Convert AS2 to HTML5?

Is there any tool or software that can convert fla files with as2 to HTML5?

that's correct.  but createJS allows you to use some javascript code snippets.
anyway, you probably won't be happy with anything currently available but, google swiffy can convert some as2 code: https://www.google.com/doubleclick/studio/swiffy/gettingstarted.html

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    Question edited by: Ivan David

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  • Help Converting AS2 to AS3 Drag and Drop Event

    Hi All,
    This is the second post on help for converting AS2 to AS3. This code is used in Captivate to allow a drag and drop action between two areas (User presses down, drags, and releases in a second area - They are not dragging any object). If anyone can help me convert this please let me know.
    Source for Drag and Drop: (Note: Single MovieClip)
    // pause the Captivate movie
    _root.rdcmndPause = 1;
    // when the user's mouse is let go check if there was a successful drop
    _root.onMouseUp = function(){
              // If the source area's center coordinate is nearby the destination area's center coordinate then advance the slide
              if ( Math.abs(_root.sourceX + _root.sourceWidth  / 2 + _root.sourceParentX - (_root.destX + _root.destWidth  / 2)) < (_root.destWidth  / 2) &&
                         Math.abs(_root.sourceY + _root.sourceHeight / 2 + _root.sourceParentY - (_root.destY + _root.destHeight / 2)) < (_root.destHeight / 2) )
                        _root.rdcmndNextSlide = 1;
              } else {
                        // show error movie clip for 2 seconds (60 frames at 30 frames per second)
                        _root.showErrorMessage = 60;
      mc.onEnterFrame = function(){
              // continuously update the source area's coordinates and size
              _root.sourceX = mc._x;
              _root.sourceY = mc._y;
              _root.sourceWidth = mc._width;
              _root.sourceHeight = mc._height;
              _root.sourceParentX = _parent._x;
              _root.sourceParentY = _parent._y;
    mc.onPress = function(){
              // Uncomment following line to have control click capabilities
              //if(key.isDown(Key.CONTROL))
              // when user clicks on the source area click start the drag
                        startDrag(this);
    mc.onRelease = function(){
              // stop drag when user releases the source area
              stopDrag();
    Source for Destination Area (Single MovieClip named destArea)
    // Set a root variable to control when the error message is displayed
    _root.showErrorMessage = -1;
    // Use setCoords variable so we only set the destination coordinates once
    var setCoords = 0;
    destArea.onEnterFrame = function(){
              if (setCoords == 0){
                        // set the destination x, y, width, and height
                        _root.destX = _parent._x;
                        _root.destY = _parent._y;
                        _root.destWidth = _parent._width;
                        _root.destHeight = _parent._height;
              // destination coordinates have been set, change setCoords so it doesn't get set again
              setCoords = 1;
    Code for the Error Message (Single MovieClip named errorMessage)
    // Don't display the error message initially
    errorMessage._alpha = 0;
    errorMessage.onEnterFrame = function (){
              // If the drag and drop method detects a missed drop
              // then show this error message by setting _alpha to 100
              if (_root.showErrorMessage > 0){
                        errorMessage._alpha = 100;
                        // decrementing this variable controls the time the
                        // error message will be displayed
                        _root.showErrorMessage--;
              } else {
                        // Don't display the error message
                        errorMessage._alpha = 0;

    use:
    MovieClip(parent.parent.parent).rdcmndPause=1;
    this.addEventListener(KeyboardEvent.KEY_DOWN,keydownF);
    function keydownF(e:KeyboardEvent):void{
    fscommand("KEYPRESSED", e.keyCode);
    if(e.keyCode==32){
    MovieClip(parent.parent.parent).rdcmndNextSlide=1;

  • Convert flash to html5

    hi ,
      i want to know is there a product that can convert flash to html5, if there is , can u tell me how to get the sdk, i  want to get it if i can  via purchase , please tell me more details,thanks

    Hi junchen
    Please Refer : http://www.adobe.com/products/flash/flash-to-html5.html
    you are also welcome to contact our support team at http://adobe.ly/yxj0t6

  • How to convert flash to html5 ?

