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I use a simple slider which makes it possible to 'slide' to different frames.
The HTML output works fine with Microsoft IE, Microsoft Edge and Safari, but doesn't work with Google Chrome.
Does anybody know how to solve this?
You can see the code I use below:
this.stop();
createjs.Touch.enable(stage); // this line is needed if you want to use it on touch devices
var _this = this;
this.railX = this.rail.x;
this.railW = this.rail.frameBounds[0].width;
_this.thumb.on("pressmove", function(e) {
var newX = e.stageX / _this.stage.scaleX;
if(newX >= _this.railX && newX <= (_this.railW + _this.railX)){
e.currentTarget.x = newX;
var frameRatio = (e.target.parent.x - _this.railX) / _this.railW;
var newFrame = Math.round(frameRatio * (_this.totalFrames-1));
_this.gotoAndStop(newFrame);
}
});
Hi.
I tried your code with Chrome for Windows here and it worked.
Is the console logging some error or warning?
Regards,
JC
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Hi.
I tried your code with Chrome for Windows here and it worked.
Is the console logging some error or warning?
Regards,
JC
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Hello, thnx for response. I tried the animation AFTER publishing on the web, than it works. When I open the HTML directly on my PC it doesn't. So it probably is a Chrome memory issue? Most important for me is that it works after publishing. Thank you for putting me in the right direction (and testing the code)!
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The important thing is that it works now!
And you're welcome!
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