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With the release of Adobe Creative Cloud and Flash Professional CC, the application was completely rewritten to modernize the codebase and make the program more powerful than ever. This not only paved the way for users to integrate their own custom platforms through extensions, but also was the beginning of true HTML5 and JavaScript integration within Flash Professional itself.

Not only do we now have CreateJS completely integrated within Animate… we also have the ability to write JavaScript natively within the application tied to frames — just like ActionScript. This HTML5 Canvas document includes a good deal of JavaScript in order to perform timeline control, interaction, dynamic text assignment, and generative animation based upon MovieClip symbol instances dynamically created from the project Library.

Have a look at the project and note that we have an Actions layer to hold any of our JavaScript code and a Labels layer which holds a number of labels given to specific frames. These two layers do not contain any visual content. Next, we have a Nav layer containing a number of interactive button instances. Note that each of these instances has a unique instance name provided, allowing us to wire in interactivity later on. Below that, a Darken layer which contains an MovieClip symbol instance with its own internal animation.

This instance will be used to switch the rain on and off. There is a Scenic layer below that, containing a Graphic symbol instance with some basic animation of hills and a cloud as well. Lastly, a Sunrise layer which is actually the only thing that is animated directly on the root Timeline.

To control the playback of both the root Timeline, and the internal Timelines of the different MovieClip symbol instances we are using, we will need to write some JavaScript in the Actions panel.

Note that there is no need to control the playback of any Graphic symbol instance Timeline — as the Timeline of a Graphic symbol is bound frame-to-frame to that of the main Timeline. Notice the very first thing we do is stop the main Timeline by stating:.

When you see the keyword this , it will refer to the current scope. In the case of the main Timeline, this represents the main scope of the project.

If we include the following piece of code in frame We can perform this debug function upon any object within out Animate project to help troubleshoot a problem or investigate the make-up of our objects.

This creates an effective bit of looping within the main Timeline. We can also pass a specific frame number into our gotoAndPlay command, such as:. Using frame labels is much more flexible, however, as it allows you to shift the frames around without having to update the specific frame number in your code.

You can also use commands such as gotoAndStop and play to effectively control the playhead. Before moving on, we also set a number of state variables on frame 1.

These can be seen in the following lines of code:. The first line sets the visible property of the MovieClip instance with the instance name of darkening to false. This effectively will hide the entire instance from view until we set it to true later on.

The second line sets a new variable called isPlaying to the value of false. This is a boolean variable having a state of either true or false we will use to keep track of the current state of our interactive across the entire codebase.

We also determine the width and height of the Stage , and preserve these values within variables to access across our interactive later on. The stage. This is especially useful if we were to adjust the size of our Stage dynamically based upon the parent webpage or some other factor.

There is block of code in frame 1 which modifies the text values of our button labels and makes the additional modification of setting the mouseEnabled property of each internal text field to false. We want this to be set to false so that the text will not obscure action interaction between the mouse cursor and the underlying skin elements.

It is actually a composite of multiple symbol and object types. As mentioned, ProtoBtn itself is a MovieClip symbol whose first layer is a dynamic text field with the instance name of btnLabel. This allows us to use the instance name of the button on the Stage, and the instance name of the text field, to dynamically assign a new text value as seen in the snippets above. To provide the expected button states of up, hover, and down, we have a second layer present which includes an instance of the RealBtn Button symbol — which includes these states by default.

In this manner, you can nest multiple symbol and object types together, creating complex interactive elements. Note that we could just as easily simply use a true Button symbol with its own instance name and containing a text field in place of the RealBtn MovieClip symbol — but have chosen to create a more complicated interactive symbol in order to show how to disable certain elements from interaction with JavaScript.

Here is where we wire up our interactive elements, binding specific event listeners to each symbol instance on the Timeline. When this event is detected, we then invoke a certain function which performs any number of tasks within our interactive.

For instance, here is the code which both adds the event listener to our playBtn instance, and invokes playClicked function which is written directly below it. Note that we also bind the current scope as this to the function call so that we can write code within the function body which aligns to that same scope.

