ActionScript JavaScript

ActionScript to JavaScript Converter (Free AI Tool)

Convert ActionScript 3 to JavaScript for Flash-to-HTML5 migration. Transform AS3 classes, DisplayObjects (Sprite, MovieClip), and event systems to modern Canvas 2D API or WebGL. Modernize legacy Flash games, animations, and interactive applications without Flash Player.

AI Code Generator
Tools
INPUT
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OUTPUT
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Hint: Describe what you want to build or paste requirements, select target language, and click Generate.

We never store your code

How It Works

  1. 1

    Paste ActionScript 3 Classes or Display Code

    Input your AS3 code from Flash projects including class definitions, DisplayObject hierarchies (Sprite extends DisplayObject), event listeners (addEventListener), and Graphics API calls (drawRect, moveTo, lineTo).

  2. 2

    AI Maps AS3 to JavaScript ES6 and Canvas

    The AI converts AS3 package syntax to ES6 modules, class structures to ES6 classes, DisplayObject properties (x, y, rotation, scaleX) to Canvas transform matrices, Vector types to typed arrays, and Event.ENTER_FRAME to requestAnimationFrame loops.

  3. 3

    Review HTML5 Canvas-Based JavaScript

    Receive JavaScript code with Canvas 2D context methods, DOM event handling, and animation loops using requestAnimationFrame. Ready for integration into HTML5 applications or adaptation to frameworks like PixiJS or Three.js.

ActionScript vs JavaScript: Flash Migration Comparison

Feature ActionScript 3 JavaScript + Canvas
Runtime Flash Player plugin Native browser (Canvas/WebGL)
Display API DisplayObject, Sprite, MovieClip Canvas 2D Context, DOM
Event System EventDispatcher, Event.ENTER_FRAME EventTarget, requestAnimationFrame
Vector Graphics Graphics class (drawRect, lineTo) Canvas context methods
Type System Static typing (int, uint, Number) Dynamic JS or TypeScript
Class Syntax AS3 class/package ES6 class/module

Code Examples

Example 1: DisplayObject Class to Canvas Rendering

ActionScript Input
package {
  import flash.display.Sprite;
  import flash.events.Event;
  
  public class GameSprite extends Sprite {
    private var velocity:Number = 5;
    
    public function GameSprite() {
      addEventListener(Event.ENTER_FRAME, onFrame);
      graphics.beginFill(0xFF0000);
      graphics.drawRect(0, 0, 50, 50);
    }
    
    private function onFrame(e:Event):void {
      x += velocity;
      rotation += 2;
    }
  }
}
JavaScript Output
// JavaScript ES6 with Canvas
class GameSprite {
  constructor(ctx, canvas) {
    this.ctx = ctx;
    this.x = 0;
    this.y = 0;
    this.rotation = 0;
    this.velocity = 5;
    this.width = 50;
    this.height = 50;
    this.animate();
  }
  
  render() {
    this.ctx.save();
    this.ctx.translate(this.x, this.y);
    this.ctx.rotate(this.rotation * Math.PI / 180);
    this.ctx.fillStyle = '#FF0000';
    this.ctx.fillRect(0, 0, this.width, this.height);
    this.ctx.restore();
  }
  
  animate() {
    this.x += this.velocity;
    this.rotation += 2;
    requestAnimationFrame(() => this.animate());
  }
}

Key Changes:

ActionScript package syntax converts to ES6 module/class. The DisplayObject inheritance becomes a plain JavaScript class with Canvas context dependency injection. AS3 properties (x, y, rotation) become instance properties. Event.ENTER_FRAME converts to requestAnimationFrame for browser-native animation loops. The Graphics API (drawRect, beginFill) translates to Canvas context methods (fillRect, fillStyle). Canvas transforms (translate, rotate) replace Flash display list transforms.

Example 2: Event System and Typing

ActionScript Input
package {
  import flash.events.MouseEvent;
  
  public class Button extends Sprite {
    private var label:String;
    
    public function Button(text:String) {
      label = text;
      addEventListener(MouseEvent.CLICK, onClick);
      addEventListener(MouseEvent.MOUSE_OVER, onOver);
    }
    
    private function onClick(e:MouseEvent):void {
      trace("Clicked: " + label);
      dispatchEvent(new Event("buttonClick"));
    }
    
    private function onOver(e:MouseEvent):void {
      alpha = 0.8;
    }
  }
}
JavaScript Output
// JavaScript with DOM events
class Button {
  constructor(canvas, text) {
    this.canvas = canvas;
    this.label = text;
    this.alpha = 1.0;
    
    this.canvas.addEventListener('click', (e) => this.onClick(e));
    this.canvas.addEventListener('mouseover', (e) => this.onOver(e));
  }
  
  onClick(e) {
    console.log(`Clicked: ${this.label}`);
    this.canvas.dispatchEvent(new CustomEvent('buttonClick', { 
      detail: { label: this.label } 
    }));
  }
  
  onOver(e) {
    this.alpha = 0.8;
  }
}

Key Changes:

ActionScript static typing (String, MouseEvent) becomes JavaScript dynamic typing or can be converted to TypeScript for type safety. AS3 addEventListener maps to DOM addEventListener with arrow functions for lexical this binding. The trace() function converts to console.log(). AS3 custom events (dispatchEvent) translate to DOM CustomEvent with detail payload. Properties like alpha become instance variables that affect Canvas rendering. The event-driven architecture is preserved but uses standard DOM events instead of Flash event system.

Frequently Asked Questions

What ActionScript features cannot be automatically converted?

Flash-specific APIs without JavaScript equivalents cannot be auto-converted: Loader/URLLoader (use fetch), Security sandbox, ExternalInterface, SharedObject (use localStorage), and the Flash timeline. ByteArray converts to Uint8Array or ArrayBuffer. DisplayObject properties like x, y, rotation map to Canvas transforms, but complex filter effects (BevelFilter, GlowFilter) require CSS filters or custom shader implementations.

Is my ActionScript code sent to external servers?

No. All ActionScript parsing and JavaScript generation run entirely client-side in your browser using JavaScript-based syntax analyzers. Your Flash source code—whether proprietary game logic, animations, or business applications—never leaves your device. The tool works offline once loaded.

Can I target PixiJS or Three.js instead of vanilla Canvas?

The converter generates vanilla Canvas 2D API calls by default for maximum compatibility. You can manually adapt the output to PixiJS (for 2D) or Three.js (for 3D) by wrapping context methods. For example, replace ctx.fillRect with new PIXI.Graphics().drawRect(). The logical structure and class hierarchy are preserved, making framework integration straightforward.

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