Html5 canvas touchStart Flash

click on the button "an_bottom" read click on the button "an_top" gotoplay (5)

"gotoplay Iphone6 'touch' slide upward"play()", drag down" '(5)' slide up or down to adjust "play ()"and"gotoplay (5)", I. Please help

------------------------------------------------------------------------------------------ -----------

This.an_bottom.addEventListener ("click", fl_ClickToGoToAndPlayFromFrame_5.bind (this));

function fl_ClickToGoToAndPlayFromFrame_5()
{
This.Play ();
}

This.an_top.addEventListener ("click", fl_ClickToGoToAndPlayFromFrame_5.bind (this));

function fl_ClickToGoToAndPlayFromFrame_5()
{
this.gotoAndPlay (5);
}

------------------------------------------------------------------------------------------ -----------

var mousedownX;

var mousedownY;

var dragMin = 20;  Choose all that

this.addEventListener ("mousedown", downF);

this.addEventListener ("mouseup", upF);

function downF (e) {}
mousedownX = e.stageX;

mousedownY = e.stageY;
}

function upF (e) {}
{if(e.stageX>mousedownX+dragMin)}

forehand

} ElseIf (e.stageX<>

Drag to the left
}

{if(e.stageY>mousedownY+dragMin)}

slide down

} ElseIf (e.stageY<>

Swipe up
}

}

------------------------------------------------------------------------------------------ -----------

Tags: Adobe Animate

Similar Questions

  • Using PHP with Html5 Canvas in Flash CC

    Hello

    I know that I can make web applications using Flash CC *. Output SWF connect to PHP for the saving and loading of files.

    However, can I do the same web application publishing under an Easyjs HTML5 canvas, still using PHP for server tasks?

    Thank you

    SWFs communicate with their container via JavaScript pages.

    HTML5 Canvas mode (powered by CreateJS) uses no browser plugin, so its scripting JavaScript language.

    So yes, PHP and JavaScript and by extension of Web documents, can talk to each other.

  • HTML5 Canvas (in Flash (CC) button defective functionality - more States out of service do not work

    I've searched and searched and I can't find a solution.

    In CC Flash, creating in a canvas of Actionscript 3.0, buttons work as expected. Up, more, Down, and Hit States desired to produce results.

    I am creating a lively HTML5 Web page and none of the buttons work as expected. Here are the flaws:

    1. There is no hand when scrolling on a button. It is a problem because there are several objects on stage, of which only half are buttons. The user must be able to know which are clickable.

    2 when I have a picture on the up State, all right. But when I add an image to the over State, it causes a loop. Above all loop in the preview and after that I have to publish regardless of the cursor position and the type of browser (IE, FF, Chrome).

    I searched on the web. A lot of people have this problem, but no answers have surfaced. I don't especially want another 100 hours recreating beachfront animate - which I am not as familiar with. Y at - it a code that can stop the madness?

    At the end of the day, all I have to do. I have fixed all through the timeline. Now everything works!

    HTML5 canvas dislikes tween buttons. He'll do it, but if the buttons contain animations, things go wonky. Instead, I got the bitmap of the tween flash button and once the animation is complete, I've changed over the bitmap for the button in the next keyframe, so that the user can click on it. Its softness, you do not see a hiccup. States of flight hover-over worked after that as the hand.

    Hope this helps other people who have this same problem.

  • How to get audio to play on the Ipad using html5 canvas cc flash

    I use cc html5 flash project type. I built my project and tested on the desktop and it works fine. Once test on ipad, it plays the audio. It runs on android devices, but not my ipad 4. I use Mp3 files in my flash project.

    I tried the safari and Chrome on my Ipad played or the audio in my folder.

    Links to my files.

    http://dev.Wisc-Online.com/prototypes/TestJosh/cis3405_html5.html

    http://dev.Wisc-Online.com/prototypes/TestJosh/cis3405_html5.js

    SoundJS v0.6.0 API Documentation: Sound

  • Infinity CC HTML5 Canvas animate: hidden?

    Is there a way to export an HTML5 Canvas of Flash file without opening the HTML in Dreamweaver, and edit the < body > tag? I seem to have a problem with the scroll bars, and it's the only solution that I found. Admittedly, I've only been tinkering for a few hours with her so I can simply not having yet found.

    I'm sure you know better than me, but I did a quick test, where I added a bunch of info style, including the HTML overflow: hidden, a copy of the Default.html template (that I exported from publication settings). When I publish a new FLA of canvas, with my updated the model chosen, all the changes I did appear in the source of the final page.

  • I have a few questions about HTML5 Canvas that needs answer

    I intend to start developing games using Flash Pro CC soon and recently discovered on the feature of HTML5 Canvas. It's quite new to m, so I was curious to know certain things.

    1. What is the HTML5 Canvas and is commonly used to make games?

    2 should. what kind of code I use? (from my understanding, he uses Javascript)

    3 can be used to create complex games, let's say something like a Tower Defense, shooting or even multiplayer?

    4. the good tutorials on using the HTML5 Canvas game development? (preferably written)

    Thank you

    1. the HTML5 Canvas is the HTML5 Canvas. Flash uses an embedded CreateJS library version to handle it.

