for incorporating sound into these activities without really knowing if I'm choosing the best options. For example, which file formats are most suitable? Should I call them externally from a separate sound file when needed, or import the sounds directly into Animate's timeline? Some of the factors I'm thinking about are... Compatibility and accessibility (needs to work on all/most browsers). Speed (will there be a 'lag' between clicking and the sound playing?)Sound quality vs File size (are some file types out of the question for use in games for being too large/too poor quality?) Do sounds need to be preloaded in any way? (If so, how
Hello TeamI have 2 textbox scroller boxes that when tested locally function correctly (Please see Image 1)When I publish to the Web the textbox scrollers appear on the top left of the screen very small (Plese see Image 2).The following is the code for generating the textscrollers: // Create a DIV layer above the canvas// Accepts ID, X, Y, width, height, HTML content, and CSS styling (optional)// CSS styling is a CSS-formatted literal stringmkDiv = function(id, x, y, w, h, html, css) {var d = document.createElement("div");d.id = id;d.style.cssText = "position:absolute; left:" + x + "px; top:" + y + "px; width:" + w + "px; height:" + h + "px; overflow:auto;" + (css ? css : "");d.innerHTML = html;canvas.parentNode.appendChild(d);}mkDiv2 = function(id, x, y, w, h, html, css) {var e = document.createElement("div");e.id = id;e.style.cssText = "position:absolute; left:" + x + "px; top:" + y + "px; width:" + w + "px; height:" + h + "px; overflow:auto;" + (css ? css : "");e.innerHTML
Hey! There is a on going project named as <link removed-kglad> which needed to be redesigned in a way that user stick on the page for long and can read full details.For which we have to design this in a better way. Help me out and suggest best colour schemes.
I'm seeing this weird reticle thing show up on my stage:I'm pretty sure it's the reason why my exports are cutting off. It's all the way out hereAnd this is what my export preview looks like. Any idea what that little mark is or what my issue is with the export?
I animate, Sorry I posted this. I was using the wrong library instance to experiment on, so please ignore this question. The code below works just fine and both console.log(currentPetals) and console.log(currentHitArea) give the correct variable name. I'm blushing all over the place. Thanks.ZafferHi Animate,I have nested two movie clips (petals_mc and hitArea_mc) inside another movie clip (currentFlower). I do need two different nested movie clips in a flower -- one for rotation registration and one to try to manually make a hittest. While console.log(currentPetals) always gives a variablename, console.log(currentHitArea) is always undefined. Here's my code. Any help will be appreciated.Zaffer let currentFlower; let currentPetals; let currentHitArea; this.redButton_btn.addEventListener("click", positionRedFlower.bind(this)); function positionRedFlower() { const redFlower_mc = new lib.redFlower(); this.addCh
I have some work documents written in as2. Up until a bit ago flash cs6 would show in "other version" under Animate and open and functioned fine. I see it is no longer there and now flash is prompting a trial. I login in with my creative cloud account but then it still prompts for a serial number. Is flash cs6 no longer covered under creative cloud membership? New versions of the apps work fine. I know that flash is EOL and these files should have been updated to as3 but do I only have 30 (28 now) days to update all these files? Where can I find or purchase a serial number? The buy now button in app brings you to a 'fraudulent serial number' site with phone number who reffered me here.
Hello, I am looking for how to make two canvas placed on the same page communicate. On each canvas there is a button (movieclip) to turn on or off a light (movieclip). I'm trying to turn on or off the LED from each button of the two canvas but I don't know how to do it. Thank you for your help.
Hi, I seem to have trouble removing addEventListeners when I jump between frames. When I jump back and forth, the addEventListeners still seem to stack up: Frame 1 code:this.stop(); this.arrowForward_btn.addEventListener("click", arrow_btnClickForward.bind(this)); function arrow_btnClickForward() { this.arrowForward_btn.removeEventListener("click", arrow_btnClickForward.bind(this)); console.log("went forward"); alert("alert: went forward!"); this.gotoAndStop(1); } Frame 2 code:this.arrowBack_btn.addEventListener("click", arrow_btnClickBack.bind(this)); function arrow_btnClickBack() { this.arrowBack_btn.removeEventListener("click", arrow_btnClickBack.bind(this)); console.log("went back!"); alert("alert: went back!"); this.gotoAndStop(0); } How do I remove the addEventListeners so that they don't stack up?
Hello. Any idea how to solve the abacus movement of balls in html5? It is the problem with dragging an arbitrary object, collisions, and avoiding other objects. U need to drag and drop the marbles on the line a move them to the boundary of abacus shape, but they have to push avay the rest of the marbles when they collide.Thank you for any idea and help.
Help!!
Thank you for looking into this.I've used Adobe Animate 2019 to create a HTML5 Canvas Document which consists of a button that will display an animation when the button is being clicked on.When I tested this project in Adobe Animate 2019 by clicking "Control" then "Test", my HTML5 works perfectly on the Google Chrome browser.However, when I exported this project as HTML5. The output didn't work perfectly. The clickable button couldn't be clicked and thus the associated animation didn't appear.May I know how to solve this and what additional info do you need to address this issue?Thank you
I thought this would be simple. I just want to have a toggle button, so that when clicked, its state stays in the downState, and when clicked again, it goes to the upState. For that to work I would need to know what state the button is in. This works to the point the button stays in the downStte if clicked, but it's not working for toggling back to the upstate: this.retinoscopeButton.addEventListener("click", retinoscope.bind(this)); function retinoscope(){ if (retinoscopeButton.upState == true){ retinoscopeButton.upState=retinoscopeButton.downState; } else if (retinoscopeButton.downState == true){ retinoscopeButton.downState=retinoscopeButton.upState; } }
I work in animation as an After Effects compositor and part of my job is to open FLA files in Animate and manually export individual characters as SWF for importing to AE. I have to open the FLA file, double click into the layer which contains the all the characters, set everything to a guide layer except the one layer I need, then export as a swf. This will give me a single character as a SWF file. If this is a character heavy scene, such as a crowd, this can get extremly tedious! Is there a way to speed this up with a script? I just want to select the character I need, then run the script to export it. It can prompt me for where to save it. If possible, the script would work on multiple selections, exporting multiple swfs, and assign the layer name to the file name of each swf. This is the icing on the cake though! I found this script and had high hopes https://community.adobe.com/t5/animate-discussions/exporting-individual-layers-or-symbols/m-p/8842652
Whoever is responsible for "fliping the switch" to FORCE the EOL of Flash; put me and many others out of business. I have had many web sites that were made entirly in flash. To rework all that was way too much to undertake and way too expensive a project. That closed a huge part of business when that STUPID EOL happened. There is actually NO SUCH THING as an End of Life of any software! End of LIFE has to do with something that is LIVING and life ends NOT because they CHOOSE to do so... But because it is NATURAL. There is NOTHING natural about ending software use. The software creators do this to FORCE people to PAY for this change when it was NOT NECESSARY! This sort of thing is just rediculous.Flash EOL is the STUPIDEST thing EVER! And ranks in the same catagory as ENDING the life of an OS to FORCE the upgrad to a WORSE one. You couldn't have just SOLD the software to another company? I have thousands of files produced in FLASH that I can't use and cannot recreat in anything els
I have an FLA which uses the TextInput Component along with the CSS Component. Since I updated to Animate 2020 I have not been able to publish / test this file. Errors in Safari Web Inspector: TypeError: undefined is not a function (near '...$.anwidget...')(anonymous function) — css.js:3Global Code — css.js:15 // components/ui/src/css.js TypeError: undefined is not an object (evaluating 'new $.an.CSS')
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