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Final updates before v0.5.0 release. Addition of MouseInteraction tut…
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…orial.

Signed-off-by: Grant Skinner <[email protected]>
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gskinner committed Aug 24, 2012
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2 changes: 1 addition & 1 deletion CREATEJS_NAMESPACE.txt → README_CREATEJS_NAMESPACE.txt
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In the NEXT version of CreateJS class definitions reside in a "createjs" namespace by default.
In this version of CreateJS class definitions reside in a "createjs" namespace by default.

For example, instead of instantiating a Shape like this:
var foo = new Shape();
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2 changes: 1 addition & 1 deletion VERSIONS.txt
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Version NEXT [release TBD]
Version 0.5.0 [Aug 24, 2012]
****************************************************************************************************
- moved all classes into a configurable createjs namespace
- added support for multitouch
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4 changes: 2 additions & 2 deletions examples/Game.html
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var createjs = window;
</script>

<script type="text/javascript" src="http://code.createjs.com/preloadjs-0.1.0.min.js"></script>
<script type="text/javascript" src="http://code.createjs.com/soundjs-0.2.0.min.js"></script>
<script type="text/javascript" src="assets/preloadjs-0.2.0.min.js"></script>
<script type="text/javascript" src="assets/soundjs-0.3.0.min.js"></script>

<script type="text/javascript" src="../src/easeljs/utils/UID.js"></script>
<script type="text/javascript" src="../src/easeljs/geom/Matrix2D.js"></script>
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2 changes: 1 addition & 1 deletion examples/Icons.html
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icon2.gotoAndStop(5);
stage.addChild(icon2);

/*** NEXT: the more robust approach ***/
/*** Next: the more robust approach ***/
// define sprite sheet data describing the available icons:
// we can use the form {frameName:frameNumber} in animations because each "sequence" is only a single frame:
var data = {
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6 changes: 3 additions & 3 deletions examples/SpriteSheet.html
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var createjs = window;
</script>

<script src="http://code.createjs.com/preloadjs-0.1.0.min.js"></script>
<script src="assets/preloadjs-0.2.0.min.js"></script>

<script type="text/javascript" src="../src/easeljs/utils/UID.js"></script>
<script type="text/javascript" src="../src/easeljs/geom/Matrix2D.js"></script>
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];

loader = new PreloadJS();
//loader.useXHR = false; //Loads the images using tag loading.
loader.useXHR = false; // XHR loading is not reliable when running locally.
loader.onFileLoad = handleFileLoad;
loader.onComplete = handleComplete;
loader.loadManifest(manifest);
stage.autoClear = false;
}

function handleFileLoad(event) {crazy
function handleFileLoad(event) {
assets.push(event);
}

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<script type="text/javascript" src="../../src/easeljs/utils/SpriteSheetBuilder.js"></script>
<script type="text/javascript" src="../../src/easeljs/display/Text.js"></script>

<script src="../assets/tweenjs-0.2.0.min.js"></script> <!-- required for MovieClip -->
<script src="../assets/tweenjs-0.3.0.min.js"></script> <!-- required for MovieClip -->
<script type="text/javascript" src="../../src/easeljs/display/MovieClip.js"></script>
<script src="gunnertron_g.js"></script>

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3 changes: 2 additions & 1 deletion examples/Transform.html
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var createjs = window;
</script>

<script src="http://code.createjs.com/preloadjs-0.1.0.min.js"></script>
<script src="assets/preloadjs-0.2.0.min.js"></script>

<script type="text/javascript" src="../src/easeljs/utils/UID.js"></script>
<script type="text/javascript" src="../src/easeljs/geom/Matrix2D.js"></script>
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];

loader = new PreloadJS();
loader.useXHR = false; // XHR loading is not reliable when running locally.
loader.onProgress = handleProgress;
loader.onComplete = handleComplete;
loader.onFileLoad = handleFileLoad;
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45 changes: 45 additions & 0 deletions examples/assets/preloadjs-0.2.0.min.js

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36 changes: 36 additions & 0 deletions examples/assets/soundjs-0.3.0.min.js

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