Wednesday 29 November 2017 photo 3/15
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Createjs stage size guidelines: >> http://kbk.cloudz.pw/download?file=createjs+stage+size+guidelines << (Download)
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30 May 2013 EaselJS doesn't offer a documented way of supplying your own hittest logic, so we're left with just monkey patching the _getObjectsUnderPoint method of the Stage class. What's more, EaselJS doesn't have a concept of a DisplayObject's size (unlike Flash, where we have the automatically-calculated width
I've added a resize handler to set the canvas width/height to window.innerWidth and innerHeight, but the actual canvas drawings are not scaled. I looked at the CreateJS Stage documentation and it doesn't seem to have a scaleMode or align property like AS3 Stage. It does have scaleX and scaleY.
21 Aug 2013 Bitmap, Returns the width and height of the sourceRect (if specified) or image, extending from (x=0,y=0). Sprite, Returns the bounds of the current frame. May have non-zero x/y if a frame registration point was specified in the spritesheet data. Container, Returns the aggregate (combined) bounds of all
30 Nov 2013 Your issue is with the drawing-coordinates inside your shape: Each object (Bitmap, Shape, MovieClip, ect.) in EaselJS has its' own coordinate-space. That means: If you place the shape at: 100|100 AND draw a dot at this.x|this.y (100|100) your dot will appear on the stage at 200|200 . What you should do
This example moves the shape created in the previous demo across the screen. //Update stage will render next frame createjs.Ticker.addEventListener("tick", handleTick); function handleTick() { //Circle will move 10 units to the right. circle.x += 10; //Will cause the circle to wrap back if (circle.x > stage.canvas.width) { circle.x
21 Jul 2013 It's especially expensive if you're checking the bounds in multiple places (ex. on the shape, on its parent, on the stage), because the bounds have to be recalculated for each context. So, shapes can be done, but doing it in JS is shockingly expensive, would involve a lot of added code, and honestly requires
20 Aug 2012 First, as with any other EaselJS project, we create an HTML canvas element and then we call the init() function when the page has been completely . 1) we draw the fullscreen background using the Graphics Class and the stage.canvas width and height properties to always fit the current screen resolution.
14 Jul 2013 Then multiply the overall product with 1/scaleFactor,What it will do is stretch back the pixel value to the content size,suppose your bitmap is placed on 60px then after the stage is scaled with some factor the bitmap x and y will not change but the stage cordinates will change ,so all you need is multiply your
<body onload="init();"> <canvas id="demoCanvas" width="500" height="300"></canvas> </body>. Create a function called init() and append it to either the head or body. This is where we will use EaselJS. . Define a stage by creating a new Stage instance, passing in our canvas
Example. This example creates a stage, adds a child to it, then uses Ticker to update the child and redraw the stage using update. var stage = new createjs.Stage("canvasElementId"); var image = new createjs.Bitmap("imagePath.png"); stage.addChild(image); createjs.Ticker.addEventListener("tick", handleTick); function
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