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I am using cs6 and exporting to html5 using the CreateJS extension. It seems the action-script will not work unless you go into the java file and tweak it.
My question is has anyone found any great tutorials on how to tweak the action-script to work in the HTML5 export file using CreateJS?
ActionScript is ignored by the Toolkit for CreateJS. You can use some JavaScript using this syntax:
/* JS
this.gotoAndPlay("label");
*/
For future questions, I recommend http://community.createjs.com, which is actively monitored.
Cheers,
Related
I have to "convert" some flash projects to HTML5/JS but I don't really know how I can do it :(
This flash projects are little "activities" like this one :
https://www.brainpop.com/artsandmusic/artconcepts/cameras/activity/#=standard
I did some research about it, but i'm a bit lost...
I found other people asking the same question and a lot of responses are to use Haxe/OpenFL and as3hx (https://github.com/HaxeFoundation/as3hx) but I don't really understand how to proceed...
Is it possible to load a .swf file with openfl-swf to create a similar .html file ?
Should I convert AS3 to Haxe3 with as3hx ?
Is there a simple way to just get a graphic render of this activities without any interactivity so I can add manually input text field ?
I never used ActionScript or Haxe before.
If someone has any suggestions i'll be glad to hear it :)
I hope my explanations are clear, english is not my first language, so excuse me for any mistake.
Cheers !
as3hx will convert only as3 code to haxe openfl and may well need hand tweaking. To make the code more flexible try to avoid extending Sprite then potentially it will be easier to use your activity logic in more webgl accelerated haxe solutions like Kha and Luxe.
You probably need clean seperation of the code and the onscreen layout.
To run a fla swf that is mostly graphics in openfl you need to use the haxelib https://github.com/openfl/swf, it can be quite fiddly getting to different children or frames and the gradients are not perfect, just remember when using it that it's not the same as accessing a child normally your using a structure that is a bit different to do that.
Alternatively you may find flump useful it can be used with openflump.
https://github.com/SavedByZero/openflump exports from flash IDE.
It converts lots of your graphics to png sequences in nested structures, it would probably be worth rebuilding textfields yourself.
Openfl js can be slow I suggest you do some tests before committing to a solution, since Kha or Luxe may provide you a more shader modern approach to graphics than a flash emulation api solution, but then all you assets largely need to be images.
I doubt if there is any ideal way but getting your logic in Haxe is really good idea because then you can do c++, c#, js etc.. The first step if you choose openfl is to perhaps to try just porting parts of your code to haxe and then use them as a swc in your current projects this will allow you to gradually check your conversion and fix an issues easily within a haxe flash approach prior to trying to do the same in html haxe. You may find the swf library is not ideal for html5 and that png's are the way to go, Animate now provides export png sequence which I have used in starling as3. Another approach to consider is the away3d plugin for Animate it can convert flash timeline into typescript away3d (2D ) that you can control with javascript code ( even haxe you may have got from as3hx if you remove some of the flash specific haxe and adjust it to work with the away3d 2d but I guess it could be very complex ).
I want to be able to read at least some of the info a pdf has, this is in mobile, using an installed app built with Air.
Are there any libraries or methods to do this?.
Thanks.
Easiest way to do it is through StageWebView if you are running iOS. On Android, I haven't really found a good way to do it. There are no good libraries for it. Almost every PDF-related AS3 library is focused on writing PDFs, not displaying them. I've found a few in the past that can display them, but the end result is terrible and slow.
so let's get to the thing. I have to estimate a project that's main goal is to migrate from FLASH interactive and complex animations into HTML5.
As far as I've read there are plenty of questions how to do it... so I've researched there is Swiffy / Wallaby / Adobe Flash Professional Toolkit for CreateJS and Online converters and here goes the BUT... but many persons said it won't handle more complex FLASH animations (only simple ones).
So the question is: Does someone have an experience with such a migration, is there a non-manual way to do it?
Thanks in advance!
Yes, there is a non-manual way to do it for most Flash animations that contain some ActionScript, as well as a limited set of more interactive applications. If ease is your first concern, try the latest release of Swiffy (5.0 when you wrote your question and as of this response). Swiffy supports a substantial feature set of ActionScript 3, more than enough for navigational controls.
Drawbacks:
The level of snappiness may be unsatisfactory; I have been happy with functionality of some simple game conversions but they are sluggish.
The end product is SVG, so you'll also have to contend with unsupported browsers.
Changes to artwork will probably need to be made to the natives first, then re-exported. Otherwise, there is a hefty JSON config you can edit (and watch it blow up).
You may need to get under the hood with sound (I use SoundManager2).
I am less familiar with the Wallaby/CreateJS workflow but ActionScript support during export from Flash is extremely limited. Essentially, it enables you to export your asset library for use with CreateJS on the JavaScript side.
I need some help.
Is there a way to use Kinect (on windows) using Adobe tools? Flash? AS3?
Is there any good tutorial for it.
Basically I need a basic feature - a navigation menu with my own UI.
Can anyone give some links to tutorials? Sample code?
I could not find any but I am sure there are many examples on the web.
Regards
Yoav
Yes this is possible! You need to use an ANE.
I would start here:
This is the git repot for the AIRKinect extension
Source:
https://github.com/AS3NUI/airkinect-2-core
Examples:
https://github.com/AS3NUI/airkinect-2-examples
Once you have the files check out this video tutorial on how to get started
http://vimeo.com/38104155
I have made an application that is coded only in ActionScript 3.0, and uses HTML and JavaScript for the display.
I would like to have the same result, but using Adobe AIR. I do not know Adobe AIR at all, so I was wondering if you could direct to some good tutorials that will teach me how I can move my .html/.js/.as files to Adobe AIR please. I am using Adobe Flash Builder 4.
Thank you very much,
Rudy
Are you using HTML and JavaScript for anything other than embedding the SWF? If not, you can create a Flex project from Flash Builder (at least that was the way in Flex Builder 3 - I don't know if they've changed it) and mark output format as AIR to start with. The easiest way would be to add the main Sprite of your AS project as a child to the rawChildren of the WindowedApplication class of the AIR from the creationComplete event handler.
It is hard to say more without knowing what type of project you're talking about.
You could still do this, but you would have to embed your own browser. Look at HTMLLoader:
At the very simplest, your air app would create an html display, where you would then embed your swf into an html page. (almost exactly like what you're doing now). However, AIR's webkit seems fairly old, and they didn't import everything, so some css stuff like corner-radius, etc, will not display as you would in any other browser.
However, this will only get you so far, as you won't have AIR capabilities yet. You would have to extend HTMLHost to create an API for the javascript container to access desktop'y capabilities, when you when then again have to use ExternalInterface again. This is probably where things will get a lot more tricky.