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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 + '°'; 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; } }
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