使用AnmiateCC html5输出与Haxe

时间:2017-03-26 10:07:17

标签: haxe createjs animate-cc

因为FLASH已经死了我有一个任务就是将一些游戏转换成html5。 图形和动画是在AnimateCC的时间轴上制作的。

到目前为止,这个过程看起来像:发布到swc / swf,FlashDevelop - > AddToLibrary,我可以访问所有对象。 当发布目标是HTML5画布时,我有两个文件:

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;

我正在寻找一种方法将thouse文件连接到haxe并访问舞台上的文件或来自库ex:new a1();

haxeLib中有createJS的外部函数,但我不知道如何在输出中使用它们。

1 个答案:

答案 0 :(得分:0)

您可以为生成的lib编写externs,例如:

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;
}

显然这可能非常繁琐,所以我为它编写了一个工具: https://github.com/elsassph/createjs-def

并在此处发布了一个完整示例:http://philippe.elsass.me/2013/05/type-annotations-for-the-createjs-toolkit/

然而,最近版本的Animate CC目前已经破解了,因为JS输出已经改变 - 需要修复它。