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How to make my HTML5 Canvas displaying on my dreamweaver?


How do JavaScript closures work?How do I check if an element is hidden in jQuery?How do I remove a property from a JavaScript object?How do I redirect to another webpage?How do I include a JavaScript file in another JavaScript file?How do I make the first letter of a string uppercase in JavaScript?How to check whether a string contains a substring in JavaScript?Storing Objects in HTML5 localStorageHow do I remove a particular element from an array in JavaScript?How do I return the response from an asynchronous call?






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty height:90px;width:728px;box-sizing:border-box;








0















IF I run the file outside of dreamweaver, it will show my animation and works just as expected, but if i try to run it inside DreamWeaver it's not going to show the animation. below are the codes that is in the html document.
I have tried to past the code in different under the body instead of the head, but still does not work.I want it to show the canvas html5 animation that I am expecting.



<!-- write your code here -->
<script src="https://code.createjs.com/createjs-2015.11.26.min.js"> </script>
<script type="text/javascript" src="myPersonal.js"></script>

<script>
var canvas, stage, exportRoot, anim_container, dom_overlay_container, fnStartAnimation;
function init()
canvas = document.getElementById("canvas");
anim_container = document.getElementById("animation_container");
dom_overlay_container = document.getElementById("dom_overlay_container");
var comp=AdobeAn.getComposition("26C21A3F1584EC4CA407BB5C25670C54");
var lib=comp.getLibrary();
var loader = new createjs.LoadQueue(false);
loader.installPlugin(createjs.Sound);
loader.addEventListener("fileload", function(evt)handleFileLoad(evt,comp));
loader.addEventListener("complete", function(evt)handleComplete(evt,comp));
var lib=comp.getLibrary();
loader.loadManifest(lib.properties.manifest);

function handleFileLoad(evt, comp)
var images=comp.getImages();
if (evt && (evt.item.type == "image")) images[evt.item.id] = evt.result;

function handleComplete(evt,comp)
//This function is always called, irrespective of the content. You can use the variable "stage" after it is created in token create_stage.
var lib=comp.getLibrary();
var ss=comp.getSpriteSheet();
var queue = evt.target;
var ssMetadata = lib.ssMetadata;
for(i=0; i<ssMetadata.length; i++)
ss[ssMetadata[i].name] = new createjs.SpriteSheet( "images": [queue.getResult(ssMetadata[i].name)], "frames": ssMetadata[i].frames )

exportRoot = new lib.personal_HTML5Canvas();
stage = new lib.Stage(canvas);
stage.enableMouseOver();
//Registers the "tick" event listener.
fnStartAnimation = function()
stage.addChild(exportRoot);
createjs.Ticker.setFPS(lib.properties.fps);
createjs.Ticker.addEventListener("tick", stage)
stage.addEventListener("tick", handleTick)
function getProjectionMatrix(container, totalDepth)
var focalLength = 528.25;
var projectionCenter = x : lib.properties.width/2, y : lib.properties.height/2 ;
var scale = (totalDepth + focalLength)/focalLength;
var scaleMat = new createjs.Matrix2D;
scaleMat.a = 1/scale;
scaleMat.d = 1/scale;
var projMat = new createjs.Matrix2D;
projMat.tx = -projectionCenter.x;
projMat.ty = -projectionCenter.y;
projMat = projMat.prependMatrix(scaleMat);
projMat.tx += projectionCenter.x;
projMat.ty += projectionCenter.y;
return projMat;

function handleTick(event)
var cameraInstance = exportRoot.___camera___instance;
if(cameraInstance !== undefined && cameraInstance.pinToObject !== undefined)

cameraInstance.x = cameraInstance.pinToObject.x + cameraInstance.pinToObject.pinOffsetX;
cameraInstance.y = cameraInstance.pinToObject.y + cameraInstance.pinToObject.pinOffsetY;
if(cameraInstance.pinToObject.parent !== undefined && cameraInstance.pinToObject.parent.depth !== undefined)
cameraInstance.depth = cameraInstance.pinToObject.parent.depth + cameraInstance.pinToObject.pinOffsetZ;

applyLayerZDepth(exportRoot);

function applyLayerZDepth(parent)

