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
Similar Messages
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Does Lightroom 5 convert slideshows to HTML5?
I am looking at buying Photoshop Lightroom 5, but only if it makes or converts slideshows to HTML5.
Can this be done.
Question edited by: Ivan DavidActually, yes - sortof: a new feature of Lightroom 5 supports "correcting" aspect ratio (see manual lens corrections in develop module) which can make people look skinnier all over - i.e. it's not "selective" (you can't target body regions, or individual persons) like the advanced tools in Photoshop (e.g. liquify), but if it's all you need..
-
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; -
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,thanksHi 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,
Alexjust 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
destroyed = destroyed + _loc7;
score = score + scorerule[_loc7 - 4];
} // end if
if (st1 >= 4)
for (var _loc4 = 1; _loc4 <= st1; ++_loc4)
pDieList.push(_root.inGame["balls" + _loc5[_loc4][0] + _loc5[_loc4][1]]);
ma[_loc5[_loc4][0]][_loc5[_loc4][1]] = 0;
} // end of for
destroyed = destroyed + st1;
score = score + scorerule[st1 - 4];
} // end if
if (st2 >= 4)
for (var _loc4 = 1; _loc4 <= st2; ++_loc4)
pDieList.push(_root.inGame["balls" + _loc2[_loc4][0] + _loc2[_loc4][1]]);
ma[_loc2[_loc4][0]][_loc2[_loc4][1]] = 0;
} // end of for
destroyed = destroyed + st2;
score = score + scorerule[st2 - 4];
} // end if
if (st3 >= 4)
for (var _loc4 = 1; _loc4 <= st3; ++_loc4)
pDieList.push(_root.inGame["balls" + _loc3[_loc4][0] + _loc3[_loc4][1]]);
ma[_loc3[_loc4][0]][_loc3[_loc4][1]] = 0;
} // end of for
destroyed = destroyed + st3;
score = score + scorerule[st3 - 4];
} // end if
if (destroyed >= 10)
--destroyed;
} // end if
ballsput = ballsput - destroyed;
scoretxt = score;
if (destroyed != 0)
fDieListSetup();
_root.inSFX.pickup.start();
} // end if
return (destroyed != 0);
} // End of the function
function fromactioner(fromx, fromy, tox, toy)
var _loc3 = toy;
var _loc2 = tox;
var _loc4 = fromy;
ma[_loc2][_loc3] = ma[fromx][_loc4];
ma[fromx][_loc4] = 0;
_root.inGame["balls" + fromx + _loc4].gotoAndStop("blank");
_root.inGame["balls" + fromx + _loc4].ball.gotoAndStop(1);
_root.inGame["balls" + _loc2 + _loc3].gotoAndStop(ma[_loc2][_loc3] + 1);
_root.inGame["balls" + _loc2 + _loc3].ball.gotoAndStop(1);
selected[0] = 0;
selected[1] = 0;
line(_loc2, _loc3, ma[_loc2][_loc3]);
actioner.gotoAndPlay(2);
} // End of the function
function move(fromx, fromy, tox, toy)
var _loc2 = _root;
var _loc3 = false;
if (way(fromx, fromy, tox, toy))
_loc3 = true;
fromactioner(fromx, fromy, tox, toy);
_loc2.inGame["balls" + _loc2.inGame.drum[ii][0] + _loc2.inGame.drum[ii][1]].gotoAndStop("blank");
} // end if
return (_loc3);
} // End of the function
function movetest(fromx, fromy, tox, toy)
var _loc1 = false;
if (way(fromx, fromy, tox, toy))
_loc1 = true;
} // end if
return (_loc1);
} // End of the function
pLastClicked = "none";
pLastClickedType = 1;
pClicked = false;
pDieList = [];
init();
generatenext();
putnextballs();
generatenext();
stop ();Zhanbolat,
In theory, conversion of this code is not difficult, especially because it is clear what the logic is designed to do. The issue is that you will not have an expected result once only this code is converted in isolation. This puppy uses some other objects that are written in AS2 including entities in the FLA library.
In short, it looks like this application needs a total overhaul at every level in order for it to properly function as an AS3 program.
With that said, although this is, again, not a difficult task, it is unlikely to find someone to do it for free. You may have a better luck if you start conversion yourself and post focused questions as you go. -
I have a swf (written in AS3) that loads other swfs into it.
There are no issues when loading other AS3 swfs but there is a
problem loading AS2 swfs. I get the following error:
TypeError: Error #1034: Type Coercion failed: cannot convert
flash.display::AVM1Movie@35d3a51 to flash.display.MovieClip.
Is there any way to convert the AS2 swf into a AS3 swf so it
will be compatible with my loader? I cannot go back and change the
AS2 swfs because I do not have the fla files. Or is there any way
to incorporate AS3 code that will load AS2 swfs properly? It seems
hard to believe that Adobe would neglect this backwards
compatibility issue. ThanksHello Andrei1,
Thanks for looking at my simple AS3 code. The AS2 swfs that
I've been working (and having difficulties) with are components
that I've purchased from places like www.flashden.com. Some are
image transitions (such as "Dynamic Image Draw found at
http://www.flashden.net/item/dynamic-image-draw/7532)
while another is used to create a looped banner rotator animation
(IMG_loop, a free d/l from www.afcomponents.net). I have another
that uses an .xml file to configure a slideshow animation.
