Javascript :: Porting An HTML5 Canvas WebGL Game To Flash
Sep 23, 2011
I had created an HTML5 Canvas WebGL game in January for the Mozilla Game On 2010 competition (pretty late, I know - I never released it until yesterday). Now I want to port it to Flash ActionScript 3.0 for a college assignment.I'm well versed with both static languages like C/C++ and Java; and dynamic languages like Python and JavaScript. However I don't know ActionScript, but since it's a subset of ECMAScript it should be pretty easy to understand.I want to learn programming in ActionScript 3.0 so that I may be able to port my game in Flash. To be more specific, I want to know more about:How is ActionScript different from Browser and Server-Side JavaScript, and basics.OpenGL programming in ActionScript (including loading textures, shaders, etc).How to create a HUD in Flash using a 2D HTML5 Canvas like API (in my game I have 2 canvases, one for the 3D game and another overlaying it for the heads-up display).Support for vector and matrix calculations in ActionScript.How to load assets like audio and sprites in Flash.It would be even more helpful if you would check my source code in JavaScript and suggest the best possible way for me to tackle this problem.The code for the main game engine and the game itself may be found in my Github repository.
I want to make a free game with flash. Several month ago, I created a free game with html5 canvas. But unfortunately, most of people who access the page of the game use old version IEs and they can not play the html5 canvas game. So I want make flash version of it.
Can I use Flash builder to create flash game? Or I have to buy Flash professional? Or are there other good softwares? I hope I could create flash games with Flash builder, because Flash pro is much more expensive than Flash builder. If I have to buy Flash pro, I'll buy it. But is it normal to pay more than 600 dollars for developing a free game? There are a lot of free flash games on the Internet. Did their developers pay 600 dollars to create their free games?
I built a prototype in Adobe Flex, they (customers) liked it. Everything was fine until they later told me that iPads / iOS needs to be supported too.I checked out Adobe's Packager for iPhone. We're evaluating that and we will know if it works out in a couple of days. (We need to get through Apple's red tape and certificates raj so this angle is delayed by a few days!)
There is a growing voice for using HTML5/Canvas as a technology platform itself. And despite being quite proficient in Flex, I think this makes sense.
I'm in need of a HTML5 library that can:
Render "widgets" i.e. containers with forms and components(this should be easy and possible using POHJC - Plain old HTML,JavaScript and CSS )Provide a Tree like control for laying out some data Provide a Canvas where data structures can be represented as basic shapes Provide drag and drop capabilities between Trees, Buttons and Canvas Provide some sort of Tab Navigator container (I guess JQuery works here) Interact with back-end services (JSON/XML calls will be okay, but mapping directly with back-end entities will be awesome!)Renders on latest versions of major browsers, Android OS and iOS (WebKit for mobile?)
I'm ready to give JQuery & JQuery UI a try. I looked at Sencha / ExtJS but it seems we need to maintain two code bases one for normal browsers and the other for mobiles (is that correct?)Single code base, I don't want to suggest to them that multiple code bases for the client need to be maintained. That's a last resort option and would lead to complete ruling out of HTML5 with Flash apps and native apps being developed.Canvas capabilities - I don't want to work with raw canvas and shape tags. This too is a last resort option. Is there any abstraction available?
I am developing a web based multi-player board game and wondering what the best language for the UI would be? Its a board game similar to Go but a lot simpler.I have two options flash or the much touted HTML5 with JS. I have to learn both though I have basic knowledge of JS.The problem with flash is I have to pay for the server component but the UI development could be easier and have a richer look and feel to it. With HTML5 + JS there is no cost involved but the UI development I feel will be clunky and not smooth. This I am not sure.
I've been doing Flash for couple of months and I love it. I can easily use a rectangle tool to draw a rectangle and do shape/motion tweening within seconds.
Lots of people are talking about HTML5 vs Flash nowadays and I took a look on HTML5 Canvas today. To my surprised, I see whole bunch of "code". It's so complicated, they need to make a lot of calls (fill, stroke, moveto, closepath etc...) to make a simple shape. And even dozens lines of code mixing with javascript to do a simple movement???