var cameraInstance = parent.___camera___instance;
var focalLength = 528.25;
var projectionCenter = 'x' : 0, 'y' : 0;
if(parent === exportRoot)

var stageCenter = 'x' : lib.properties.width/2, 'y' : lib.properties.height/2 ;
projectionCenter.x = stageCenter.x;
projectionCenter.y = stageCenter.y;

for(child in parent.children)

var layerObj = parent.children[child];
if(layerObj == cameraInstance)
continue;
applyLayerZDepth(layerObj, cameraInstance);
if(layerObj.layerDepth === undefined)
continue;
if(layerObj.currentFrame != layerObj.parent.currentFrame)

layerObj.gotoAndPlay(layerObj.parent.currentFrame);

var matToApply = new createjs.Matrix2D;
var cameraMat = new createjs.Matrix2D;
var totalDepth = layerObj.layerDepth ? layerObj.layerDepth : 0;
var cameraDepth = 0;
if(cameraInstance && !layerObj.isAttachedToCamera)

var mat = cameraInstance.getMatrix();
mat.tx -= projectionCenter.x;
mat.ty -= projectionCenter.y;
cameraMat = mat.invert();
cameraMat.prependTransform(projectionCenter.x, projectionCenter.y, 1, 1, 0, 0, 0, 0, 0);
cameraMat.appendTransform(-projectionCenter.x, -projectionCenter.y, 1, 1, 0, 0, 0, 0, 0);
if(cameraInstance.depth)
cameraDepth = cameraInstance.depth;

if(layerObj.depth)

totalDepth = layerObj.depth;

//Offset by camera depth
totalDepth -= cameraDepth;
if(totalDepth < -focalLength)

matToApply.a = 0;
matToApply.d = 0;

else

if(layerObj.layerDepth)

var sizeLockedMat = getProjectionMatrix(parent, layerObj.layerDepth);
if(sizeLockedMat)

sizeLockedMat.invert();
matToApply.prependMatrix(sizeLockedMat);


matToApply.prependMatrix(cameraMat);
var projMat = getProjectionMatrix(parent, totalDepth);
if(projMat)

matToApply.prependMatrix(projMat);


layerObj.transformMatrix = matToApply;



//Code to support hidpi screens and responsive scaling.
function makeResponsive(isResp, respDim, isScale, scaleType)
var lastW, lastH, lastS=1;
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
function resizeCanvas()

makeResponsive(false,'both',false,1);
AdobeAn.compositionLoaded(lib.properties.id);
fnStartAnimation();

function playSound(id, loop)
return createjs.Sound.play(id, createjs.Sound.INTERRUPT_EARLY, 0, 0, loop);

</script>
<!-- write your code here -->
</head>
<body onload="init();">
<div id="animation_container" style="background-color:rgba(226, 197, 159, 1.00); width:747px; height:420px">
<canvas id="canvas" width="747" height="420" style="position: absolute; display: block; background-color:rgba(226, 197, 159, 1.00);"></canvas>
<div id="dom_overlay_container" style="pointer-events:none; overflow:hidden; width:747px; height:420px; position: absolute; left: 0px; top: 0px; display: block;">
</div>
</div>
</body>
</html>









share|improve this question




























    0















    IF I run the file outside of dreamweaver, it will show my animation and works just as expected, but if i try to run it inside DreamWeaver it's not going to show the animation. below are the codes that is in the html document.
    I have tried to past the code in different under the body instead of the head, but still does not work.I want it to show the canvas html5 animation that I am expecting.



    <!-- write your code here -->
    <script src="https://code.createjs.com/createjs-2015.11.26.min.js"> </script>
    <script type="text/javascript" src="myPersonal.js"></script>

