From the script in the html page, I'm trying to control what happens in the Adobe Animate CC animations I've created. For example, here you'll see a script that doesn't work that's trying to tell the ship animation to gotoAndPlay(5). Anyhow, the ship animation is not responding to that. I'm guessing it's because I'm not addressing/naming it correctly. Help me talk to my animations. See the code below.
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Lets talk to each other</title>
<script src="http://code.createjs.com/easeljs-0.8.1.min.js"></script>
<script src="http://code.createjs.com/tweenjs-0.6.1.min.js"></script>
<script src="http://code.createjs.com/movieclip-0.8.1.min.js"></script>
<script src="ship.js"></script>
<script src="car.js"></script>
<script>
function init () {
var canvas, stage, exportRoot;
canvas = document.getElementById("canvas_ship");
exportRoot = new libs_ship.ship();
stage = new createjs.Stage(canvas);
stage.addChild(exportRoot);
stage.update();
createjs.Ticker.setFPS(libs_ship.properties.fps);
createjs.Ticker.addEventListener("tick", stage);
canvas = document.getElementById("canvas_car");
exportRoot = new libs_car.car();
stage = new createjs.Stage(canvas);
stage.addChild(exportRoot);
stage.update();
createjs.Ticker.setFPS(libs_car.properties.fps);
createjs.Ticker.addEventListener("tick", stage);
}
function Tell_Canvas_Ship_to_gotoAndPlay5(){
canvas_ship.gotoAndPlay(5);
}
</script>
</head>
<body onload="init();" style="background-color:#D4D4D4">
<canvas id="canvas_ship" width="300" height="250" style="background-color:#FFFFFF"></canvas>
<canvas id="canvas_car" width="300" height="250" style="background-color:#FFFFFF"></canvas>
</body>
</html>
I've received help and will now share the answer. You are welcome. Just invite me over for breakfast sometime.
In Adobe Animate, you'll need to change the library namespace (in the Publish settings in the Advanced tab I think) to lib_jerry or whatever custom name you come up with... so long as it's different than the other animation. Then just follow the setup in this code. You can call the functions from within the Animate animations.
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Container</title>
<script src="https://code.createjs.com/createjs-2015.11.26.min.js"></script>
<script src="tommy.js"></script>
<script src="jerry.js"></script>
<script>
var canvas, stage, tomtom, jerjer;
function init() {
var exportRoot;
//Tommy
canvas = document.getElementById("canvas_tommy");
tomtom = new lib_tommy.tommy();
stage = new createjs.Stage(canvas);
stage.addChild(tomtom);
stage.update();
createjs.Ticker.setFPS(lib_tommy.properties.fps);
createjs.Ticker.addEventListener("tick", stage);
//Jerry
canvas = document.getElementById("canvas_jerry");
jerjer = new lib_jerry.jerry();
stage = new createjs.Stage(canvas);
stage.addChild(jerjer);
stage.update();
createjs.Ticker.setFPS(lib_jerry.properties.fps);
createjs.Ticker.addEventListener("tick", stage);
}
function button_from_tommy_was_clicked(){
tomtom.gotoAndPlay(5);
}
function button_from_jerry_was_clicked(){
jerjer.gotoAndPlay(5);
}
</script>
</head>
<body onload="init();" style="background-color:#D4D4D4;margin:0px;">
<canvas id="canvas_tommy" width="970" height="90" style="background-color:#727272"></canvas>
<canvas id="canvas_jerry" width="970" height="90" style="background-color:#727272"></canvas>
</body>
</html>