LoadMovie and Runtime Sharing equivalent
Sticking points converting large Flash application
We have a large Flash web application we are looking to convert to HTML5 using Animate cc and have found 2 sticking points.
Firstly the application is highly modular with 100’s of swf loaded adHoc with loadMovieNum or LoadMovie, the only solution we have found so far is to create an iFrame and load in the HTML content, which is clunky and workarounds are needed for the JS to communicate across iFrames, which works but Is there a better way?
Secondly, we currently have an swf file containing all common movie clips (with functionality) , graphics and buttons used throughout the entire application which are exported for runtime sharing, allowing for a one place update for all instances. We are trying to replicate this by loading an HTML file into an iFrame and using createjs new lib[“libaryName”]() method which is causing scripting issues, mouse events not firing in the correct window and having to manually position each imported asset in the JavaScript.
We also found in the publish settings, under advanced, import new template. This however replaces the canvas with the imported file so unsure of it’s purpose.
Import from library appears to be author time sharing as opposed to runtime sharing.
Creating custom components didn’t visually scale with the canvas window when the browser was resized as well as having depth issues.
Is there currently a better way? Or does anyone know if this being developed?