    <script>
    var canvas, stage, exportRoot, anim_container, dom_overlay_container, fnStartAnimation;
    function init()
    canvas = document.getElementById("canvas");
    anim_container = document.getElementById("animation_container");
    dom_overlay_container = document.getElementById("dom_overlay_container");
    var comp=AdobeAn.getComposition("26C21A3F1584EC4CA407BB5C25670C54");
    var lib=comp.getLibrary();
    var loader = new createjs.LoadQueue(false);
    loader.installPlugin(createjs.Sound);
    loader.addEventListener("fileload", function(evt)handleFileLoad(evt,comp));
    loader.addEventListener("complete", function(evt)handleComplete(evt,comp));
    var lib=comp.getLibrary();
    loader.loadManifest(lib.properties.manifest);

    function handleFileLoad(evt, comp)
    var images=comp.getImages();
    if (evt && (evt.item.type == "image")) images[evt.item.id] = evt.result;

    function handleComplete(evt,comp)
    //This function is always called, irrespective of the content. You can use the variable "stage" after it is created in token create_stage.
    var lib=comp.getLibrary();
    var ss=comp.getSpriteSheet();
    var queue = evt.target;
    var ssMetadata = lib.ssMetadata;
    for(i=0; i<ssMetadata.length; i++)
    ss[ssMetadata[i].name] = new createjs.SpriteSheet( "images": [queue.getResult(ssMetadata[i].name)], "frames": ssMetadata[i].frames )

    exportRoot = new lib.personal_HTML5Canvas();
    stage = new lib.Stage(canvas);
    stage.enableMouseOver();
    //Registers the "tick" event listener.
    fnStartAnimation = function()
    stage.addChild(exportRoot);
    createjs.Ticker.setFPS(lib.properties.fps);
    createjs.Ticker.addEventListener("tick", stage)
    stage.addEventListener("tick", handleTick)
    function getProjectionMatrix(container, totalDepth)
    var focalLength = 528.25;
    var projectionCenter = x : lib.properties.width/2, y : lib.properties.height/2 ;
    var scale = (totalDepth + focalLength)/focalLength;
    var scaleMat = new createjs.Matrix2D;
    scaleMat.a = 1/scale;
    scaleMat.d = 1/scale;
    var projMat = new createjs.Matrix2D;
    projMat.tx = -projectionCenter.x;
    projMat.ty = -projectionCenter.y;
    projMat = projMat.prependMatrix(scaleMat);
    projMat.tx += projectionCenter.x;
    projMat.ty += projectionCenter.y;
    return projMat;

    function handleTick(event)
    var cameraInstance = exportRoot.___camera___instance;
    if(cameraInstance !== undefined && cameraInstance.pinToObject !== undefined)

    cameraInstance.x = cameraInstance.pinToObject.x + cameraInstance.pinToObject.pinOffsetX;
    cameraInstance.y = cameraInstance.pinToObject.y + cameraInstance.pinToObject.pinOffsetY;
    if(cameraInstance.pinToObject.parent !== undefined && cameraInstance.pinToObject.parent.depth !== undefined)
    cameraInstance.depth = cameraInstance.pinToObject.parent.depth + cameraInstance.pinToObject.pinOffsetZ;

    applyLayerZDepth(exportRoot);

    function applyLayerZDepth(parent)

    var cameraInstance = parent.___camera___instance;
    var focalLength = 528.25;
    var projectionCenter = 'x' : 0, 'y' : 0;
    if(parent === exportRoot)

    var stageCenter = 'x' : lib.properties.width/2, 'y' : lib.properties.height/2 ;
    projectionCenter.x = stageCenter.x;
    projectionCenter.y = stageCenter.y;

    for(child in parent.children)

    var layerObj = parent.children[child];
    if(layerObj == cameraInstance)
    continue;
    applyLayerZDepth(layerObj, cameraInstance);
    if(layerObj.layerDepth === undefined)
    continue;
    if(layerObj.currentFrame != layerObj.parent.currentFrame)

    layerObj.gotoAndPlay(layerObj.parent.currentFrame);

    var matToApply = new createjs.Matrix2D;
    var cameraMat = new createjs.Matrix2D;
    var totalDepth = layerObj.layerDepth ? layerObj.layerDepth : 0;
    var cameraDepth = 0;
    if(cameraInstance && !layerObj.isAttachedToCamera)

    var mat = cameraInstance.getMatrix();
    mat.tx -= projectionCenter.x;
    mat.ty -= projectionCenter.y;
    cameraMat = mat.invert();
    cameraMat.prependTransform(projectionCenter.x, projectionCenter.y, 1, 1, 0, 0, 0, 0, 0);
    cameraMat.appendTransform(-projectionCenter.x, -projectionCenter.y, 1, 1, 0, 0, 0, 0, 0);
    if(cameraInstance.depth)
    cameraDepth = cameraInstance.depth;

    if(layerObj.depth)

    totalDepth = layerObj.depth;

