i edit the published files all the time. i'm not sure why you're reluctant to do that.
you can use any plain text editor. i use sublime text.
wow. maestro answered me! yay! (for real, your help in this forum is priceless).
but still... if i want to implement some code in my *.fla, (for example - particle system in my regular frame by frame animation), i need to completely rewrite the code, and fight for a weeks only for one dot, that is missing? i can edit html, and change canvas id, but if i need to make two different animations in one canvas? what can i do, i'm just animator... any possible solution will be more, than appreciated.)
any possible solution will be more, than appreciated.
Any possible solution to what? All you've presented so far is stream-of-consciousness rambling.
If you want to know how CreateJS code looks inside Animate, search these forums. There are even a couple of threads on particle systems.
i don't have an easy-to-implement answer.
there are some things that i find are easier to do using animate. but there are other things easier to implement outside animate.
i usually do whatever can be done easily in animate and then do the rest in a text editor.
a particle emitter i would think would be easier to do inside animate.
if you don't have an answer, nobody don't..)
well thanks a lot, will try something different.
ok, real question:
what i need to write in my actions panel instead of:
var canvas = document.getElementById('mycanvas');
var context = canvas.getContext('2d');
to get results, if i don't use "id" (or use default id of *fla file) in adobe animate?
The global variable "canvas" automatically points to the canvas element.
You shouldn't ever need to get the 2d context unless you're doing pixel-level operations. You're supposed to let the CreateJS API handle all the low-level details for you.