Learn CREATEJS with Real Code Examples
Updated Nov 26, 2025
Explain
CreateJS provides a high-level API to work with HTML5 Canvas, abstracting low-level drawing and animation.
It includes libraries for animations (TweenJS), vector graphics (EaselJS), sound management (SoundJS), and asset preloading (PreloadJS).
Developers can create complex, timeline-based animations, interactive games, and multimedia apps.
It integrates with external tools like Adobe Animate for exporting animations directly to Canvas.
Supports cross-browser rendering and leverages GPU acceleration when possible for smooth performance.
Core Features
EaselJS: Canvas abstraction and display list
TweenJS: Animation tweening and timelines
SoundJS: Audio playback and control
PreloadJS: Preloading assets efficiently
Integration with Adobe Animate CC export
Basic Concepts Overview
Stage - main container for display objects
DisplayObject - base class for visual elements
Shape/Bitmap/Sprite - drawable objects
Tween - time-based animation for properties
Ticker - main loop for updating animations
Project Structure
index.html - canvas and script inclusion
main.js - CreateJS initialization and animation code
assets/ - images, sounds, JSON files
sprites/ - sprite sheets for animation
libs/ - CreateJS library files or CDN references
Building Workflow
Set up HTML5 Canvas
Create a Stage object with EaselJS
Add DisplayObjects to the Stage
Use TweenJS for animation sequencing
Attach events and update Stage using Ticker
Difficulty Use Cases
Beginner: simple shape animation
Intermediate: sprite animation with tweening
Advanced: interactive game with multiple scenes
Expert: timeline animations with Adobe Animate integration
Architect: complex multimedia-rich applications
Comparisons
CreateJS vs GSAP: GSAP more powerful for DOM/JS animation; CreateJS focuses on Canvas
CreateJS vs Anime.js: Anime.js animates DOM/SVG; CreateJS targets Canvas
CreateJS vs PixiJS: PixiJS offers WebGL rendering; CreateJS is Canvas-first
CreateJS vs Phaser: Phaser is full game engine; CreateJS is lightweight animation suite
CreateJS vs Framer Motion: Framer Motion is React-focused, declarative; CreateJS is Canvas imperative
Versioning Timeline
2010 - Initial development by gskinner.com
2011 - EaselJS and TweenJS formalized
2012 - SoundJS added for audio control
2013 - PreloadJS introduced for asset management
2015–2025 - Continued updates, Adobe Animate integration, community contributions
Glossary
Stage - main container for drawing
DisplayObject - any visual object on Stage
Shape/Bitmap/Sprite - drawable elements
Tween - time-based animation controller
Ticker - main update loop