Within the playClicked function, we tell the main Timeline to begin playing from the current playhead position, set the sun instance and darkening instance to play as well, and set the isPlaying boolean variable to true. We initially declared isPlaying at the top of our code stack, as it is important to keep track of the current state of the interactive across different functions. For the pauseClicked function, we basically do the exact opposite! Telling the main Timeline to stop at the current playhead position, set the sun instance and darkening instance to stop playing, and setting the isPlaying boolean variable to false.

We then invoke a function killTheRain , which we we see in a bit… I bet you can probably guess what that function does! Lastly, setting the isPlaying boolean variable back to false as well. These three functions together compose the interactive timeline control mechanisms within this interactive.

Before writing the functions which produce and revoke a rainstorm, notice that we have a fourth button in our project with the instance name of rainBtn. Along with the label text value assignment for our Timeline control buttons, we will provide a label for this button as well. Just as we did with the Timeline control instances, we add an event listener and accompanying function to our rainBtn instance. This lets us toggle between the two weather states in our interactive.

Depending upon the current visible property value for the darkening instance, we will reverse that property, set the rainBtn label to an appropriate value for the user, and either invoke the function to create rain via bringTheRain or to clear rain using killTheRain. Note that the bringTheRain function requires a number to be passed in as an argument. As we shall see, this lets us control the intensity of the rain as it determines the number of raindrops on screen.

Allows users to select if the stage should be centered Horizontally, Vertically or Both. Make Responsive. Allows users to select if the animation should be responsive with reference to Width, Height, or both and resizes the published output based on various form factors. The result is a responsive, sharper and a crisper HiDPI compliant output. The output also stretches to cover the entire screen area with no borders, and yet maintains the original aspect ratio, though some part of the canvas may not fit in view.

Enable Scale to Fill Visible Area. Allows users to select if the animation should fit to view the output in full screen mode or should stretch to fit. By default, this option is disabled. Fit in view: Displays the output in Full screen mode with the entire screen space and yet maintains the aspect ratio. Include Preloader:. Allows users to select if they want the default Preloader or select a Preloader of their choice from the document library. Preloader is a visual indicator in the form of an animated GIF that is displayed when the scripts and assets required to render an animation is loading.

Once the assets are loaded, the preloader is hidden and the actual animation is displayed. Use the toggle options to opt for publishing at the root or the sub-folder level.

This button is toggled ON by default. Toggling OFF disables the folder field and exports assets to the same folder as the output file. Export document as texture Export vector animation as textures to enhance the performance of the animations. For more information see Texture Publishing. This is applicable only when Combine images into spritesheet option is unchecked. You can choose to export all imported images including compressed ones from canvas document by retaining its size.

Uncheck Export document as texture and Combine images into sprite sheet options in the Basic tab. Images are exported without any size change.

Export image assets. Combine into spritesheets: Select this to combine all the image assets into a spritesheet. For more spritesheet options, see Export bitmaps as spritesheets. Export Sound assets. Export CreateJS assets. Asset Export Options. If the check box to the right is not checked, those assets are not exported from the FLA, but the specified path is still used to assemble their URLs.

It expedites publishing from an FLA with many media assets, or avoid overwriting modified JavaScript libraries. The Export all bitmaps as Spritesheets option allows you to pack all the bitmaps in canvas document in to a sprite sheet, which reduces the number of server requests and improves performance.

You can specify the maximum size of the sprite sheet by giving the height and width values. Template for publishing HTML:. Hosted Libraries:. It allows the libraries to be cached and shared between various sites. Include Hidden Layers:. Compact Shapes:. If checked, vector instructions are outputted in a compact form. Deselect to export readable, verbose instructions useful for learning purposes.

Multiframe bounds:. If checked, timeline symbols include a frameBounds property containing an array of Rectangles corresponding to the bounds of each frame in the timeline. Multiframe bounds significantly increases publish time. When you import a new custom HTML template, during publishing, the default variables are replaced with customized code snippets based on the components of your FLA file. Animators often utilize JavaScript code that is applicable to the entire animation.

With this feature, you can add non-frame specific global and third-party scripts that can be applied to the whole animation from within Animate. The Global Script section allows you to write scripts applicable across documents either within Animate or as an external script. As an external script: In the I nclude screen, select the specific script for inclusion as described in the next section. Animators often incorporate third-party JavaScript libraries but have to manually modify the code that Animate generates.