You mention "needing to do more" if AS2 scripts inside its
swf are to be run by the parent AS3 fla; what would these lines of
code be?
In researching my problem further I've since realized that
most of these issues deal both with the version of AS used, as well
as the version of the Flash player the fla is set up to animate
for. In particular, the "Dynamic Image Draw" component requires
that Flash Player 8 or 9 be used with AS2.
Given that many of my purchased components are like this,
I've since changed my main fla movie from AS3 back to AS2 and have
learned that the scripting needed to call individual multiple swfs
into it at various points in the timeline is MUCH simpler!!!!! One
single, easily interpreted, line of code vs. 5 lines using
variables and much more arcane (to me) function calls.
I started my file with AS3 figuring that I'd be better off
learning the new version of the language; much stress and
forehead-rubbing later, I've seen just how much easier and
understandable AS2 is to learn.
I recognize that there are likely very strong arguments for
the more structured coding approach used by AS3, but for someone
like me who wants to generate customized Flash presentations with
little fuss, I'm not qualified to make them.
Perhaps this is a no brainer for those many flash gurus out
there, but for me this tiny bit of wisdom has been hard fought for!
That being said, is there an easy way to convert a swf file
created using AS2 to something that AS3 can work/interact with?
I've come across a free d/l product called actionscript bridge, but
haven't been able to understand how to get it to work. -
Exporting/ Sharing - Converting Numbers to HTML5?
Is there a way - or a utility / app - to convert a numbers file to HTML5?
I have a lot of numbers spreadsheets that contain popups, checkboxes, etc - and none of it will convert to Excel. I need to be able to exchange my files with other users, some of which don't have Numbers.
Any suggestions for alternative ways to share are welcomed - provided I can maintain all my popups and other features. Thanks in advance.If you need to share with others it is important to settle on THAT before you develop the solution. That said I am not aware of a translator.
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Hi I am new to flash AS3. I have a program in AS2 and wants to convert it in AS3. I change the settings from File->Publish Settings. and selected "Flash player 9 and Action Script 3" and after that I am getting some error message and WARNING
WARNING: Actions on button or MovieClip instances are not supported in ActionScript 3.0. All scripts on object instances will be ignored.
WARNING: Text field variable names are not supported in ActionScript 3.0. The variable 'NumResults' used for an unnamed text field will not be exported.
Please suggest me how do I resolve this WARNINGs.You are likely to find those are just a few top level errors/warnings you'll get when you try to turn an AS2 file directly into an AS3 file. There's probably a long line of others regarding syntax and properties that will pop up once you start trying to compile the file.
AS3 does not allow code to be attached to objects like earlier versions of AS did, so you need to find each object (usually buttons) that has code attached to it, give instance names to those objects, and create that code as event listener/handler pairs.
AS3 does not allow textfields to carry vars as identifiers, so again you need to assign instance names to the textfields and use the "text" property to assign or read String values to/from them. So if you have variables that relate to textfield values, then those variables have to be equated to the text property of the textfields... var textVar = text_field.text OR text_field.text = textVar -
So I made this basic game a few years ago which was in AS2 and Flash 6. Now I want to convert this game from AS2 to AS3 but I have no idea where to start. The code is approximalty 4k lines long and I don't know what to change to make it work in AS3. What do you guys suggest?
Are you using external .as files and classes or are you using frame scripts directly in the timeline? Are you used to any other object oriented programming languages? Knowing more about other languages you might know would help a lot.
AS2 very informal and specialized to Flash. It relates to pretty much no other language out there, like JavaScript seldom relates. They're c-esque but only in a very distant 3rd cousin style.
AS3 is much more OOP oriented and typed versus the less formal, error-prone loose dynamic nature of AS2. While your game would benefit greatly from the speed increases and error reduction, I think you're really swinging for the fence on this one. While some classes may resemble their AS2 counterpart and the core global functions work the same, everything else is different. Starting off trying to convert 4,000 lines of code is a little steep.
As mentioned, the resources to learn AS3 are excessive and plentiful from video training to tutorials to the API reference itself. Google has it all.
I think you really should lower your target and just try some really simple, basic things. Draw a shape, add a listener, do something basic when clicked, etc. You'll get a good idea of how different things are with the new display list rather than tearing your hair out converting your as2 game. -
Exporting or Converting video to HTML5 format?
Hi all. I was wondering if there was a way to Export or Convert a video into HTML5 playable formats with Premiere Pro CS5 & CS5.5? ie: .mp4, Theora .OGG, .WebM(vp8)...I tried exporting it before but did not find any options that were suitable. Thanks in advance.
Thanks Jim. I exported the video with the H.264 and it worked in the browsers no problem. Sucks that it doesnt have the other options in Premiere yet but I managed to find a video converter that did the job. Thanks again.
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Can we convert .swf to HTML5 using Captivate ?
Hi All,
I want to know how I can convert the existing .swf files to HTML5. Can I do it using captivate ?
If this can't be done then can i import existing flash code into captivate and then create it to HTML5 ?
Thanks,
NibsNo to your first question. Captivate will not convert an SWF to HTML5.
Cannot say for your second question. It would depend what the AS3 code you imported was trying to do. But the answer is also probably No.
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