EaselJS | Easel Javascript | Animation library
kandi X-RAY | EaselJS Summary
kandi X-RAY | EaselJS Summary
EaselJS is a library for building high-performance interactive 2D content in HTML5. It provides a feature-rich display list to allow you to manipulate and animate graphics. It also provides a robust interactive model for mouse and touch interactions. It is excellent for building games, generative art, ads, data visualization, and other highly graphical experiences. It works well alone, or with the rest of the CreateJS suite: SoundJS, PreloadJS, and TweenJS. It has no external dependencies, and should be compatible with virtually any framework you enjoy using.
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Top functions reviewed by kandi - BETA
- Constructs a Stage .
- Represents a display object .
- Initialize a new BitmapCache object .
- The MovieClip constructor
- Represent a stage .
- Constructs a new SpriteSheets object .
- Creates a new Event .
- Creates a new Graphics .
- Create a Spriteheet instance .
- Represents a Spriteheet .
EaselJS Key Features
EaselJS Examples and Code Snippets
Community Discussions
Trending Discussions on EaselJS
QUESTION
I'm using Adobe Animate HTML5 Canvas. EaselJS would also apply.
How can I check if a symbol/MC is a child of another symbol/MC?
So a symbol/MC is added as a child of lensParentLeft
in the following. I then want to check if it is a child of that parent in a later function:
ANSWER
Answered 2022-Feb-28 at 07:37This worked for me:
QUESTION
I have a project in CreateJS which I'd like to remake without CreateJS, but it seems that all my images are in an EaselJS shape format. For example:
...ANSWER
Answered 2020-Nov-13 at 19:12You can export any EaselJS DisplayObject by caching it, and then exporting the dataURL. Note that you have to know the raw bounds. If you want a larger cache of it, just increase the scale
parameter.
QUESTION
I'm new to EaselJS and I have a stage with bitmaps and I need to add painting functionality so shapes can be drawn on top of bitmaps.
The paint function needs stage.autoClear = false to create the shape. This code forces ALL the elements on the stage (including bitmaps) to be redrawn. But the existing bitmaps on the stage should not be redrawn.
The bitmaps are in container which is a child of stage. This is what I have (much of it from https://github.com/CreateJS/EaselJS/blob/master/examples/CurveTo.html):
...ANSWER
Answered 2020-Oct-25 at 19:40You can't conditionally choose what gets redrawn to a stage.
The best option you have is to have a separate canvas/cache that you continuously draw to, and then add it as the source of a bitmap that is on your main stage. Caching basically does this for you.
An easy approach is to put your auto-draw content into a Container, and cache()
it:
QUESTION
I'm trying to make a game with EaselJS, and since it's [current year], I'm using TypeScript. There are "official" types that I'm using from here, but I can't get it working together with parceljs. If I import the types, parcel fails. If I import without types, parcel is happy (and my build works), but I've got no types in VS Code.
Here's my import, which works for the parcel build:
...ANSWER
Answered 2020-Jul-21 at 01:22I found a workaround. Use the createjs-module package instead, and use this as your import statement:
QUESTION
I am adopting easeljs from raw canvas programming, one feature that has me stuck is how to resize the stage when the browser window resized.
I just listen to the resize event of the window and change the canvas size accordingly, I have simplified the example to cover the complete window.
...ANSWER
Answered 2020-May-24 at 18:07I found the culprit. jQuery
jQuery.width()
(and jQuery.height()
) implementation uses CSS styling to change the width of the element selected, which is not correctly interpreted by easeljs.
The solution was simply to direct change of the width of the element without using jQuery
change the line
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