    //Offset by camera depth
    totalDepth -= cameraDepth;
    if(totalDepth < -focalLength)

    matToApply.a = 0;
    matToApply.d = 0;

    else

    if(layerObj.layerDepth)

    var sizeLockedMat = getProjectionMatrix(parent, layerObj.layerDepth);
    if(sizeLockedMat)

    sizeLockedMat.invert();
    matToApply.prependMatrix(sizeLockedMat);


    matToApply.prependMatrix(cameraMat);
    var projMat = getProjectionMatrix(parent, totalDepth);
    if(projMat)

    matToApply.prependMatrix(projMat);


    layerObj.transformMatrix = matToApply;



    //Code to support hidpi screens and responsive scaling.
    function makeResponsive(isResp, respDim, isScale, scaleType)
    var lastW, lastH, lastS=1;
    window.addEventListener('resize', resizeCanvas);
    resizeCanvas();
    function resizeCanvas()

    makeResponsive(false,'both',false,1);
    AdobeAn.compositionLoaded(lib.properties.id);
    fnStartAnimation();

    function playSound(id, loop)
    return createjs.Sound.play(id, createjs.Sound.INTERRUPT_EARLY, 0, 0, loop);

    </script>
    <!-- write your code here -->
    </head>
    <body onload="init();">
    <div id="animation_container" style="background-color:rgba(226, 197, 159, 1.00); width:747px; height:420px">
    <canvas id="canvas" width="747" height="420" style="position: absolute; display: block; background-color:rgba(226, 197, 159, 1.00);"></canvas>
    <div id="dom_overlay_container" style="pointer-events:none; overflow:hidden; width:747px; height:420px; position: absolute; left: 0px; top: 0px; display: block;">
    </div>
    </div>
    </body>
    </html>









    share|improve this question
























      0












      0








      0








      IF I run the file outside of dreamweaver, it will show my animation and works just as expected, but if i try to run it inside DreamWeaver it's not going to show the animation. below are the codes that is in the html document.
      I have tried to past the code in different under the body instead of the head, but still does not work.I want it to show the canvas html5 animation that I am expecting.



      <!-- write your code here -->
      <script src="https://code.createjs.com/createjs-2015.11.26.min.js"> </script>
      <script type="text/javascript" src="myPersonal.js"></script>

      <script>
      var canvas, stage, exportRoot, anim_container, dom_overlay_container, fnStartAnimation;
      function init()
      canvas = document.getElementById("canvas");
      anim_container = document.getElementById("animation_container");
      dom_overlay_container = document.getElementById("dom_overlay_container");
      var comp=AdobeAn.getComposition("26C21A3F1584EC4CA407BB5C25670C54");
      var lib=comp.getLibrary();
      var loader = new createjs.LoadQueue(false);
      loader.installPlugin(createjs.Sound);
      loader.addEventListener("fileload", function(evt)handleFileLoad(evt,comp));
      loader.addEventListener("complete", function(evt)handleComplete(evt,comp));
      var lib=comp.getLibrary();
      loader.loadManifest(lib.properties.manifest);

      function handleFileLoad(evt, comp)
      var images=comp.getImages();
      if (evt && (evt.item.type == "image")) images[evt.item.id] = evt.result;

      function handleComplete(evt,comp)
      //This function is always called, irrespective of the content. You can use the variable "stage" after it is created in token create_stage.
      var lib=comp.getLibrary();
      var ss=comp.getSpriteSheet();
      var queue = evt.target;
      var ssMetadata = lib.ssMetadata;
      for(i=0; i<ssMetadata.length; i++)
      ss[ssMetadata[i].name] = new createjs.SpriteSheet( "images": [queue.getResult(ssMetadata[i].name)], "frames": ssMetadata[i].frames )

