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Hello, I'm working on a responsive project in Captivate cc 2017 and I'm including some .oam interactive animation that I've built as HTML5 Canvas projects in Adobe Animate. The .oam files are coded using javascript and include interactions such as dragging objects and pressing objects. Everything works fine in the published Captivate project except for the dragging portions of the .oam files, the parts that are coded as "mousedown' or "pressmove" mouse events won't work with touch on mobile devices.
Does anyone have any experience with getting something like this to work? I've chosen to create my interactions separately in Animate, because it seemed a lot easier to just code (though I don't really know how to code, the Adobe Animate forums have been very helpful) them out instead of having to try and deal with the advanced actions / conditional actions in Captivate.
I'm not sure if this is something I need to adjust on the Animate end or the Captivate end.
Any help/advice is much appreciated.
Thanks.
Turns out I was making a really obvious mistake. I'm using the breakpoints in my Captivate project (I like the control you have in breakpoints over fluid boxes) and I was changing the code and .oam file on my Desktop breakpoint, but not on my mobile tablet and phone breakpoints - hence when I was testing the interactions on my mobile devices it wasn't working.
After adding this line of code -
createjs.Touch.enable(stage);
To each of my animate files, I have been able to drag/slide objects on my m
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Does the functionality work when you try out the OAM separately? Do you use JS to communicate with Captivate?
For D&D I largely prefer to use the built-in functionality of Captivate.
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It does work fine when tested separately and even within the published captivate project it works fine on the desktop.
I would like to use the built-in drag and drop function, but this interaction requires sliding an object within an invisible bounding box, and using the sliding object to control an image being displayed within a separate movieclip. The interaction was originally built in Flash (with Actionscript 2.0) and so it seemed easier to update within Animate using JS. I'm not savvy enough with Captivate to create something this complex within it, though I'm sure it's very capable of achieving it.
I don't use any JS to communicate with Captivate, the only JS I used was within Animate when I was building the OAM file.
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Turns out I was making a really obvious mistake. I'm using the breakpoints in my Captivate project (I like the control you have in breakpoints over fluid boxes) and I was changing the code and .oam file on my Desktop breakpoint, but not on my mobile tablet and phone breakpoints - hence when I was testing the interactions on my mobile devices it wasn't working.
After adding this line of code -
createjs.Touch.enable(stage);
To each of my animate files, I have been able to drag/slide objects on my mobile devices as they should work!