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Known Participant
May 18, 2017
Answered

How to proportionally scale exported Flash CS6 canvas animation to fit browser window?

  • May 18, 2017
  • 2 replies
  • 715 views

Hello,

I have HTML5 canvas animation movie sitting on a HTML page, created by using Flash CS6 'Toolkit for CreateJS'
I would like to know how to tweak the HTML javascript code or .js file that are automatically created by the Flash CS6 CreateJS toolkit in order to make the HTML5 canvas animation movie to fit on the browser window proportionately when the browser windows are resized.
If it is possible, please show me how to accomplish.

HTML code:

<script src="http://code.createjs.com/easeljs-0.6.0.min.js"></script>
<script src="TestingA.js"></script>

<script>
var canvas, stage, exportRoot;

function init() {
canvas = document.getElementById("canvas");
exportRoot = new lib.TestingA();

stage = new createjs.Stage(canvas);
stage.addChild(exportRoot);
stage.update();

createjs.Ticker.setFPS(24);
//createjs.Ticker.addEventListener("tick", stage);
}
</script>
</head>

<body onload="init();" style="background-color:#D4D4D4">
<canvas id="canvas" width="1200" height="800" style="background-color:#ffffff"></canvas>
</body>

.js code:

(function (lib, img, cjs) {

var p; // shortcut to reference prototypes

// stage content:
(lib.TestingA = function() {
this.initialize();

// Layer 1
this.shape = new cjs.Shape();
this.shape.graphics.f().s("#0000FF").ss(1,1,1).p("EBaLA7QMi0VAAAMAAAh2gMC0VAAAg");
this.shape.setTransform(600,400,0.953,0.923);

this.shape_1 = new cjs.Shape();
this.shape_1.graphics.f("#00FFFF").s().p("EhaKA7RMAAAh2gMC0VAAAMAAAB2gg");
this.shape_1.setTransform(600,400,0.953,0.923);

// Layer 2
this.shape_2 = new cjs.Shape();
this.shape_2.graphics.f().s("#0000FF").ss(1,1,1).p("EBd5A+cMi7xAAAMAAAh83MC7xAAAg");
this.shape_2.setTransform(600,400,0.999,1.001);

this.shape_3 = new cjs.Shape();
this.shape_3.graphics.f("#99FF33").s().p("Ehd3A+cMAAAh83MC7vAAAMAAAB83g");
this.shape_3.setTransform(600,400,0.999,1.001);

this.addChild(this.shape_3,this.shape_2,this.shape_1,this.shape);
}).prototype = p = new cjs.Container();
p.nominalBounds = new cjs.Rectangle(0,0,1200,800);

})(lib = lib||{}, images = images||{}, createjs = createjs||{});
var lib, images, createjs;

This topic has been closed for replies.
Correct answer ClayUUID

If you can, you should upgrade to Animate CC, which handles this sort of thing natively.

Otherwise...

Re: How can I make the size of Animate CC's 'Canvas' output be responsive within an HTML page?

Note that the example there doesn't adjust the canvas resolution along with the scaling, so things will get pixelated as they're scaled up.

2 replies

ClayUUIDCorrect answer
Legend
May 18, 2017

If you can, you should upgrade to Animate CC, which handles this sort of thing natively.

Otherwise...

Re: How can I make the size of Animate CC's 'Canvas' output be responsive within an HTML page?

Note that the example there doesn't adjust the canvas resolution along with the scaling, so things will get pixelated as they're scaled up.

ZKM128Author
Known Participant
May 19, 2017

Thank you for your help.

Preran
Community Manager
Community Manager
May 18, 2017
ZKM128Author
Known Participant
May 19, 2017

Thank you for your help.