Am I missing something? It'll make animation 10x more complicated with HTML5 Canvas than Flash.
porting a SHA-512 implemention in Javascript to Actionscript.Since both Javascript and Actionscript share the same origin, I think porting it will be easy for people who are used to Actionscript.The code for sha512 in javascript can be found here: http:[url].......
Has anyone used this conversion option with any success? The last thing I remember reading about it was that Apple was making it so that you could not. You could not sign up as a developer unless you used their iOS specifically?
So now Adobe has pulled the plug on Mobile Flash and are pushing more for HTML5, and Silverlight has pulled the plug too, what's next for interactive video content. So if they die out (as they are currently trying to do) how do we access web cams (or even phone cams) on websites. The HTML5 Media Capture looks like it doesn't support streams only Files, so that could be out, is there any alternatives at the moment, or in the near future?
I am trying to capture the microphone and send the recording to my server.. I tried this method here but it records only a big WAV and the upload can be slow sometimes. Is there a way to capture the voice and compress it on the client side? Best method would be to send the recording while recording, but I have no Idea if this is possible. (It works for YouTube Live Webcam recording, it must work for Audio only too..)
I have a HTML5 video with jquery hooking into the player like so: video.currentTime += 1; But when IE comes along and insists on using Flash plugins, none of my JQ will work - How am i supposed to control the video when Flash takes over from HTML5?
The player im falling back to is JQplayer as "player.swf"
I would like to create a multiplayer online game (tic-tac-toe/chess) and i am not sure which language to use. I am familiar with JS/PHP and heard about comet Does comet stand a chance against Flash, if yes whats the limitations except the lack of smooth animations like flash allows? What are the differences regarding resources and memory needed? SECURITY: Is it possible to create Flash-games without any chance to modify (flash-)cookies etc... for cheating? i know lot of questions, i do hope for your recommendations into the reight direction.
I have a generalized media player web app that I wish to be able to use flash in. The client uploads the flash to a particular directory, and a webpage is produced automatically that houses that flash file. The output of this process currently looks something like this:
I am trying to get the flash to display using the original canvas size (540 x 400 by default) but every time I load this in chrome I get 300 x 150 and in IE the box is square.
how to get it to render using the flash canvas size?
Does html5 developers animate vector graphics in any way? I'm talking about straight key-frame vector animation, such as what flash does. Is the way to do this basically using javascript to manipulate SVG graphics such as what [URL] does? which is a bit weird to me since it's been supported in browsers for quite some time) or does html5/canvas lend itself someway to vector graphics animation? I'm just trying to understand what's the "new" way developers will animate vectors on the web if/when flash plug-in eventually dies.
I need Flex code to support HTML5 File API. Because I need to support File API feature for those browsers that did not support File API. Do you have any code or link?
I'm looking for javascript libraries and code that can simulate localStorage on browsers that do not have native support.Basically, I'd like to code my site using localStorage to store data and know that it will still work on browsers that don't natively support it. This would mean a library would detect if window.localStorage exists and use it if it does. If it doesn't exist, then it would create some sort of fallback method of local storage, by creating its own implementation in the window.localStorage namespace.I understand that Flash and Silverlight can be used for local storage as well, but haven't found anything on using them as a fallback for standard HTML5 localStorage. Perhaps Google Gears has this capability too?Please share any related libraries, resources, or code snippets that you've found! I'd be especially interested in pure javascript or jquery-based solutions, but am guessing that is unlikely.
How would one go about caching / managing many large files (videos) on a user's computer via browser mechanisms (plugins are acceptable solutions). From what I can tell, local storage is about database type data, not files.
I know it is not right out of the box, but is there a hack anywhere that uses javascript, php, or even flash to play the MP4s if the html5 video tag isn't supported?
