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Known Participant
January 14, 2021
Question

SWF converted to HTML canvas publish playback issues

  • January 14, 2021
  • 1 reply
  • 334 views

I am very new to using HTML format and have two main questions. I have 9 AS3/swf projects I want to convert and publish in HTML canvas so I don't lose them completely....! My AS3 project was working perfectly last week but, after coverting from AS3/swf to javascript/HTML canvas, my project will not play in test / animate or on my desktop or in the latest update of Google Chrome or Safari or Firefox. I can't see it at all. I have included the html formatted code below for reference. Also, can somebody please tell me why HTML creates separate files after published (html / js / images) and how I must organize them so Chrome can play my interactive video? I was told that all you need to do is upgrade Chrome - I did that - not working. Also, I read that in order to play HTML media, one must have server access to play it. I have 2 domain names that I can use verified on wix.com & Netlify/GitHub. So, what do I do? Please walk me through the process of "HTML rules". I just bought the book; A Smarter Way to Learn JavaScript.  Myers, Mark. Let me know if this book is a good learning tool. My work log is now backed up so need to get this done ASAP! Any and all support is welcome. Thanks cmdh.

Frame 1

this.stop();
console.log (this);
this.splash1_mc.visible = false;
this.splash2_mc.visible = false;
this.splash3_mc.visible = false;
stage.canvas.style.cursor = "none";
this.ball1_mc.mouseEnabled = false;
this.addEventListener("tick", fl_CustomMouseCursor.bind(this));
function fl_CustomMouseCursor() {
this.ball1_mc.x = stage.mouseX;
this.ball1_mc.y = stage.mouseY;
}
this.jelly1_btn.addEventListener("click", fl_MouseClickHandler.bind(this));
function fl_MouseClickHandler()
{
this.jelly1_btn.visible = false;
}
this.jelly1_btn.addEventListener("click", fl_ClickToHide.bind(this));
function fl_ClickToHide()
{
this.jelly1_btn.visible = false;
this.splash1_mc.visible = true;
this.splash1_mc.play();
}
this.jellypink2_btn.addEventListener("click", fl_ClickToHide_2.bind(this));
function fl_ClickToHide_2()
{
this.jellypink2_btn.visible = false;
this.splash2_mc.visible = true;
this.splash2_mc.play();
}
this.next_btn.addEventListener("click", fl_ClickToGoToAndStopAtFrame_2.bind(this));
function fl_ClickToGoToAndStopAtFrame_2()
{
this.gotoAndStop(2);
}
Frame 2
this.stop();
this.jelly3_mc.addEventListener("click", fl_MouseClickHandler_2.bind(this));
function fl_MouseClickHandler_2()
{
this.jelly3_mc.addEventListener("click", fl_ClickToHide_3.bind(this));
function fl_ClickToHide_3()
{
this.jelly3_mc.visible = false;
this.splash3_mc.visible = true;
this.splash3_mc.play();
}
this.jelly4_mc.addEventListener("click", fl_MouseClickHandler_3.bind(this));
function fl_MouseClickHandler_3()
{
}
this.jelly4_mc.addEventListener("click", fl_ClickToHide_4.bind(this));
function fl_ClickToHide_4()
{
this.jelly4_mc.visible = false;
this.splash4_mc.visible = true;
this.splash4_mc.play();
}

Frame 20

if (!this.looped) this.looped = 1;
if (this.looped++ > 2) this.stop();

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1 reply

kglad
Community Expert
Community Expert
January 16, 2021

open your browser's developer console to check for errors.

 

also your frame numbering looks suspect.  the first frame in an html5 timeline is not 1, it's 0.

cmdhAuthor
Known Participant
January 22, 2021

Thank you for the heads up! Will update those frame numbers! Cmdh 

kglad
Community Expert
Community Expert
January 22, 2021

you're welcome.

 

did you resolve the error?