HTML5 canvas

Hello

I installed a trial version of professional flash cs6 and packaging Mobile Devices.

everything is ok, but I didn't know the tool html5 canvas, why?

How I get these tools?

Please solve the problem...

Thank you..

Mithun

Not in CS6, only in CC.

Mylenium

Tags: Adobe

Similar Questions

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    Hello everyone, my name is Etienne Deswattenne, I am a beginner flash of France so I apologize for my poor English, my question is this, how can we change the cursor to a symbol of the scene when the mouse is on another symbol? I have a 'this' problem I think

    Here's the code I sketched in HTML5 canvas:

    ========================================================

    Hello all, I do not understand how to use the keyword "this" pour run code of this fight, because the function is in another function so the 'this' don't be referred not to the same chose? I tried for 4 hours I found nothing, please help me!

    =========================================================

    frequency of var = 3;

    stage.enableMouseOver (frequency);

    this.zoneinterdite.addEventListener ('mouseover', fl_MouseOverHandler_17);

    function fl_MouseOverHandler_17()

    {

    internship. Canvas.style.Cursor = 'none ';

    this.movieClip_6.mouseEnabled = false;

    this.addEventListener ('check', fl_CustomMouseCursor_15.bind (this));

    function fl_CustomMouseCursor_15() {}

    this.movieClip_6.x = stage.mouseX;

    this.movieClip_6.y = stage.mouseY;

    }

    }

    you have lost your reference to 'this' in fl_MouseOverHandler_17.  (and you should not the following named functions.)

    Try:

    frequency of var = 3;

    stage.enableMouseOver (frequency);

    this.zoneinterdite.addEventListener ('mouseover', fl_MouseOverHandler_17(this) .bind);

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    {

    internship. Canvas.style.Cursor = 'none ';

    this.movieClip_6.mouseEnabled = false;

    this.addEventListener ('check', fl_CustomMouseCursor_15.bind (this));

    }

    function fl_CustomMouseCursor_15() {}

    this.movieClip_6.x = stage.mouseX;  Although these two lines will probably end your mouseover zoneinterdite

    this.movieClip_6.y = stage.mouseY;

    }

  • Animate CC (HTML5 Canvas) chronology cannot choose stream in properties > Sync to sound

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    Screen Shot 2016-10-03 at 11.39.44.png

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  • 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.

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  • HTML5 Canvas examples/tutorials content scrolling?

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    you use something like:

    var m;

    var b;

    var tl = this;

    paramF (mask there, buttons parent there, is mask + mask height, height of parent y-buttons buttons parent + height of mask)

    TL.mask_mc.addEventListener ('pressmove', moveF);

    TL.mask_mc.addEventListener ('pressup', stopF);

    function moveF (e) {}

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    } else {}

    stopF (e);

    }

    }

    function stopF (e) {}

    TL.mask_mc. RemoveEventListener ('pressmove', stopF);

    TL.mask_mc.addEventListener ('pressmove', stopF);

    }

    function paramF(x1,y1,x2,y2) {}

    m =(Y1-Y2) /(x1-x2);

    b = y1 - m * x 1;

    }

  • HTML5 canvas settimeout problem

    Hello

    I have a problem with html5 canvas settimeout.

    I created a round drawing object, the instance name is ball. The following code

    Code:

    This.ball.x = 1000;

    setTimeout (calledFun, 500);

    function calledFun()

    {

    Alert ("fun called");

    This.ball.x = 100;

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    you have lost your reference to "this".  Try:

    var tl = this;

    This.ball.x = 1000;

    setTimeout (calledFun, 500);

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  • Rendering of the HTML5 Canvas

    This is regarding the rendering of the scene animation HTML5 Canvas (animate CC).

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  • Do html5 canvas documents.