    2. it runs in the browser client-side then Yes, it uses JavaScript.

    3. of course, it can be used to create complex and multiplayer programs. Already used Google Maps? Google Docs? Those are all programmed in JavaScript.

    4 game in development is a subset of the programming. If you don't know JavaScript, then browse through thousands of tutorials available online.

  • create an interactive button "hover over" HTML5 canvas

    Hello

    I am currently using the HTML5 canvas in flash Professional CC.

    I want to create a button that is animated that develops when you go over it and then shrinks when you switch off the coast.

    I can do this in AS3, but I can't seem to do so in the HTML5 canvas.

    I placed the button hosted in a movieclip and he stopped at the beginning of the timeline of the movieclip then added this code to try to turn it on when I go over it, but it did not work:

    this.movieClip_2.addEventListener ("mouseover, fl_mouseoverToGoToAndPlayFromFrame_3.bind (this));

    function fl_mouseoverToGoToAndPlayFromFrame_3()

    {

    this.gotoAndPlay (2);

    }

    I also tried to create a standard 'button symbol' then added the animation within each action (upper, lower). This no longer works.

    Any help would be appreciated!

    Matt

    Then you probably forgot to pass the mouse:

    stage.enableMouseOver (10);

  • How to make a text box in the scroll bar custom FlashCC HTML5 Canvas?

    Hello

    I need to make a scroll for a long text box bar. I wonder how can I achieve this with HTML5 canvas in Flash CC2014?

    Thank you

    Rodrigo

    No, the code is exactly the same except instead of changing the property y of a textfield object, you change the property y of a movieclip (which contains an image of the text your want to display).

  • Audio quality for the HTML5 Canvas mode problems

    Try out HTML5 Canvas of Flash CC mode 2014 and hit just in some problems of breath with audio export.

    Each audio file, I gave it, Flash has converted into MP3 with a loud click at the end that does not appear in the original.

    HTML canvas view, it seems, there is no option to change the default setting for audio compression. The only way to export MP3s as nothing more than 16 kbps mono is to manually change compression on each file. I forgot something?

    Well, I found out at least what was causing the loud CLICK at the end of the generated MP3s. turns the importer Flash CC for WAV files is a bit dark to distinguish between metadata and audio data. Re-record my WAV files without metadata fixed the problem of rattling.

  • How to call a function of my html code to js created by animate cc, I had used 'exportRoot.functionName' and said this function in my document of flash pro with html5 canvas, but now on cc animate this way doesn't work.

    My html code created by animate cc was changed to php for me, because I send and received variables via get and catch the cookies and much more. the function that I used to call function on my .fla of the document is passId() and it worked before when animate was Flash pro with html5 canvas.

    Captura de pantalla 2016-09-27 a las 12.19.59 p.m..png

    And function of .fla, I frame_0 only assign to the variable "id_usuario", this is the feature on fla:

    Captura de pantalla 2016-09-27 a las 12.20.12 p.m..png

    First of all, the title of your thread is horrible. Titles are supposed to be securities, not paragraphs.

    As for your problem, you are probably trying to call catchIdUser before it is defined. handleComplete() is raised when the content is ready to run. He did not actually yet. I guess you should have script code call the function of window parent, not the other way around.

  • I need "TweenEvent.MOTION_FINISH" flash as3 code converted to code html5 canvas

    I use a lot of "TweenEvent.MOTION_FINISH" in flash AS3 and move forward to html5 canvas, I need to have the code to do the same. does anyone know how this code to html5 canvas? the code below just hovers over something in the axis pixels 500 X 230 frames and on motion_finish it moves 50 pixels with a different acceleration. I use this for other things like say a different clip to move or fade when another clip is done.

    Import fl.transitions.Tween;

    Import fl.transitions.easing.None;

    Import fl.transitions.easing.Regular;

    import fl.transitions.TweenEvent

    var myTween:Tween;

    var squarex:Tween;

    function squareEnter(): void {}

    myTween = new Tween (textLineOne, "x", None.easeInOut, textLineOne.x, textLineOne.x + 500, 230, false);

    myTween.addEventListener (TweenEvent.MOTION_FINISH, finishF);

    }

    function finishF(e:TweenEvent):void {}

    Squarex = new Tween (textLineOne, "x", Regular.easeOut, textLineOne.x, textLineOne.x + 50, 40, false);

    }

    squareEnter();

    In addition to the call you can do at the end, there are also expected, which is convenient to implement several interpolations at the beginning. Here's their example syntax:

    Target.Alpha = 1;

    createjs. Tween.get (target)

    . Wait (500)

    .to ({alpha: 0, visible: false}, 1000)

    . Call (handleComplete);

    function handleComplete() {}

    Full Tween

    }

    Who would wait half a second tween, the goal of zero plus a second, then call complete Manager.

    One thing that is a little different, is that instead of saying the target as the first parameter, there is the get() function.

