I have 4 small invisible buttons on one timeline. Each of these small buttons loads an external jpg into a movie clip container.I want each one of these external jpgs that load into the same mc container to go to a new web page. I am trying to do this with a invisible button that goes over where the external jpgs show up. What is the best way of doing this?
How do I put a global loader into this code, so that it loads every movieclip before it shows, so that the user wont wonder why the sections is not showing upp until 20 seconds after the click.... ?
I have two swf files, each one almost with the same classes, the most important one is a Singleton class, each swf does "singleton.getInstance()". The diference is that one swf is like a container and the other one is like a module. So when the container loads the module from an absolute path like loader.load("file://c:/modules/module.swf") or loader.load("[URL]"), two different singletons (same class) are created
But when the container loads from a relative path like loader.load("module.swf") , just one singleton is created (that is what I want) I am just intrigued with this behavior, could someone explain me this? PD: I believe is something related to loaderContext and applicationDomain but It also appears that isn't working right. -Patricio Foieri , Vertigo Labs
The title describes the problem: Loader.load() is firing the INIT event, but in my listener it's reporting loader.content as null. The description for INIT event is "Dispatched by the associated LoaderInfo object when the properties and methods of the loaded SWF file are accessible."I'm loading a lot of JPG images, and 95 percent of the time it works fine; the init listener fires and reports valid loader. content.I absolutely need loader.content available because I need to set the bitmap smoothing property to true.I've tried using Event.COMPLETE and it has the exact same problematic behavior.
I'm feeling a bit low now as I have been suffering this for months. A simple loader loads my simple game and runs VERY FAST on even slow pcs BUT when I build this other loader, it goes quite slowly and I don't know where the app is going wrong. WHERE is the processing consumptoin coming from out of my app.
I have the following code which simply loads an external swf, puts it in the right place and should all be hunky dory.This works:
Code: var myLoader:Loader = new Loader(); addChild(myLoader); var url:URLRequest=new URLRequest("foobar.swf");[code].....
to set the dimensions of the loader so the external swf doesn't 'spill over', the result is a blank screen. No matter how high I set those dimensions it just doesn't display anything.
I got this very strange behavior from FlashPlayer debugger 10.1 r82. When I call loader.load method, no ADDED event is dispatched to the loader object. But if I open the file and call loader.loadBytes instead, an ADDED event is dispatched to the loader object. I suspect the ADDED event is dispatched because the content is being set as the child of Loader object, but why in the other case it is not dispatched?
the file loads correctly but the loading screen only flashes up at the end.The only thing being exported in frame 1 is the loader image, and that is extremely small.Is it possible that there's a queue of things being loaded and the loader image is at the bottom of that queue? Since that was one of the last things added to the project
i have a main loader swf file called loader.swf and it loads an RSL.swf (runtime shared library for my swf files) and then 10 swf files, each one to a container (fE.: movieclip '01' in loader.swf, then movieclip '02' and so on). the 10 swf files have a lot of references to RSL.swf, and i have to use RSL.the problem is when loader.swf loads the RSL and the other 10 swfs the loader throws errors like this:
Code: *** Security Sandbox Violation ***[code]...
then i put in EVERY swf files (loader,RSL and the other 10) the code Security.allowDomain ("*") but throws the same errors...
I'm loading some images with Loaders, cloning the BitmapData to a new Bitmap, and adding the Bitmap as a child of a Sprite. So far, so good. I want the Loaders I'm using to be removed by garbage collection, which they seem to be. The problem, or so it seems, is that when the Loaders are cleaned up, the Bitmaps I'm creating lose their data.
Edit: All this is happening when a class is instanced, and many copies of this class are being used as actors in a game. As the Actors are being created the older ones are losing their BitmapData to garbage cleanup. When all of them are finally loaded, only the last few are visible. I've rewritten my posted code as a class. If I prevent the Loaders from being cleaned up by somehow keeping a reference to them, the Bitmaps don't lose the data, but I don't want these Loaders hanging around.
I am attempting to load multiple images in AS3 and I'm exploring different options on how this can be done.I would like to have to only use one Load() instance and handle the various image assignments in the onComplete handler...here is my first attempt:
var buttonLdr:Loader = new Loader(); buttonLdr.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onLoadError); buttonLdr.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadCo
Sorry for the complicated topic. I got a .swf that loads in other .swfs. Rather than figuring out how to make a loader for loading .swfs I thought I'd just use a simple loader in the .swf I'm loading.
