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Frame numbers in EaselJS start at 0 instead of 1. For example, this affects gotoAndStop and gotoAndPlay calls.

Explorer ,
Feb 11, 2016

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No matter what I do even if I test an empty movie I get this warning, what am I supposed to do about this as timeline starts with 1 not 0, just be aware of it and get this every time I test something?

Hi,

This is just an information to you that the easeljs handles frame numbers differently(starting from 0) than flash as3(there it starts from 1). You need to be aware of this in case if you are referring to frame numbers in your frame scripts in Canvas document.

Thanks!

Mohan

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Frame numbers in EaselJS start at 0 instead of 1. For example, this affects gotoAndStop and gotoAndPlay calls.

Explorer ,
Feb 11, 2016

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No matter what I do even if I test an empty movie I get this warning, what am I supposed to do about this as timeline starts with 1 not 0, just be aware of it and get this every time I test something?

Hi,

This is just an information to you that the easeljs handles frame numbers differently(starting from 0) than flash as3(there it starts from 1). You need to be aware of this in case if you are referring to frame numbers in your frame scripts in Canvas document.

Thanks!

Mohan

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Feb 11, 2016 3
Adobe Community Professional ,
Feb 11, 2016

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yes.

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Feb 11, 2016 0
Adobe Employee ,
Feb 12, 2016

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Hi,

This is just an information to you that the easeljs handles frame numbers differently(starting from 0) than flash as3(there it starts from 1). You need to be aware of this in case if you are referring to frame numbers in your frame scripts in Canvas document.

Thanks!

Mohan

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Feb 12, 2016 0
Explorer ,
Feb 12, 2016

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Very annoying, would be good to have a button saying ok I get it do not warn me again

Gone are the days of Macromedia Director which was such a great product and easy to use and program. Did get into Flash AS2 and later had to learn AS3, which is so much more painful, also waged to write an web application with it that allow to draw on a 2D surface and renders the drawing onto a 3D object in real time. Have not used flash in the last year or two and only now came back, thinking Adobe Animate for html5 great just what we needed, to find out AS3 does not work and there is a very clear separation between Flash and HTML Canvas projects. Good that now Javascript is being used as also it means learning yet again..

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Feb 12, 2016 0
Adobe Community Professional ,
Feb 12, 2016

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I agree that there should be an option in preferences to disable compatibility warnings. Having those warnings spew into the console every single time you publish no matter what just encourages people to ignore warnings altogether.

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Feb 12, 2016 1
Explorer ,
Feb 12, 2016

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They might eventually add a function that adds + 1 to code that targets frames by numbers. If that warning is displayed when you taget a frame by number in your code it would also make sense, it is however shown every time bio matter what you do. Should bot be shown if you taget by frame names or do not have any gotoAndPlay etc code. Also they could have added a 0 to the timeline for html canvas projects or a switch numbering button, which I assumed and could not find. Or start the code from 1. If you have the timeline form 1 to 60, The javascript code has this.frame_0 and this,frame_59 no reason then not to also translate frame numbers correctly in the generated code. Guess this will eventually happen.

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Feb 12, 2016 1
Adobe Community Professional ,
Feb 12, 2016

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CapRoberts wrote:

Guess this will eventually happen.

I bet it won't. If anything, they'll fix the timeline in Canvas mode so it shows the first frame as 0. Frame numbering is zero-based because that's how the CreateJS library works, and it works that way because zero-based indexing is simply faster and more elegant to code. Jamming a "+1" toggle in there would just impose a performance penalty for no real benefit.

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Feb 12, 2016 0
New Here ,
Jul 13, 2016

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is there any different between free trial animate cc and license cc? because i want to try publish and it says

"Frame numbers in EaselJS start at 0 instead of 1. For example, this affects gotoAndStop and gotoAndPlay calls. (3)"

what should i do? i still don't get it the anwer ??

thank you

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Jul 13, 2016 0
Adobe Employee ,
Jul 13, 2016

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Hi,

There is no difference between trial and licensed copy of Animate with respect to Frame Numbers. As I have mentioned earlier it is displayed for your information in case if you are used to AS3 frame scripts where you refer frame numbers that starts from 1 where as in Canvas document it starts from 0.

In AS3, you write a frame script say gotoAndPlay(3) to go to and play frame #3

In Canvas, you need to use 2 in place of 3 to gotoAndPlay frame number 3 

Thanks!

Mohan

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Jul 13, 2016 0
Explorer ,
Jul 14, 2016

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Unless you are adapting an already existing file, on new canvas projects, I found it best to give the frame a name and the reference it like: gotoAndPlay("framename") this way you do not have to worry which number it ends up being.

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Jul 14, 2016 3
New Here ,
Aug 02, 2017

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Just turn off "Show Output" in the output console. If you do end up getting what seem to be errors, turn it back on.

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Aug 02, 2017 0
Adobe Community Professional ,
Aug 02, 2017

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In a similar way, you can block all ads on web sites by turning off your monitor.

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Aug 02, 2017 2