    HTML5 is here no way to avoid it. mainly if your building mobile applications but creating animation in html5 is just not that fun.I want to know how to convert flash to html5,with what can convert flash to html5 .
    Any help will be appreciated.Thank you.

    Hi
    You can convert flash swf file to html5 using either Adobe Wallaby or Google swiffy
    http://www.designscripting.com/2011/03/convert-flash-cs5-to-html5-download-wallaby/
    http://www.designscripting.com/2011/06/google-swiffy-convert-flash-to-html5-similar-to-wal laby/
    Still there are some limitations,
    Some of the features unsupported by Wallaby
    3D transforms
    ActionScript 1,2
    ActionScript 3
    Blend Modes
    Button – events
    Compiled Clips
    Components
    Inverse Kinematics
    Sound – Stream, Event
    Video – Embedded/External

  • Dummy Guide needed for converting AS2 code into AS3

    I have to convert my existing AS2 code into AS3, but I might as well be reading chinese. I never even began to learn AS3, it was still fairly new at the time and the class ended before we had an opportunity to even touch on it. My major was not web design, it was the print side of design. I took an additional class, after I graduated, to learn web design and our teacher told us, basically, that we were designers, not coders so we won't be getting much into actionscripting, beyond the basics. At the time I was relieved, but looking back, I really wish we would have gotten more into it. Bottom line, I need to learn now.
    Is there ANYONE that can help me out? I will list my code below, buy I am way beyond lost any help that can be provided, I would be so grateful!!!!
    On the main timeline I have the basic..
    stop(); -- I found the AS3 version, but I don't know what I'm looking at. I get "not_yet_set.stop()" and there are are 8 options I can choose from. I just want the timeline to stop until I tell it where to go next. And what is "not_yet_set"
    Then I have my buttons, which are, basically...
    on (release) {
    gotoAndStop("Home");
    Or "gotoAndPlay("Whatever");"
    I also have buttons for scrolling...
    on (press) {
    play();
    on (release) {
    stop();
    AND
    on (press) {
    _root.AboutMe_Controller.gotoAndPlay(…
    on (release) {
    _root.AboutMe_Controller.gotoAndStop(…
    For the on(release) command, this is what I found as the AS3 version: not_set_yet.dispatchEvent()

    because that's really as1 code, you have steeper learning curve than going from as2 to as3.
    first, remove all code from objects, assign instance names to your buttons and you can then start on as3:
    // so, if you name your home button, home_btn:
    home_btn.addEventListener(MouseEvent.CLICK,homeF);
    function homeF(e:MouseEvent):void{
    gotoAndStop("Home");
    p.s.  the not_yet_set stuff is there because you tried to use script assist or some other actionscript shortcut.

  • Please need help converting AS2 to AS3 code

    Hi, I want to convert an AS2 code to AS3. Someone can tell
    what is wrong. (it is about a speed effect) - Thanks a lot.
    mport flash.filters.BlurFilter;
    import fl.transitions.Tween;
    import fl.transitions.easing.*;
    var duration:Number = 15;
    var t1:Tween = new Tween(mcToTween1, "_x", Elastic.easeIn,
    133, 367, duration, 0);
    var t2:Tween = new Tween(mcToTween1, "blur", Elastic.easeIn,
    0, 0, 1, true);
    t1.onMotionChanged = function() {
    oldx = x;
    oldy = y;
    x = mcToTween1._x;
    y = mcToTween1._y;
    speedx = Math.round(Math.abs((x-oldx)));
    speedy = Math.round(Math.abs((y-oldy)));
    mcToTween1.filters = [new BlurFilter(speedx*2, speedy*2, 1)];
    trace(speedx);
    t1.onMotionFinished = function() {
    t1.yoyo();
    };

    use:
    MovieClip(parent.parent.parent).rdcmndPause=1;
    this.addEventListener(KeyboardEvent.KEY_DOWN,keydownF);
    function keydownF(e:KeyboardEvent):void{
    fscommand("KEYPRESSED", e.keyCode);
    if(e.keyCode==32){
    MovieClip(parent.parent.parent).rdcmndNextSlide=1;