With this feature, animators have greater flexibility to utilize the latest JavaScript libraries or code for animation. You can also reorder the scripts based on their inter-dependencies, as some objects are dependent on other pre-existing libraries.

You can customize the canvas to various colors and also modify its display transparency. When you create a transparent canvas, you can view the underlying HTML content during publishing. Exporting a number of bitmaps that you have used in your HTML5 Canvas document as a single sprite sheet reduces the number of server requests, reduces the output size, and improves performance.

Static text is a richer option where all the assets are converted to outlines during publish time and provides excellent WSYWIG user experience. Since the text is published as vector outlines, you cannot edit them at runtime.

Dynamic text allows modification of text at runtime and does not add too much to the file size. It supports lesser options than Static text. It also supports web fonts via Adobe Fonts. If you are using dynamic text with fonts unavailable on end user machines, the output uses the default font for display and thus skews user experience. Such issues are resolved through web fonts. Adobe Fonts provides direct access to thousands of quality, premium fonts from top foundry partners.

Animate release Contains definitions for all shapes, objects, and artwork within the Canvas element. JavaScript file. Contains dedicated definitions and code for all interactive elements of the animation. Also defined within the JavaScript file are, code for all types of tweens. These files are copied to the same location as that of the FLA by default. To its end, Animate allows you to migrate content by manually copying or importing individual layers, symbols, and other library items.

However, when working the HTML5 document type in Animate, you can notice that certain Animate features are not supported. This is because, the features within Animate do not have corresponding features within the Canvas API. This may affect you during content migration, when you attempt to:. In this case, an unsupported content-type is either removed or converted to supported defaults. For example, copying 3D animation will remove all 3D transformations applied to objects on stage.

In this case, the content is either removed or converted to supported defaults. Animate removes the effect. In this case, Animate visually indicates that the feature is not supported. For example, you created a dotted line in an ActionScript 3. Observe the pointer and the Properties Inspector, they display icons to indicate that dotted line is not supported within HTML5 Canvas.

ActionScript components are removed and the code is commented out. The following are the types of changes that are applied when you migrate legacy content to an HTML5 Canvas document. Content is removed. Content is modified to a supported default value. For a full list of features that are not supported and their fallback values during migration, see this article. When you convert to a format, you can take advantage of the authoring features that Animate offers for that document type.

For more information, see Convert to other document formats. When run, the JSFL script does the following:. Legal Notices Online Privacy Policy. Go to Adobe Animate User Guide. Last updated on Also Applies to Adobe Animate.

Animate and the Canvas API. Automatically adds closing brackets and parentheses for open when writing JavaScript code.

Select the frame you want to add JavaScript to. Using JavaScript Code Snippets. References to CreateJS documentation. CreateJS Library. API Documentation. Code Samples on Github. Codes to induce Interactivity. In the Properties , enter the instance name. Click Window and select Action. In the Current Frame , select Add using Wizard. How to make your content interactive with HTML5. Watch the video to learn how to modify codes to make your character do as you want.

 
 

 

Adobe animate cc html5 canvas javascript free download. Adobe Animate

 

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Canvas Wrap. Chuck Uebele. Creates a border for canvas wrap prints in Photoshop. Matt Karl. Custom publishing document type for PixiJS. These can be seen in the following lines of code:. The first line sets the visible property of the MovieClip instance with the instance name of darkening to false. This effectively will hide the entire instance from view until we set it to true later on.

The second line sets a new variable called isPlaying to the value of false. This is a boolean variable having a state of either true or false we will use to keep track of the current state of our interactive across the entire codebase.

We also determine the width and height of the Stage , and preserve these values within variables to access across our interactive later on. The stage. This is especially useful if we were to adjust the size of our Stage dynamically based upon the parent webpage or some other factor.

There is block of code in frame 1 which modifies the text values of our button labels and makes the additional modification of setting the mouseEnabled property of each internal text field to false. We want this to be set to false so that the text will not obscure action interaction between the mouse cursor and the underlying skin elements. It is actually a composite of multiple symbol and object types. As mentioned, ProtoBtn itself is a MovieClip symbol whose first layer is a dynamic text field with the instance name of btnLabel.

