Toolkit for createjs

toolkit for createjs

The Adobe Flash Professional Toolkit for CreateJS - a complimentary extension available for Flash Professional CS6 users - enables you to. An AIR application for exporting SWF animations as EaselJS spritesheets for use Allows you to run EaselJS on the server side. Toolkit Definitions Generator. Flash Professional Toolkit for CreateJS is an extension to Flash Pro that publishes animated assets for use with the CreateJS suite, including tweens, vector. The Flash Professional Toolkit for CreateJS (henceforth, just “Toolkit”) is an extension to Adobe Flash Professional CS6 that allows you to publish animated. Popular Alternatives to Toolkit for CreateJS for Web, Windows, Mac, Adobe Flash Professional, Linux and more. Explore apps like Toolkit for CreateJS. Learn how to build rich HTML5 applications with content exported using Flash Professional CS6's Toolkit for CreateJS. toolkit for createjs

Flash Professional CS6, Toolkit for CreateJS - Flash tools /

Typekit is now called Adobe Fonts and is included with Creative Cloud and other subscriptions. Learn more. Toolkit for createjs is a new element in HTML5, which provides APIs that allow you to dynamically generate and render graphics, charts, images, and animation.

These capabilities are supported on most modern operating systems and browsers. Essentially, Canvas is a bitmap rendering engine, and the drawings are final and cannot be resized.

Furthermore, objects drawn on Canvas are not part of the web page's DOM. These elements can then be enhanced using JavaScript to build interactivity. For more information, see this link. It means that you can use the traditional Animate timeline, workspace, and tools to create content, but produce HTML5 output.

With a few simple clicks, you toolkit for createjs ready to create an HTML5 Canvas doc and generate a fully functional output. Animate seamlessly translates objects created on stage in to their Canvas counterparts. Skin selector cleo 4 you begin working with the HTML5 Canvas document, you notice that certain features and tools are not supported and are disabled.

For example, 3D transformations, dotted lines, bevel effects are not supported. CreateJS is a suite of modular libraries and tools which enable rich interactive content on open web technologies via HTML5. The CreateJS suite comprises of: You can also manipulate this JavaScript file to enhance your content. It means that you can actually add JavaScript code to individual objects on stage from within Animate and preview at author-time.

Toolkit for createjs turn, Animate provides native support for JavaScript with useful features within the code-editor to help improve workflow efficiency of programmers. You can choose individual frames and keyframes on the Timeline to add interactivity to your content. For more information about writing JavaScript code, see this link.

JavaScript code can be written directly in the Actions panel, and it supports the following features while writing the JavaScript code:. Allows you to quickly insert and edit JavaScript code and without mistakes. As you type characters in the Actions Toolkit for createjs, you can see a list of candidates that possibly complete your entry.

These features help improve workflow efficiency when adding interactivity to objects on stage. They are:. Displays code in different fonts or toolkit for createjs according to the syntax. This feature allows you to write code in a structured manner, helping you visually distinguish correct code and syntax errors.

Displays code in different colors according to the syntax. This allows you to visually distinguish various parts of a syntax. Automatically adds closing brackets and parentheses for open when writing JavaScript code. You can add interactivity to shapes or objects on stage using JavaScript. You can add JavaScript to individual frames and keyframes. For more information about adding JavaScript code snippets, see this article.

The directory the FLA is published to. This defaults to the same directory as the FLA, but can be changed by clicking the browse button " 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 dj wale babu kirtan nemai aspect ratio, though some part of the canvas may not fit in view.

Enable Scale to Fill Visible Area. Allows users to select if toolkit for createjs animation should fit to view the output in full screen mode or should stretch to fit. By default, this option is toolkit for createjs.

Fit in view: Displays the output in Full screen mode with the entire screen space and yet maintains toolkit for createjs aspect ratio. Allows users to select if they want the default Preloader or select a Preloader of their choice from toolkit for createjs 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 toolkit for createjs or the sub-folder level.

Toggling OFF disables the folder field and exports assets to the same folder as the output file. Combine into spritesheets: Select this to combine all the image assets into a spritesheet. The folder in which the sound assets in your document toolkit for createjs placed into and referenced from.

The default setting continues to toolkit for createjs files segregated into logical sub folders. 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.

It allows the libraries to be cached and shared between various sites. If checked, vector instructions are outputted in a compact form. Deselect to export readable, verbose instructions toolkit for createjs for learning purposes.

If checked, timeline symbols include a frameBounds property containing an array of Rectangles corresponding to the bounds of each frame youtube er ios 8.4 the timeline. Multiframe bounds significantly increases publish time. An animation designed using nested timelines, with a single frame, cannot be looped. 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 toolkit for createjs script. As an external script: Animators often incorporate third-party JavaScript libraries but have to manually modify the code that Animate CC 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 toolkit for createjs a transparent toolkit for createjs, 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.

Since toolkit for createjs 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. 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. 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.

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 CC 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 modified to a supported default value. Content type or feature is supported, but a property of the feature is not. For example:. For a full list of features that are not supported and their fallback values during migration, see this article. For more information, see Convert to other document formats.

When run, the JSFL script does the following:.

Authoring for CreateJS. CreateJS output. Adding interactivity. Where to go from here. Share on Twitter. Toolkit for createjs on LinkedIn. Prerequisite knowledge. Working knowledge of using a recent version of Flash Professional. Toolkit for CreateJS. User level All.

Sample files. It is not intended to convert existing projects into HTML5 with a single button press. This article will toolkit for createjs you on a quick A—Z tour of Toolkit and the CreateJS framework by building a simple interactive game.