  • Trying to convert AS2 code to AS3

    I had this code in AS2 and it worked I am trying to convert
    it to AS3 however and am stuck Please Help!!
    Thanks,
    Alex

    just add your click listeners and handlers:

  • Convert as2 code to as3 please help

    function fDieList()
        if (pDieList.length > 0)
            _root.inSFX.die.start();
            for (var _loc2 = 0; _loc2 <= pDieList.length; ++_loc2)
                pDieList[_loc2].fDie();
            } // end of for
            pDieList = [];
            actioner.pKills = true;
        } // end if
    } // End of the function
    function fDieListSetup()
        if (pDieList.length > 0)
            for (var _loc1 = 0; _loc1 <= pDieList.length; ++_loc1)
                pDieList[_loc1].fDieSetup();
            } // end of for
        } // end if
    } // End of the function
    function recur(fromx, fromy, tox, toy)
        var _loc2 = fromy;
        var _loc1 = fromx;
        var _loc3 = toy;
        if (_loc1 == tox && _loc2 == _loc3)
            return (true);
        else
            ++len;
            drum[len][0] = _loc1;
            drum[len][1] = _loc2;
            wa[_loc1][_loc2] = 1;
            if (_loc1 > tox && _loc2 > _loc3)
                if (_loc1 > 1 && wa[_loc1 - 1][_loc2] == 0)
                    ok = recur(_loc1 - 1, _loc2, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc2 > 1 && wa[_loc1][_loc2 - 1] == 0)
                    ok = recur(_loc1, _loc2 - 1, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc1 < limits && wa[_loc1 + 1][_loc2] == 0)
                    ok = recur(_loc1 + 1, _loc2, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc2 < limits && wa[_loc1][_loc2 + 1] == 0)
                    ok = recur(_loc1, _loc2 + 1, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
            else if (_loc1 <= tox && _loc2 > _loc3)
                if (_loc2 > 1 && wa[_loc1][_loc2 - 1] == 0)
                    ok = recur(_loc1, _loc2 - 1, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc1 < limits && wa[_loc1 + 1][_loc2] == 0)
                    ok = recur(_loc1 + 1, _loc2, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc2 < limits && wa[_loc1][_loc2 + 1] == 0)
                    ok = recur(_loc1, _loc2 + 1, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc1 > 1 && wa[_loc1 - 1][_loc2] == 0)
                    ok = recur(_loc1 - 1, _loc2, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
            else if (_loc1 > tox && _loc2 <= _loc3)
                if (_loc1 > 1 && wa[_loc1 - 1][_loc2] == 0)
                    ok = recur(_loc1 - 1, _loc2, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc2 < limits && wa[_loc1][_loc2 + 1] == 0)
                    ok = recur(_loc1, _loc2 + 1, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc1 < limits && wa[_loc1 + 1][_loc2] == 0)
                    ok = recur(_loc1 + 1, _loc2, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc2 > 1 && wa[_loc1][_loc2 - 1] == 0)
                    ok = recur(_loc1, _loc2 - 1, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
            else
                if (_loc2 < limits && wa[_loc1][_loc2 + 1] == 0)
                    ok = recur(_loc1, _loc2 + 1, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc1 < limits && wa[_loc1 + 1][_loc2] == 0)
                    ok = recur(_loc1 + 1, _loc2, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc2 > 1 && wa[_loc1][_loc2 - 1] == 0)
                    ok = recur(_loc1, _loc2 - 1, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end if
                } // end if
                if (_loc1 > 1 && wa[_loc1 - 1][_loc2] == 0)
                    ok = recur(_loc1 - 1, _loc2, tox, _loc3);
                    if (ok)
                        return (ok);
                    } // end else if
                } // end else if
            } // end else if
            --len;
            return (ok);
        } // end else if
    } // End of the function
    function way(fromx, fromy, tox, toy)
        len = 0;
        ok = false;
        for (i = 1; i <= limits; i++)
            for (j = 1; j <= limits; j++)
