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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;
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
add a comment |
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
add a comment |
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
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
javascript html5-canvas
asked Mar 23 at 23:56
user9028754user9028754
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