If you want, you can first check out the following video, toolkit for createjs gives you a sense of the core Toolkit features, including expected workflows and philosophy behind this technology. If everything is installed correctly, you can open the Toolkit for CreateJS panel in the Window menu.

Figure 1. Open the Toolkit for CreateJS panel. Quick tip: Next, open the PlatypusGame. Toolkit for createjs 2. Figure 3. Three layers, holding the score text field, the platypus, and the background.

On the score layer, there is a single text field with the instance name scoreTxt. Instance names are included in the output and can be used to reference elements just like in ActionScript 3. Quick Tip: Fonts for text follow the same rules as in CSS. The fonts are not embedded in the published output. Either use web safe fonts, or ensure you make the fonts toolkit for createjs in your project using web fonts for CSS.

Double click the background to edit it. This is a pretty simple symbol with static content on three layers. The sky layer contains a simple vector gradient toolkit for createjs. The cliff layer holds a bitmap image. Finally, the clouds are all instances of a single cloud symbol that have been transformed and had toolkit for createjs alpha value adjusted.

Figure 4. Double click the background to toolkit for createjs symbol with static content on three layers. This symbol contains the animated content. The first layer contains three labels: For these reasons, I recommend that you use frame labels instead of numbers for maximum versatility. This layer also hosts a sound on frame 60, which plays when the balloon is popped, along with some simple frame scripts. Any JavaScript code inside this block is injected into the toolkit for createjs CreateJS timeline, whereas any other code is ignored.

Figure 5. Stick to code that controls the timeline. The second layer contains a classic tween that rocks a movieclip instance with the platypus idle animation back and forth.

While Toolkit v1. They are the only type of tween that is retained as a runtime tween, instead of being converted to a frame by frame animation. This saves on filesize, and lets you manipulate the tween dynamically. Toolkit for createjs are some restrictions on classic tweens you should be aware of. Jump to the first frame, and double click toolkit for createjs the platypus on the idle layer.

This animation shows the ideal approach to character animation using Toolkit. Each body part is a separate symbol instance with a classic tween applied to it. This allows for much shorter publish times, and smaller file sizes than frame by frame animations. Figure 6. All of the layers are named, making the published JavaScript much easier to read. When creating your content, you have to decide between vector graphics or using bitmaps.

Vector animations are generally smaller for file sizeand render a bit fast and furious 7 full movie 2015 turbo cleanly when rotated, scaled, or positioned off whole pixels, but they use significantly more resources to render especially on mobile.

Figure 7. The output directory includes three directories and two files. This is where any images and sounds that are used in your project are exported to. Note that there are limitations on what sounds can be exported — see the release notes for more details. You can change these directories in the Edit Settings dialog. If you frequently change out images or sounds in your FLA, you might wind up with a bunch of old media in these folders.

If you want to ensure you only have the latest copies, you can delete these folders before publishing. This folder contains the minified CreateJS libraries that are required to run the published content. This allows them to be cached toolkit for createjs different sites using the same version of the libraries. This is a simple HTML file that Toolkit generates so that you can preview your output in the browser. It imports the required libraries, uses PreloadJS to load any media, then sets up an EaselJS stage pointing at a Canvas element and adds an instance of the root timeline PlatypusGame to the stage.

Finally, it sets the framerate on Ticker and adds stage as a listener. This establishes the heartbeat similar to enterFrame for the whole animation, updating and redrawing the stage 20 times per second. This is where the real meat of the output lives. Firstly, notice that a lot of work has gone into making the generated code very human readable.

If you have development experience, you should feel pretty comfortable scanning through the file and editing things manually if needed. Secondly, notice that it is comprised of a number of self-contained, instantiable JavaScript classes that map to what you see in the library in Flash Pro.

For example: Toolkit uses the name specified as the ActionScript 3 class name for export if one is specified otherwise it uses a name based on the symbol name. Likewise, for the root element it uses the document class name if specified, and falls back to the FLA name otherwise.

Similar to publishing toolkit for createjs SWF, only symbols that are referenced from the document stage, or that have a class name specified are included in the published library. Finally, you might want to take a look at the Platypus class to see how the content is represented. So, we have a library of reusable symbols — how do we turn this into a game?

We could edit the generated HTML, but by working from a new file we create a nice separation of design and development. Toolkit still uses the existing HTML file for previewing, but it no longer overwrites it — just be aware that this toolkit for createjs that any new media images or sounds is not loaded correctly unless you add them manually.

Whenever the designer makes a significant change, they can share the new published library and the developer sees the change in their work immediately. If this becomes a problem, consider baeza nothin average mp3 your assets into multiple FLAs, and importing all of the JS libraries into your working project separately.

Open the GameDev. Our terrifying platypus friends float in from the right, hoping to steal the delicious pastries on the left. You have to pop their balloons before they get there to earn points. The GameDev. Obviously for a real project you would also probably build a nice UI around this game. For example, when building a game, we gskinner. CreateJS also has some cool features to make this easier: This function is unchanged from the version in the preview HTML.

It grabs a reference to the canvas tag, creates a holder for our image assets, and sets up our preloader. This is just tossing references to all of the images into the images object as they load. Our generated library expects to be able to access them there as needed. The playSound function is called to play sounds on the published timelines. This makes it easy to change how sounds are managed in your project for example, if you want to use a library other than SoundJS.

This remains almost identical to what was toolkit for createjs, except that now it removes the Platypus instance that was on stage. Toolkit for createjs removes a layer from your toolkit for createjs list, which makes elements easier to reference and performs a tiny bit better.

We also check to see if the platypus is joseph cruz estoy enamorado music screen. This tells EaselJS to redraw the scene to our canvas.

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