                wa[i][j] = ma[i][j];
            } // end of for
        } // end of for
        wa[fromx][fromy] = 0;
        return (recur(fromx, fromy, tox, toy));
    } // End of the function
    function init()
        var _loc2 = _root;
        scorerule = new Array(40, 50, 60, 70, 80);
        score = 0;
        totalballs = 7;
        nextballs = 3;
        limits = 9;
        kkk = 1000;
        xnext = next1._x - 19;
        ynext = next1._y + 21;
        ballsput = 0;
        drum = new Array();
        wa = new Array();
        st = new Array();
        for (i = 1; i <= limits * limits; i++)
            drum[i] = new Array(0, 0);
        } // end of for
        for (i = 1; i <= limits * limits; i++)
            wa[i] = new Array(limits + 1);
        } // end of for
        selected = new Array(0, 0);
        ma = new Array();
        for (i = 1; i <= limits; i++)
            ma[i] = new Array(limits + 1);
            for (j = 1; j <= limits; j++)
                ma[i][j] = 0;
                _loc2.inGame["balls" + i + j].x = i;
                _loc2.inGame["balls" + i + j].y = j;
            } // end of for
        } // end of for
        nextarray = new Array();
        for (i = 1; i <= nextballs; i++)
            nextarray[i] = new Array(0, 0, 0);
            attachMovie("balls", "nextballs" + i, kkk++);
            _loc2.inGame["nextballs" + i]._x = xnext;
            _loc2.inGame["nextballs" + i]._y = ynext + i * 60;
            _loc2.inGame["nextballs" + i]._xscale = 140;
            _loc2.inGame["nextballs" + i]._yscale = 140;
        } // end of for
        actioner2.swapDepths(20000);
    } // End of the function
    function generatenext()
        var _loc2 = _root;
        if (ballsput <= 81 - nextballs)
            togenerate = nextballs;
        else
            togenerate = 81 - ballsput;
        } // end else if
        for (i = 1; i <= togenerate; i++)
            do
                x = random(limits) + 1;
                y = random(limits) + 1;
            } while (ma[x][y] != 0)
            nextarray[i][0] = random(totalballs) + 1;
            nextarray[i][1] = x;
            nextarray[i][2] = y;
            _loc2.inGame["nextballs" + i].gotoAndStop(nextarray[i][0] + 1);
            _loc2.inGame["nextballs" + i].buton._visible = false;
        } // end of for
        for (i = togenerate + 1; i <= nextballs; i++)
            _loc2.inGame["nextballs" + i].gotoAndStop("blank");
        } // end of for
        nextballs3.buton._visible = false;
    } // End of the function
    function putnextballs()
        var _loc2 = _root;
        _loc2.inSFX.grow.start();
        if (ballsput <= 81 - nextballs)
            togenerate = nextballs;
        else
            togenerate = 81 - ballsput;
        } // end else if
        for (i = 1; i <= togenerate; i++)
            if (ma[nextarray[i][1]][nextarray[i][2]] == 0)
                ma[nextarray[i][1]][nextarray[i][2]] = nextarray[i][0];
            else
                do
                    x = random(limits) + 1;
                    y = random(limits) + 1;
                } while (ma[x][y] != 0)
                nextarray[i][1] = x;
                nextarray[i][2] = y;
                ma[nextarray[i][1]][nextarray[i][2]] = nextarray[i][0];
            } // end else if
            _loc2.inGame["balls" + nextarray[i][1] + nextarray[i][2]].gotoAndStop(nextarray[i][0] + 1);
            line(nextarray[i][1], nextarray[i][2], ma[nextarray[i][1]][nextarray[i][2]]);
        } // end of for
        ballsput = ballsput + togenerate;
        if (ballsput == limits * limits)
            _loc2.fEndGame();
        } // end if
    } // End of the function
    function line(x, y, c)
        var _loc4 = 0;
        var _loc6 = new Array();
        var _loc5 = new Array();
        var _loc2 = new Array();
        var _loc3 = new Array();
        for (var _loc4 = 1; _loc4 <= limits; ++_loc4)
            _loc6[_loc4] = new Array(2);
            _loc5[_loc4] = new Array(2);
            _loc2[_loc4] = new Array(2);
            _loc3[_loc4] = new Array(2);
        } // end of for
        var _loc7 = 0;