      exportRoot = new lib.personal_HTML5Canvas();
      stage = new lib.Stage(canvas);
      stage.enableMouseOver();
      //Registers the "tick" event listener.
      fnStartAnimation = function()
      stage.addChild(exportRoot);
      createjs.Ticker.setFPS(lib.properties.fps);
      createjs.Ticker.addEventListener("tick", stage)
      stage.addEventListener("tick", handleTick)
      function getProjectionMatrix(container, totalDepth)
      var focalLength = 528.25;
      var projectionCenter = x : lib.properties.width/2, y : lib.properties.height/2 ;
      var scale = (totalDepth + focalLength)/focalLength;
      var scaleMat = new createjs.Matrix2D;
      scaleMat.a = 1/scale;
      scaleMat.d = 1/scale;
      var projMat = new createjs.Matrix2D;
      projMat.tx = -projectionCenter.x;
      projMat.ty = -projectionCenter.y;
      projMat = projMat.prependMatrix(scaleMat);
      projMat.tx += projectionCenter.x;
      projMat.ty += projectionCenter.y;
      return projMat;

      function handleTick(event)
      var cameraInstance = exportRoot.___camera___instance;
      if(cameraInstance !== undefined && cameraInstance.pinToObject !== undefined)

      cameraInstance.x = cameraInstance.pinToObject.x + cameraInstance.pinToObject.pinOffsetX;
      cameraInstance.y = cameraInstance.pinToObject.y + cameraInstance.pinToObject.pinOffsetY;
      if(cameraInstance.pinToObject.parent !== undefined && cameraInstance.pinToObject.parent.depth !== undefined)
      cameraInstance.depth = cameraInstance.pinToObject.parent.depth + cameraInstance.pinToObject.pinOffsetZ;

      applyLayerZDepth(exportRoot);

      function applyLayerZDepth(parent)

      var cameraInstance = parent.___camera___instance;
      var focalLength = 528.25;
      var projectionCenter = 'x' : 0, 'y' : 0;
      if(parent === exportRoot)

      var stageCenter = 'x' : lib.properties.width/2, 'y' : lib.properties.height/2 ;
      projectionCenter.x = stageCenter.x;
      projectionCenter.y = stageCenter.y;

      for(child in parent.children)

      var layerObj = parent.children[child];
      if(layerObj == cameraInstance)
      continue;
      applyLayerZDepth(layerObj, cameraInstance);
      if(layerObj.layerDepth === undefined)
      continue;
      if(layerObj.currentFrame != layerObj.parent.currentFrame)

      layerObj.gotoAndPlay(layerObj.parent.currentFrame);

      var matToApply = new createjs.Matrix2D;
      var cameraMat = new createjs.Matrix2D;
      var totalDepth = layerObj.layerDepth ? layerObj.layerDepth : 0;
      var cameraDepth = 0;
      if(cameraInstance && !layerObj.isAttachedToCamera)

      var mat = cameraInstance.getMatrix();
      mat.tx -= projectionCenter.x;
      mat.ty -= projectionCenter.y;
      cameraMat = mat.invert();
      cameraMat.prependTransform(projectionCenter.x, projectionCenter.y, 1, 1, 0, 0, 0, 0, 0);
      cameraMat.appendTransform(-projectionCenter.x, -projectionCenter.y, 1, 1, 0, 0, 0, 0, 0);
      if(cameraInstance.depth)
      cameraDepth = cameraInstance.depth;

      if(layerObj.depth)

      totalDepth = layerObj.depth;

      //Offset by camera depth
      totalDepth -= cameraDepth;
      if(totalDepth < -focalLength)

      matToApply.a = 0;
      matToApply.d = 0;

      else

      if(layerObj.layerDepth)

      var sizeLockedMat = getProjectionMatrix(parent, layerObj.layerDepth);
      if(sizeLockedMat)

      sizeLockedMat.invert();
      matToApply.prependMatrix(sizeLockedMat);


      matToApply.prependMatrix(cameraMat);
      var projMat = getProjectionMatrix(parent, totalDepth);
      if(projMat)

      matToApply.prependMatrix(projMat);


      layerObj.transformMatrix = matToApply;