  • Change the order of the children dragged onstage at the library in Flash HTML5 canvas

    Hello

    I'm under the latest version of Flash Pro CC and created a new file using the HTML5 canvas platform in an iMac OSX 10.11.2 running

    I'm learning to code with createjs in a file of HTML5 canvas. I created two symbols (movieClips) and trained on the stage in different layers.

    Now, I would like to change the order so as the background, we're going to the top and those at the top goes down, they put child 0 on index 1.

    When I try to get the console.log index said that the index is - 1 for two children;

    Console.log (this.getChildIndex (this. NomSymbole //Return))-1

    Console.log (this.) GetChildIndex (this.stage.SymbolName)) / / also returns the value - 1

    Children are added to the display list of the scene of the main movieClip?

    It seems like createjs knows that the index of the things she said itself and shows-1 for everything you put in Flash Pro. You can work around this by an addChild. As:

    this.addChild (this.instancename1);

    this.addChild (this.instancename2);

    Then you can get their index number.

  • Flash mobile banner extensible HTML5 canvas? HOW? ALL THE WORLD?

    Are there strong tutorials on how to create a scalable mobile HTML5 banner using Flash canvas?

    So far, I still have to find a good support for people who come from a creative background. Which is pretty scary since the creation of banner to be very oriented task creation until this 'flash is bad' crap.

    How are you? It allows to be so simple.

    Please, anyone.

    Customers are not happy. Media providers are not happy. I'm not happy.

    Are there examples completed and functional that I can download just so that I can browse files, and the code to try to figure it out?

    Come on Adobe. Your support for Flash Canvas has been terrible.

    HI Nick,

    If you did the regular Flash expandable ads then its almost the same thing, save that his canvas. I suggest you look at the Gallery of Googles Richmeda for examples and templates based on your size needs. I admit its been hard to find someone who knows how to implement correctly, as this seems to be a matter of cases currently. We did creative canvas until this week when AOL media suddenly told us that we were doing it wrong, of course after 5 months of builds. It seems that Google Web Designer or animate dashboard are just two methods accept most publishers as of late.

  • How to create seekbar for the generation of animation in flash, html5 canvas

    Hello

    I've created an animation in html5 canvas option in flash CC. I want to control the animation by using the seek bar (progress bar). Can someone guide me how to create the same.

    Thanks in advance.

    var totalFrame;
    var unitFrame;
    var unitSlide;
    var playMode;
    var sliderInitX = 0;
    var currMovie = this.parent;
    var _this = this;
    var BarMc = this["barMc"];
    
    function setSlider()
    {
      totalFrame = currMovie.timeline.duration;
      unitFrame = (totalFrame / (BarMc.nominalBounds.width));
      unitSlide = (BarMc.nominalBounds.width) / totalFrame;
    
      _this.sliderBtn.x = sliderInitX;
    
      playMode = true;
      setInterval(function(){onEnter();}, 33);
    
      BarMc.addEventListener("click", onClick);
    
    }
    
    function onClick(evt)
    {
      var stageXpos = stage.mouseX-(58);
      _this.sliderBtn.x = stageXpos;
      var movFrame = Math.round((_this.sliderBtn.x - (BarMc.x-(BarMc.nominalBounds.width/2))) * unitFrame);
      if ((movFrame< currMovie.timeline.duration) && playMode && (currMovie.timeline.position != currMovie.timeline.duration)) {
      currMovie.gotoAndPlay(movFrame);
      } else if (movFrame > currMovie.timeline.duration) {
      currMovie.gotoAndStop(currMovie.timeline.duration);
      playMode = false;
      } else {
      currMovie.gotoAndStop(movFrame);
      playMode = false;
      }
    }
    
    setSlider();
    
    function onEnter(){
      if (playMode) {
      _this.sliderBtn.x = BarMc.x + (unitSlide * currMovie.timeline.position) - (BarMc.nominalBounds.width/2);
      if (_this.sliderBtn.x > (BarMc.x + (BarMc.nominalBounds.width))) {
      _this.sliderBtn.x = (BarMc.x + (BarMc.nominalBounds.width));
      }
      }
    }
    

    name = barMc bar

    and the handle = sliderBtn

  • Converted file from Flash to HTML5 Canvas does not publish

    Hello

    • I use a Mac.

    • I have an existing Flash file, operation which publishes fine.

    • Convert to HTML5 Canvas using the command-> convert to other Document Formats-> HTML5 Canvas

    • Do not make any changes to the settings of the HTML5 Canvas publication

    • Select "publish."

    ... The .html file displays only a blank white block, the size of the Flash file.

    I tried:

    • Create a new HTML5 Canvas file and paste the existing content in this

    • Copy the script action layers of the original in the Web a Flash file

    • Check the settings of publication for something unusual

    Any help is appreciated.

    Looks like the JSON file which poses problem. You can disable the spritesheet option in settings of publication, and then your multiple bitmap files can operate locally as well.

    Regarding Javascript errors, those that are produced inside the code CreateJS, you wouldn't want to be messing around with it! They are only security errors, or the consequence of something that does not not due to security restrictions. You will not get the errors when files are online, or if you can disable the sprite sheets, I suspect.

Maybe you are looking for