impress-2020/public/animate-test.html

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<!DOCTYPE html>
<html>
<head>
<script src="https://code.createjs.com/1.0.0/easeljs.min.js"></script>
<script src="https://code.createjs.com/1.0.0/tweenjs.min.js"></script>
<script src="/api/assetProxy?url=http://images.neopets.com/cp/items/data/000/000/564/564507_fc3216b9b8/all-item_foreground_lower.js"></script>
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</head>
<body>
<div style="display: flex; justify-content: center;">
<div
style="
width: 100%;
max-width: 600px;
border: 1px solid #aaa;
position: relative;
"
>
<div style="padding-bottom: 100%;"></div>
<canvas
id="stage-canvas"
style="
position: absolute;
left: 0;
right: 0;
top: 0;
bottom: 0;
width: 100%;
height: 100%;
"
></canvas>
</div>
</div>
<div style="margin-top: 1em; text-align: center;">
<button id="show-hide">Show/hide</button>
<button id="pause-play">Pause/play</button>
</div>
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<script>
function loadImage(src) {
return new Promise((resolve, reject) => {
const image = new Image();
image.onload = () => resolve(image);
image.onerror = (e) => reject(e);
image.src = src;
});
}
function proxyUrl(url) {
return "/api/assetProxy?url=" + encodeURIComponent(url);
}
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async function main() {
const composition = Object.values(AdobeAn.compositions)[0];
const library = composition.getLibrary();
const manifestImages = new Map(
library.properties.manifest.map(({ id, src }) => [
id,
loadImage(
proxyUrl(
"http://images.neopets.com/cp/items/data/000/000/564/564507_fc3216b9b8/" +
src
)
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),
])
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);
try {
await Promise.all(manifestImages.values());
} catch (e) {
console.error("Error loading images", e);
return;
}
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const spriteSheets = composition.getSpriteSheet();
for (const { name, frames } of library.ssMetadata) {
const image = await manifestImages.get(name);
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spriteSheets[name] = new createjs.SpriteSheet({
images: [image],
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frames,
});
}
const movieClip = new library.allitem_foreground_lower();
const canvas = document.getElementById("stage-canvas");
const stage = new library.Stage(canvas);
canvas.width = canvas.offsetWidth * window.devicePixelRatio;
canvas.height = canvas.offsetHeight * window.devicePixelRatio;
stage.scaleX =
(canvas.offsetWidth * window.devicePixelRatio) /
library.properties.width;
stage.scaleY =
(canvas.offsetHeight * window.devicePixelRatio) /
library.properties.height;
movieClip.cache(
0,
0,
library.properties.width,
library.properties.height
);
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movieClip.alpha = 0;
const tween = createjs.Tween.get(movieClip, { paused: true }).to(
{ alpha: 1 },
200
);
stage.on(
"drawend",
() => {
tween.paused = false;
},
null,
true
);
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stage.addChild(movieClip);
// FPS-ish updates with RAF! https://stackoverflow.com/a/19772220/107415
// Quite a bit going on here, the basic idea is that we want to update
// the stage _more often_ than we update the MovieClip, because we want
// fade-ins to happen with as high of a frame-rate as possible, but we
// want the movie itself to run at its canonical FPS. So, we set the
// Ticker into `requestAnimationFrame` mode to send a global tick every
// time we get to draw, and update the stage on every such tick - but
// we only let it tick its _children_ if enough time has passed since
// the last one.
const movieTickInterval = 1000 / library.properties.fps;
let lastMovieTick = performance.now();
let pauseMovies = false;
createjs.Ticker.timingMode = createjs.Ticker.RAF;
createjs.Ticker.on("tick", () => {
const now = performance.now();
const elapsed = now - lastMovieTick;
if (elapsed > movieTickInterval && !pauseMovies) {
stage.tickOnUpdate = true;
lastMovieTick = now - (elapsed % movieTickInterval);
movieClip.updateCache();
} else {
stage.tickOnUpdate = false;
}
stage.update();
});
document.getElementById("show-hide").addEventListener("click", () => {
tween.reversed = !tween.reversed;
tween.setPosition(0);
tween.paused = false;
});
document.getElementById("pause-play").addEventListener("click", () => {
pauseMovies = !pauseMovies;
});
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}
main();
</script>
</body>
</html>