        fl = 0;
        for (var _loc4 = 1; _loc4 <= limits; ++_loc4)
            if (ma[_loc4][y] == c)
                if (fl == 0)
                    ++_loc7;
                    _loc6[_loc7][0] = _loc4;
                    _loc6[_loc7][1] = y;
                } // end if
                continue;
            } // end if
            if (_loc7 < 4)
                _loc7 = 0;
                continue;
            } // end if
            fl = 1;
        } // end of for
        st1 = 0;
        fl = 0;
        for (var _loc4 = 1; _loc4 <= limits; ++_loc4)
            if (ma[x][_loc4] == c)
                if (fl == 0)
                    ++st1;
                    _loc5[st1][0] = x;
                    _loc5[st1][1] = _loc4;
                } // end if
                continue;
            } // end if
            if (st1 < 4)
                st1 = 0;
                continue;
            } // end if
            fl = 1;
        } // end of for
        fl = 0;
        st2 = 0;
        imin = x;
        for (jmin = y; imin > 1 && jmin > 1; jmin--)
            --imin;
        } // end of for
        imax = x;
        for (jmax = y; imax < limits && jmax < limits; jmax++)
            ++imax;
        } // end of for
        if (imin == 1)
            for (var _loc4 = imin; _loc4 <= imax; ++_loc4)
                if (ma[_loc4][jmin + _loc4 - 1] == c)
                    if (fl == 0)
                        ++st2;
                        _loc2[st2][0] = _loc4;
                        _loc2[st2][1] = jmin + _loc4 - 1;
                    } // end if
                    continue;
                } // end if
                if (st2 < 4)
                    st2 = 0;
                    continue;
                } // end if
                fl = 1;
            } // end of for
        else
            for (var _loc4 = jmin; _loc4 <= jmax; ++_loc4)
                if (ma[imin + _loc4 - 1][_loc4] == c)
                    if (fl == 0)
                        ++st2;
                        _loc2[st2][0] = imin + _loc4 - 1;
                        _loc2[st2][1] = _loc4;
                    } // end if
                    continue;
                } // end if
                if (st2 < 4)
                    st2 = 0;
                    continue;
                } // end if
                fl = 1;
            } // end of for
        } // end else if
        fl = 0;
        st3 = 0;
        imin = x;
        for (jmin = y; imin > 1 && jmin < limits; jmin++)
            --imin;
        } // end of for
        imax = x;
        for (jmax = y; imax < limits && jmax > 1; jmax--)
            ++imax;
        } // end of for
        if (imin == 1)
            for (var _loc4 = imin; _loc4 <= imax; ++_loc4)
                if (ma[_loc4][jmin - _loc4 + 1] == c)
                    if (fl == 0)
                        ++st3;
                        _loc3[st3][0] = _loc4;
                        _loc3[st3][1] = jmin - _loc4 + 1;
                    } // end if
                    continue;
                } // end if
                if (st3 < 4)
                    st3 = 0;
                    continue;
                } // end if
                fl = 1;
            } // end of for
        else
            for (var _loc4 = jmax; _loc4 <= jmin; ++_loc4)
                if (ma[jmin - _loc4 + jmax][_loc4] == c)
                    if (fl == 0)
                        ++st3;
                        _loc3[st3][0] = jmin - _loc4 + jmax;
                        _loc3[st3][1] = _loc4;
                    } // end if
                    continue;
                } // end if
                if (st3 < 4)
                    st3 = 0;
                    continue;
                } // end if
                fl = 1;
            } // end of for
        } // end else if
        destroyed = 0;
        if (_loc7 >= 4)
            for (var _loc4 = 1; _loc4 <= _loc7; ++_loc4)
                pDieList.push(_root.inGame["balls" + _loc6[_loc4][0] + _loc6[_loc4][1]]);
                ma[_loc6[_loc4][0]][_loc6[_loc4][1]] = 0;
            } // end of for
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