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  • "mouseup" does not not in HTML5 canvas

    Hello

    I created a HTML5 canvas where the main timeline is supposed to play so that a button is pressed and stops when the button is released. To do this, I need to stop the "tick" on mouseup event. However, mouseup does not work. I tried to use mouseup on the btn_plus.addEventListener as well (only for debugging purposes), but it does nothing. "mousedown" and "click" works as expected.

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    This.Stop ();

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  • Curves are not smooth in html5 canvas

    Hello
    Is there a way to get a smooth circle/curve in html5 canvas.
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    Hi, is there a way to create radio buttons in the HTML5 canvas document in lively cc.
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  • Several ' click is needed with HTML5 Canvas script

    I'm learning the script in the HTML5 Canvas, having recently changed dashboard animate and, before AS3

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    this.circleTeal_mc.alpha-= 0.1;

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    this.circleGreen_mc.alpha-= 0.1;

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    Fade OUT

    If (this.circleTeal_mc.alpha == 1); {

    this.addEventListener ('check', fadeOut.bind (this));

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    this.circleTeal_mc.alpha-= 0.1;

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    /*

    BUTTON TEAL

    This.teal_btn.addEventListener ("click", tealClick.bind (this));

    function tealClick() {}

    }

    }

    */

    Well, then, if I did what I guess you do, I would like this:

    var i;
    var curBtn;
    var circles = [this.circleRed, this.circleGreen, this.circleBlue];
    var buttons = [this.btnRed, this.btnGreen, this.btnTeal];
    var items = circles.length; // assume same number of buttons and circles
    
    // initialize things
    for (i = 0; i < items; i++) {
        circles[i].alpha = 0;
        buttons[i].btnId = i;
        buttons[i].addEventListener("click", buttonClickHandler.bind(this));
    }
    
    // handler for all button clicks
    function buttonClickHandler(evt) {
        var i;
        var btn = evt.target.btnId;
        if (btn == curBtn) {
            return;
        }
        curBtn = btn;
        for (i = 0; i < items; i++) {
            if (i == btn) {
                createjs.Tween.get(circles[i], {override:true}).to({alpha:1}, 500);
            }
            else if (circles[i].alpha > 0) {
                createjs.Tween.get(circles[i], {override:true}).to({alpha:0}, 500);
            }
        }
    }
    
  • out of HTML5 Canvas flickers at the beginning

    Hello

    I'm reformatting Flash for html5 canvas via animate. Works very well, but after you publish the animation to eject at the beginning (not during operation).

    Any idea?

    Thank you and best regards

    Before your graphics load, if you do not have a preloader it will be a "flash" of just the background color of the canvas before appear the graphics.

    If please try my suggestions above and let me know how they work for you.

  • problem with animated mask of targeting to HTML5 canvas

    I have a movieclip inside with some animation and wants the image of mask with this movieclip but in html5 canvas target, this method does not work, target swf.

    I'm masking of timeline

    what I am doing wrong or this is the bug?

    I just tested out and seen this error in the output panel:

    Feature not supported: symbols several frames in masks.

    It looks at the canvas, you can only animate your mask on the main timeline, but not inside the symbol of the mask.

  • How to disable the cc button animate html5 canvas files?

    Hello!

    How to disable the cc button animate html5 canvas files?

    ex:

    this.mc.on('click',function(){alert('this')})
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    question 1:

    When you click on the 'mc', it always run. How can I control the button of the deactivate and activate?

    question 2:

    The mc is not an image, it's a movieclip. How can I change the colors of the mc? example: default of the mc color red, I want to click change black!

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    use addEventListener instead of 'on '.  You can then use removeEventListener to disable.

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    this.mc.mouseEnabled = false;

  • Click and click on &amp; keep in html5 canvas button

    Hello
    I am trying to create a scenario where if I click a button perform a function, but if I click and hold (aka long press) then the service can continue to run as long as I am holding down the button. I have done in building 2 (as below), want to replicate in html5 canvas.


    Please help me out here.

    See you soon...

    launch ticker loop that calls your function on mousedown and stop the loop on mouseup.

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