Reputation: 1
Because FLASH is Dead I have a mission to convert some games to work as html5. Graphics and animation is made on timeline in AnimateCC.
Until now the process looks like: publish to swc/swf, FlashDevelop -> AddToLibrary and I've access to all the objects. When publish target is HTML5 canvas I have two files:
testHaxe.html
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>testHaxe</title>
<script src="https://code.createjs.com/createjs-2015.11.26.min.js"></script>
<script src="testHaxe.js"></script>
<script>
var canvas, stage, exportRoot;
function init() {
canvas = document.getElementById("canvas");
images = images||{};
var loader = new createjs.LoadQueue(false);
loader.addEventListener("fileload", handleFileLoad);
loader.addEventListener("complete", handleComplete);
loader.loadManifest(lib.properties.manifest);
}
function handleFileLoad(evt) {
if (evt.item.type == "image") { images[evt.item.id] = evt.result; }
}
function handleComplete(evt) {
exportRoot = new lib.testHaxe();
stage = new createjs.Stage(canvas);
stage.addChild(exportRoot);
stage.update();
createjs.Ticker.setFPS(lib.properties.fps);
createjs.Ticker.addEventListener("tick", stage);
}
</script>
</head>
<body onload="init();" style="background-color:#D4D4D4;margin:0px;">
<canvas id="canvas" width="550" height="400" style="background-color:#FFFFFF"></canvas>
</body>
</html>
testHaxe.js
(function (lib, img, cjs, ss) {
var p; // shortcut to reference prototypes
lib.webFontTxtFilters = {};
// library properties:
lib.properties = {
width: 550,
height: 400,
fps: 24,
color: "#FFFFFF",
webfonts: {},
manifest: [
{src:"images/Bitmap1.png", id:"Bitmap1"}
]
};
lib.webfontAvailable = function(family) {
lib.properties.webfonts[family] = true;
var txtFilters = lib.webFontTxtFilters && lib.webFontTxtFilters[family] || [];
for(var f = 0; f < txtFilters.length; ++f) {
txtFilters[f].updateCache();
}
};
// symbols:
(lib.Bitmap1 = function() {
this.initialize(img.Bitmap1);
}).prototype = p = new cjs.Bitmap();
p.nominalBounds = new cjs.Rectangle(0,0,103,133);
(lib.в1 = function(mode,startPosition,loop) {
this.initialize(mode,startPosition,loop,{});
// Warstwa 1
this.instance = new lib.Bitmap1();
this.instance.setTransform(-2,-2);
this.timeline.addTween(cjs.Tween.get(this.instance).wait(1));
}).prototype = p = new cjs.MovieClip();
p.nominalBounds = new cjs.Rectangle(-2,-2,103,133);
// stage content:
(lib.testHaxe = function(mode,startPosition,loop) {
this.initialize(mode,startPosition,loop,{});
// Layer 1
this.instance = new lib.в1();
this.instance.setTransform(85,90,1,1,0,0,0,49.5,64.5);
this.timeline.addTween(cjs.Tween.get(this.instance).wait(1));
}).prototype = p = new cjs.MovieClip();
p.nominalBounds = new cjs.Rectangle(308.5,223.5,103,133);
})(lib = lib||{}, images = images||{}, createjs = createjs||{}, ss = ss||{});
var lib, images, createjs, ss;
I'm looking for a way to connect thouse files into haxe and access files on Stage or from library ex: new a1();
There are externs for createJS in haxeLib but I don't know how to use them with this output.
Upvotes: 0
Views: 200
Reputation: 2631
You can write externs for your generated lib, eg.:
package lib;
import createjs.MovieClip;
@:native("lib.B1")
extern class B1 extends MovieClip {
}
@:native("lib.testHaxe")
extern class TextHaxe extends MovieClip {
public var instance:B1;
}
Obviously that could be very tedious so I wrote a tool for it: https://github.com/elsassph/createjs-def
And posted a complete example here: http://philippe.elsass.me/2013/05/type-annotations-for-the-createjs-toolkit/
However it's currently broken for recent versions of Animate CC because the JS output has changed - it needs to be fixed.
Upvotes: 0