      //Code to support hidpi screens and responsive scaling.
      function makeResponsive(isResp, respDim, isScale, scaleType)
      var lastW, lastH, lastS=1;
      window.addEventListener('resize', resizeCanvas);
      resizeCanvas();
      function resizeCanvas()

      makeResponsive(false,'both',false,1);
      AdobeAn.compositionLoaded(lib.properties.id);
      fnStartAnimation();

      function playSound(id, loop)
      return createjs.Sound.play(id, createjs.Sound.INTERRUPT_EARLY, 0, 0, loop);

      </script>
      <!-- write your code here -->
      </head>
      <body onload="init();">
      <div id="animation_container" style="background-color:rgba(226, 197, 159, 1.00); width:747px; height:420px">
      <canvas id="canvas" width="747" height="420" style="position: absolute; display: block; background-color:rgba(226, 197, 159, 1.00);"></canvas>
      <div id="dom_overlay_container" style="pointer-events:none; overflow:hidden; width:747px; height:420px; position: absolute; left: 0px; top: 0px; display: block;">
      </div>
      </div>
      </body>
      </html>









      share|improve this question














      IF I run the file outside of dreamweaver, it will show my animation and works just as expected, but if i try to run it inside DreamWeaver it's not going to show the animation. below are the codes that is in the html document.
      I have tried to past the code in different under the body instead of the head, but still does not work.I want it to show the canvas html5 animation that I am expecting.



      <!-- write your code here -->
      <script src="https://code.createjs.com/createjs-2015.11.26.min.js"> </script>
      <script type="text/javascript" src="myPersonal.js"></script>

      <script>
      var canvas, stage, exportRoot, anim_container, dom_overlay_container, fnStartAnimation;
      function init()
      canvas = document.getElementById("canvas");
      anim_container = document.getElementById("animation_container");
      dom_overlay_container = document.getElementById("dom_overlay_container");
      var comp=AdobeAn.getComposition("26C21A3F1584EC4CA407BB5C25670C54");
      var lib=comp.getLibrary();
      var loader = new createjs.LoadQueue(false);
      loader.installPlugin(createjs.Sound);
      loader.addEventListener("fileload", function(evt)handleFileLoad(evt,comp));
      loader.addEventListener("complete", function(evt)handleComplete(evt,comp));
      var lib=comp.getLibrary();
      loader.loadManifest(lib.properties.manifest);

      function handleFileLoad(evt, comp)
      var images=comp.getImages();
      if (evt && (evt.item.type == "image")) images[evt.item.id] = evt.result;

      function handleComplete(evt,comp)
      //This function is always called, irrespective of the content. You can use the variable "stage" after it is created in token create_stage.
      var lib=comp.getLibrary();
      var ss=comp.getSpriteSheet();
      var queue = evt.target;
      var ssMetadata = lib.ssMetadata;
      for(i=0; i<ssMetadata.length; i++)
      ss[ssMetadata[i].name] = new createjs.SpriteSheet( "images": [queue.getResult(ssMetadata[i].name)], "frames": ssMetadata[i].frames )

      exportRoot = new lib.personal_HTML5Canvas();
      stage = new lib.Stage(canvas);
      stage.enableMouseOver();
      //Registers the "tick" event listener.
      fnStartAnimation = function()
      stage.addChild(exportRoot);
      createjs.Ticker.setFPS(lib.properties.fps);
      createjs.Ticker.addEventListener("tick", stage)
      stage.addEventListener("tick", handleTick)
      function getProjectionMatrix(container, totalDepth)
      var focalLength = 528.25;
      var projectionCenter = x : lib.properties.width/2, y : lib.properties.height/2 ;
      var scale = (totalDepth + focalLength)/focalLength;
      var scaleMat = new createjs.Matrix2D;
      scaleMat.a = 1/scale;
      scaleMat.d = 1/scale;
      var projMat = new createjs.Matrix2D;
      projMat.tx = -projectionCenter.x;
      projMat.ty = -projectionCenter.y;
      projMat = projMat.prependMatrix(scaleMat);
      projMat.tx += projectionCenter.x;
      projMat.ty += projectionCenter.y;
      return projMat;

