createjs

Animation rendering using Nodejs on backend server side

假如想象 提交于 2019-12-09 23:45:24
问题 I have simple animation created using create js and ffmpegserver.js. ffmpegserver.js. This is a simple node server and library that sends canvas frames to the server and uses FFmpeg to compress the video. It can be used standalone or with CCapture.js. Here is repo: video rendering demo. on folder public, I have demos eg test3.html and test3.js Test3.html <!DOCTYPE html> <html> <head> <title>TweenJS: Simple Tween Demo</title> <style> canvas { border: 1px solid #08bf31; justify-content: center;

CreateJS + Haxe -> Uncaught ReferenceError: createjs is not defined

三世轮回 提交于 2019-12-08 12:03:46
问题 After a successfull compile of: http://nickalie.com/posts/67 , when I try to see it in the browser, I get a Uncaught ReferenceError: createjs is not defined right here (on the resulting compiled create.js file): var Main = $hxClasses["Main"] = function() { } Main.__name__ = ["Main"]; Main._shape = null; Main._stage = null; Main.main = function() { createjs.Ticker.useRAF = true; Uncaught ReferenceError: createjs is not defined createjs.Ticker.setFPS(60); haxe.Log.trace("hallo~!",{ fileName :

How to overlay non-transparent part of Bitmap with a color in Easeljs/Createjs?

感情迁移 提交于 2019-12-08 11:44:58
问题 I have an PNG image that has some transparent portion. Now I want to apply a color overlay to the non-transparent part of the image while keeping the transparent portion intact. If I use the ColorFilter it fills the whole bitmap. I've also tried the AlphaMaskFilter (using the same PNG as source) but it doesn't work either. The whole bitmap is always filled with color. Any other suggestions on how to do it? 回答1: You would have to write a filter that either: works like AlphaMaskFilter, only

Can we export from flash to createjs from the command line?

你。 提交于 2019-12-08 08:10:30
问题 I am looking for a way to automate the task of running the toolkit for flash for createjs from the command line. I have a lot of individual components and I would like to export them in a batch process. Can this be done? 回答1: Your best bet for automation would be to use jsfl. The following script, modified from this thread prompts for a target folder and output folder, then automates the process of opening *.fla files and publishing them via the CreateJS publisher when executed. One caveat is

Resizing images using createjs / easeljs

戏子无情 提交于 2019-12-08 07:20:48
问题 I'd like to dynamically downsize some images on my canvas using createjs, and then store the smaller images to be displayed when zooming out of the canvas for performance reasons. Right now, I'm using the following code: var bitmap = createjs.Bitmap('somefile.png'); // wait for bitmap to load (using preload.js etc.) var oc = document.createElement('canvas'); var octx = oc.getContext('2d'); oc.width = bitmap.image.width*0.5; oc.height = bitmap.image.height*0.5; octx.drawImage(bitmap.image, 0,

CreateJs Canvas's shape losses its co-ordinates on Windows Phone

十年热恋 提交于 2019-12-08 03:57:47
问题 am making a Createjs and html5 project in which I am drawing a shape(Red circle), when I click over the circle it gives alert. It works fine on all desktops and android phones. Except when I open this in a windows phone it works fine on the normal screen but when I zoom the screen it loses it working, an alert is shown when I click anywhere on the screen(maybe where the co-ordinates of the shape resides) but not when I click over the shape(Circle),, Your help is appreciated my demo.html <

Easiest way to load a video in CreateJS?

▼魔方 西西 提交于 2019-12-08 03:43:46
问题 I'm looking to load a video via CreateJS (Flash CC), either mp4 or ogg format. What is the easiest way to do this? There is almost no documentation out there. I know videos can be uploaded as a bitmap, eg: var bitmap = new createjs.Bitmap("moviePath.mp4"); When I load a video in this way, I can hear the audio playing, but can't actually see the video on the canvas. I suspect this is because the canvas isn't drawing each individual frame, despite putting ticker functions and stage.update() Any

CreateJS / EaselJS Strange Performance with certain size shapes

牧云@^-^@ 提交于 2019-12-07 01:16:43
问题 I am currently developing a game, it uses a large tiled map, that can be dragged around, and moves quickly with your character. I have created a simple version of the problem JSFiddle Example Each tile is a Shape and is cached . All shapes go inside a container , the container is moved based on camera position. I am noticing weird drops in fps at certain zoom levels. The zoom simply adjusts the size of the shapes. If you adjust the zoom you will see what i mean. Chrome zoom 1 = good fps zoom

How to set position correctly in SoundJS for Firefox, IE

末鹿安然 提交于 2019-12-06 09:14:04
问题 I'm trying to use SoundJS to play sn mp3 file and seek to a specific position. I'm using: instance.setPosition(10000); which works correctly in Google Chrome. But in Mozilla Firefox I hear the sound playing from the correct position, and a second instance of the sound also playing from another position. In Internet Explorer, the sound starts playing again from the beginning. Here's a jsFiddle (with autoplaying sound) and here is the complete javascript: createjs.Sound.registerPlugins(

Loop part of a tween with tween.js

别来无恙 提交于 2019-12-05 12:37:07
Here's a simple tween in Tween.js. A simple loop happens after an interval. cjs.Tween.get(mySymbol).wait(50).to({x:10}).to({x:0}); Is there a way to make it repeat say 5 times after the interval, without repeating the interval? By adding loop:true I can make it loop but the loop would include the wait(). cjs.Tween.get(mySymbol, {loop:true}).wait(50).to({x:10}).to({x:0}); Is there any way to add tweens to the timeline sequentially in Tween.js? Answer courtesy of Grant Skinner: cjs.Tween.get(ball).wait(1000).play( cjs.Tween.get(ball,{paused:true, loop:true}) .to({x:450},1000) .to({x:50},1000) );