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