      function handleTick(event)
      var cameraInstance = exportRoot.___camera___instance;
      if(cameraInstance !== undefined && cameraInstance.pinToObject !== undefined)

      cameraInstance.x = cameraInstance.pinToObject.x + cameraInstance.pinToObject.pinOffsetX;
      cameraInstance.y = cameraInstance.pinToObject.y + cameraInstance.pinToObject.pinOffsetY;
      if(cameraInstance.pinToObject.parent !== undefined && cameraInstance.pinToObject.parent.depth !== undefined)
      cameraInstance.depth = cameraInstance.pinToObject.parent.depth + cameraInstance.pinToObject.pinOffsetZ;

      applyLayerZDepth(exportRoot);

      function applyLayerZDepth(parent)

      var cameraInstance = parent.___camera___instance;
      var focalLength = 528.25;
      var projectionCenter = 'x' : 0, 'y' : 0;
      if(parent === exportRoot)

      var stageCenter = 'x' : lib.properties.width/2, 'y' : lib.properties.height/2 ;
      projectionCenter.x = stageCenter.x;
      projectionCenter.y = stageCenter.y;

      for(child in parent.children)

      var layerObj = parent.children[child];
      if(layerObj == cameraInstance)
      continue;
      applyLayerZDepth(layerObj, cameraInstance);
      if(layerObj.layerDepth === undefined)
      continue;
      if(layerObj.currentFrame != layerObj.parent.currentFrame)

      layerObj.gotoAndPlay(layerObj.parent.currentFrame);

      var matToApply = new createjs.Matrix2D;
      var cameraMat = new createjs.Matrix2D;
      var totalDepth = layerObj.layerDepth ? layerObj.layerDepth : 0;
      var cameraDepth = 0;
      if(cameraInstance && !layerObj.isAttachedToCamera)

      var mat = cameraInstance.getMatrix();
      mat.tx -= projectionCenter.x;
      mat.ty -= projectionCenter.y;
      cameraMat = mat.invert();
      cameraMat.prependTransform(projectionCenter.x, projectionCenter.y, 1, 1, 0, 0, 0, 0, 0);
      cameraMat.appendTransform(-projectionCenter.x, -projectionCenter.y, 1, 1, 0, 0, 0, 0, 0);
      if(cameraInstance.depth)
      cameraDepth = cameraInstance.depth;

      if(layerObj.depth)

      totalDepth = layerObj.depth;

      //Offset by camera depth
      totalDepth -= cameraDepth;
      if(totalDepth < -focalLength)

      matToApply.a = 0;
      matToApply.d = 0;

      else

      if(layerObj.layerDepth)

      var sizeLockedMat = getProjectionMatrix(parent, layerObj.layerDepth);
      if(sizeLockedMat)

      sizeLockedMat.invert();
      matToApply.prependMatrix(sizeLockedMat);


      matToApply.prependMatrix(cameraMat);
      var projMat = getProjectionMatrix(parent, totalDepth);
      if(projMat)

      matToApply.prependMatrix(projMat);


      layerObj.transformMatrix = matToApply;



      //Code to support hidpi screens and responsive scaling.
      function makeResponsive(isResp, respDim, isScale, scaleType)
      var lastW, lastH, lastS=1;
      window.addEventListener('resize', resizeCanvas);
      resizeCanvas();
      function resizeCanvas()

      makeResponsive(false,'both',false,1);
      AdobeAn.compositionLoaded(lib.properties.id);
      fnStartAnimation();

      function playSound(id, loop)
      return createjs.Sound.play(id, createjs.Sound.INTERRUPT_EARLY, 0, 0, loop);

      </script>
      <!-- write your code here -->
      </head>
      <body onload="init();">
      <div id="animation_container" style="background-color:rgba(226, 197, 159, 1.00); width:747px; height:420px">
      <canvas id="canvas" width="747" height="420" style="position: absolute; display: block; background-color:rgba(226, 197, 159, 1.00);"></canvas>
      <div id="dom_overlay_container" style="pointer-events:none; overflow:hidden; width:747px; height:420px; position: absolute; left: 0px; top: 0px; display: block;">
      </div>
      </div>
      </body>
      </html>






      javascript html5-canvas






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      asked Mar 23 at 23:56









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