I'm creating my first web application and I'm really confused as to what technology to go for. My application needs to look serious (like an application), it doesn't need many colorful graphical interfaces. It only needs a toolbar, a tab bar, a split panel (preferably 3 columns), an easily-formatable text field, and a status bar. It will connect to a MySQL database through PHP (unless I go for GWT). Users will upload files. My evaluation of the options:
Flex: Probably the easiest to develop but I'm pretty sure my application is something one would use on an iPad and with Flash's future on the iPad still unsure, I don't want to take the risk, otherwise Flex would've been my choice. jQuery: I've heard a lot about it and a lot of people recommend but I don't know how easy it is to use and how customizable the look of my app is. GWT: The problem with GWT is that it doesn't have many widgets. Another problem is that I'm gonna have to host the files in AppEngine's datastore and transfer them back and forth to a web server that will do operations on them (I need to process them) which adds more traffic and slows the process which worsens the user experience. Closure: It has a nice toolbar and a nice text field. I'm not sure how easy it is to use. Plus, I read an article that makes it sound really bad.
we have a number of SWFs we want to repurpose as Android apps, but are having trouble finding some information.
I realise that Android is spread across a lot of different Hardware but are there any standardised resolutions? If not how would you go about resizing the Stage depending on the screen?
Secondly can SWFs be uploaded to the Android store and if not what is the best way to mantain the SWF functionality whilst converting it to a format that can?
I'm working on a flash gaming site, BeardedGames.com. I just recently implemented a "Panic" button that makes the entire site display: none and display: block's a iframe with a allowed in school website of the user's choice.It works well so far, but the user's flash game still runs in the background while hidden. Is there a way to pause (not reset) the game, that will work on most, if not all, flash games? It needs to be accessible from javascript (possibly just javascript, or a flash wrapper?), and it has to work in IE 6 and greater (I know... I know. Can't help it.).Failed to make it clear that the user must be able to "un-pause" their game after the unpanic button is pressed.I haven't made these games, these are already made games like linerider.
I'm just trying to understand how once HTML5 enters the picture, the current concerns about browser incompatibility and other issues go away? Wouldn't HTML5 simply add another set of browsers to the large list of current browsers that the application must target?
That is, assuming the enterprise web app requires one of these new HTML5 features (e.g. playing audio and/or video, integrating SVG or vector graphics, etc.). If such a feature isn't critical then graceful degradation may be acceptable and then my question is moot.
But for those apps that require one of these new HTML5 features, are you planning to support older browsers, or expecting it's acceptable to restrict to HTML5 browsers because the enterprise in question has made one of them their new corporate standard (or other scenario, etc.)?
I have an xml gallery sort of that works fine when I have the code not as a class, in first frame in Flash. So I decided I wanted to port it into a class and the problem I get is at: thumb = new Thumbnail(xmlList[i].image); It expects 0 arguments. How come that line of code works in first frame in flash but not as a class? There is a movieclip in the library called thumb with linkage of Thumbnail.
Below if the code when used in first frame: PHP Code: var urlRequest:URLRequest = new URLRequest("pics.xml"); var urlLoader:URLLoader = new URLLoader(); var xml:XML; var xmlList:XMLList; urlLoader.load(urlRequest); [Code] .....
i have a small requirement. like i am currently working on a games website in which whenever i open the game a flash preloader needs to open first and hide the game file while the flash preloader loads. once the flash preloader completes its loading then immediately the game content need to display. i heard it can be done using javascript,ajax.
i'm trying to find something that can boost Flash display performance. I nicely ended up with WebGL, promoted by the guys behind OpenGL. I wonder if the WebGL can in any way be ported or used with actionscript 3.0. I saw someone have created plugin to use flash with Unity 3D, but it's a little complicated to manage and too little "tricky" for me. How hard could be create WebGL extensions or classes for actionscript? Any guru here that want to start doing something?
I get a JavaScript error when I try to "Export as HTML5". It says "At line 28 of file "Users/......./Export as HTML5 (Swiffy).jsfl": exportSWF: Argument number 1 is invalid. Line 28 reads