However, it doesn't work. It starts fully loaded but doesn't finish. Heres the AS:[AS]_root.stop(); PercentLoaded = _root.getBytesLoaded()/_root.getBytesTotal()*100;
how to create an image gallery that loads external bitmaps. It also has some nice fade in/fade out effects using Tweener. I was wondering, what would I need to modify from my code to load MovieClips from the library instead of the external JPEGs.
Code: import caurina.transitions.Tweener; var btn:Object; var disabledBtn:Object;
For a project, I'm making an interactive side scroller.You move the character with the arrow keys and press the space bar to interact with things.So far, I followed DexNote's tutorial on YouTube.I thought that I would make the interactable objects as buttons, while the mouse focus would be on the character and when you press the space bar it make a mouse click in that area.The trouble I'm having now is that I don't know how to make the space bar trigger the "interactions."
I want to generate large text files, basically 4 columns, several thousand rows, of numbers. Making an array with all this info in it occurs farily quickly, it's getting it to a displayable format that takes a really long time. Right now I use something like this:
I have a main "shell" swf which, by clicking several buttons, will load/unload various external swfs into a Placeholder_mc which resides on the main timeline in Shell.swf In the documentation and tutorials I've seen a couple different methods, and I'm not sure I quite understand the difference, or at least the reason you would use one over the other...In the 1st method, you can just add the Loader object using the addChild() method:
Code:
var myLoader:Loader = new Loader(); var myURLRequest:URLRequest = new URLRequest("ExternalFileA.swf"); myLoader.load(myURLRequest); Placeholder_mc.addChild(myLoader);
This will apparently add myLoader to the display list once it has completely loaded.The 2nd method, you supposedly can add the Loader.content; however, it appears you can only do this once the content has completed loading, so you need to incorporate an event handler with the contentLoaderInfo object:
Code:
var myLoader:Loader = new Loader(); var myURLRequest:URLRequest = new URLRequest("ExternalFileA.swf"); myLoader.load(myURLRequest);
[code]....
What are the pros/cons of adding the entire Loader object, as opposed to the Loader.content and vice versa?
im working on an image viewer and im loading an image to a loader and then add the loader to the stage.I want the user to be able to drag and drop the image but since it's a loader i dont know how to do it. I tried
I am doing my first all out flash site without a template and tried several different ways to load a external swf file to the site vie ui loader... it works fine on my local computer but when i put it online the external swf doesn't show at all while the rest of the site does, and im not getting any error..
I have a movie clip that has a UI Loader component on one layer, its autoload value set to false.I would like this UI Loader component to load when the movieclip is in a certain position.Heres my current code im using: [code]....
how can i use one loader for everything...my sites turning out to be big so ive decided to use external swfs to lighten the main one but i didnt wanna have to go and create preloaders for each and everyone.....so with that said, how can i create one 'universal loader if you will to pre load anything i bring in be it internal or external???
I am trying to position my loader for an external swf. Can anyone help me. Here is the code that I currently have to load the swf. These are the positions that I need x=0, y=180.
Code:
stop(); var myLoader:Loader = new Loader(); myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, swfLoadComplete); function swfLoadComplete(loadEvent:Event)
My site is up and running, it's not a big deal, but I can't figure out if it's my AS3 code thats causing the problem or the PHP script that it calls. I assume its a loader object that I use to access data..
There's a part of the site that only loads when clicked on, which is good, but the issue is this: when you load the swf file, it loads fine, and firefox displays "done" in the bottom left.
However, when you click on the "terms" section, it displays "transferring data from www.(domain name)", and keeps saying that even after the section is done loading. Do I have to delete my loader or something?? I don't want to cause bandwidth problems if somebody leaves the site open.
I'm having problems with this flash project. I have a folder with a swf file and in it you have like 5 Loader components which in their content path directs to perticular pictures in that folder. It works fine offline, you know I open the swf file and you can see the pictures.When I insert this swf file in dreamweaver and upload the site it doesnt work. Yea you can see the swf file, but not the images. In Safari you have this activity window, where you can debug and see what the problem is. Apprently for some odd reason it says that the images are not found, because it's looking in the wrong directory.
I am trying to load a jpg into a loader so I go into the properties then change the content path to input a URL. It works fine on the stage but when I put it inside a button it doesn't work....
I am having some problem removing a null object and I realise that I have not been unloading my swf's properly. Could someone take a look at what I have been doing and tell me what I can do to make it better. I am putting my website in an exhibiton of my design work and if it lagged up due to all the clicking it would suck!
Code:
aboutBtn.addEventListener(MouseEvent.CLICK, aboutLoad); function aboutLoad(e:MouseEvent):void { ldr.unload();