This allows us to use the instance name of the button on the Stage, and the instance name of the text field, to dynamically assign a new text value as seen in the snippets above. To provide the expected button states of up, hover, and down, we have a second layer present which includes an instance of the RealBtn Button symbol — which includes these states by default. In this manner, you can nest multiple symbol and object types together, creating complex interactive elements.

Note that we could just as easily simply use a true Button symbol with its own instance name and containing a text field in place of the RealBtn MovieClip symbol — but have chosen to create a more complicated interactive symbol in order to show how to disable certain elements from interaction with JavaScript.

Here is where we wire up our interactive elements, binding specific event listeners to each symbol instance on the Timeline. When this event is detected, we then invoke a certain function which performs any number of tasks within our interactive.

For instance, here is the code which both adds the event listener to our playBtn instance, and invokes playClicked function which is written directly below it. Note that we also bind the current scope as this to the function call so that we can write code within the function body which aligns to that same scope.

Within the playClicked function, we tell the main Timeline to begin playing from the current playhead position, set the sun instance and darkening instance to play as well, and set the isPlaying boolean variable to true.

We initially declared isPlaying at the top of our code stack, as it is important to keep track of the current state of the interactive across different functions. For the pauseClicked function, we basically do the exact opposite! Telling the main Timeline to stop at the current playhead position, set the sun instance and darkening instance to stop playing, and setting the isPlaying boolean variable to false. We then invoke a function killTheRain , which we we see in a bit… I bet you can probably guess what that function does!

Lastly, setting the isPlaying boolean variable back to false as well. These three functions together compose the interactive timeline control mechanisms within this interactive. Before writing the functions which produce and revoke a rainstorm, notice that we have a fourth button in our project with the instance name of rainBtn. Along with the label text value assignment for our Timeline control buttons, we will provide a label for this button as well.

Just as we did with the Timeline control instances, we add an event listener and accompanying function to our rainBtn instance. This lets us toggle between the two weather states in our interactive. Depending upon the current visible property value for the darkening instance, we will reverse that property, set the rainBtn label to an appropriate value for the user, and either invoke the function to create rain via bringTheRain or to clear rain using killTheRain.

Note that the bringTheRain function requires a number to be passed in as an argument. As we shall see, this lets us control the intensity of the rain as it determines the number of raindrops on screen. This effectively acts as a toggle, reversing the current state of the weather and managing the button label text value for our rainBtn instance. Before setting up either the bringTheRain or killTheRain functions, we need to create an additional variable at the top of the code. This object will act as a container for all of the raindrops we create.

Note that we instantiate a new Container by stating createjs. Container directly. A Container is useful for grouping a number of additional visual objects within it.

We manually set the registration point of this object based upon the width of our Stage, and finally add the rainField object to the darkening instance so that its children will be visible within out project.

Using the Container, we can treat all the child objects as a group, and even wipe them all out with a single command. For the bringTheRain function itself, note that the number value being passed in as an argument is exposed through this function with the identifier of raindrops , since it signifies the amount of raindrops for the function to produce.

Based upon this number, we use a for loop to basically count down from that number until we hit 0. The loop then no longer runs. Within the loop itself, we create a temporary variable renewed with each iteration of the loop named rainDrop. This is set to a new instance of the RainDrop MovieClip symbol from our project Library by invoking lib. Note that you must set a Linkage ID within the Library panel for this to work!

We will have a look at the random function after going over the remainder of this loop code. We accomplish this with the addChild method. As mentioned previously, the CreateJS Container object type is very useful for managing child objects within it. Within the killTheRain function, we only need to invoke the removeAllChildren command to completely empty our rainField Container. At the very bottom of our code is the randomization function we used within bringTheRain to randomize x and y raindrop positions as they are instantiated from the project Library.

This is a standard utility function you can use in all sorts of projects to get a random value between a chosen set of numbers. Within the animLoop function, we first check to see whether the interactive is paused or playing through the isPlaying boolean variable. If this returns a value of true , we then run through a for loop and move each individual raindrop per loop iteration.

What makes this really simple to perform is our use of the rainField Container object. There is a numChildren property inherent to this object type that will report the exact number of child objects within the Container.