I'm building a flash player that loads various movie clips in succession depending on user input. The player should continue to play seamlessly when one clip ends and another starts playing, however there is always a slight noticeable delay between the COMPLETE event for one clip and the actual playing of the next clip. I am using the FLVPlayback component to load the video clips, with successive clips loaded in different players in the component.
I've tried playing the next video a short duration before the current video finishes by adding a cue point just before the end of the currently running clip (about 200 - 300 ms before the end). This improves matters somewhat, but it is not a reliable method as the timings are different for different browsers and computer specs. I was wondering if anyone here has any experience with smooth transitions between external video clips and could suggest possible optimizations I could use to improve the transitions.
I need to develop a site with a navigation SWF file that changes the content of an HTML page, WITHOUT reloading itself and thus losing its current state. What I think I need to do to have smooth transitions, is keep the same swf file loaded, while having it change the page content below it.
I have some complex html content to include in the pages that is not supported by the tags available in Flash's dynamic text boxes. I have considered the idea of iframes, but I don't know how to load iframes using flash, or how to use them without refreshing the page.
I am in the process of building a site for an Architect... Jamie Fobert Architects (projects) I am useing transitions between the projects and am loading details/text and images externally through flashvars, php and a mySQL database. Within my transitions I have a a preloader on the forst 2 frames the code is as follows (taken from a Voetsjoeba tutorial):
[Code]....
This works pretty well if the content is within the .swf, but when it is loaded externally it doesnt preload it at all. Does anyone know how I can adapt/improve this preloader? or somehow ensure that all the content being loaded externally is loaded before the transition plays?
I have multiple SWFs published with Flash CS5, all of them seemed to work fine and I could load them at runtime from another SWF and access the the loader.content as a MovieCLip and therefore access the children of those SWFs.
But now I've created a new SWF and the loader.content type is .MainTimeline__Preloader__ instead of MovieClip on this particular swf! So I get the reference error 1069 property not found when I load and try to access children in this SWF.
For example, If I have a SWF that loads XML and images, and displays them, is there some kind of 3rd-party tool that will take this SWF and re-render it as if all the text and images were embedded and not external? So I could just use the same SWF without it relying on image and xml data files?
I have a widget containing a number of displayobjects, i.e. up arrows, down arrows, tab 'buttons', backgroundrectangularblocks, sliders, company logos etc.I am currently creating these displayobjects using the graphics class with parameters taken from an external file, things such as fontsize, font, colour, width, height e.t.c and adding them as children of "container" sprite objects for easy manipulation and referencing later can these assets be loaded in their entirety externally, rather than being created using graphics class draw methods (which I want to avoid) as some of the things I need to design cannot be created in pure actionscript very easily (if at all?), and then used or do they always have to be in the library and instantiated from there?
if the first question is yes they can be loaded externally, this question probably isn't needed; however, if I have to put the items in the library and recompile each time a client wants to use say a curved blue up arrow instead of a yellow one and then decides he wants a yellow circle instead then how do I write the code to do the following:-Say on my first ever compile I have 'upArrowBtnset1' in the library, I instantiate it and use the instance name to access it in the usual way using standard code,
Now if they send me a second set of 'upArrow' graphics they want to use I could either update all the upArrowBtnset1 assets with the new graphics meaning the original set is no longer available to the client and I would either have to hold a "original set" FLA file with the first set of arrowbuttons or I could import these to the library as upArrowBtnset2 and a third set they send as upArrowBtnset3 and so on each time I am sent some new assets; I would then recompile them into the SWF and adjust the references to the new assets within the code. In the code, for each instance of "upArrowBtnset1" I would have to rename them to "upArrowBtnset2", recompile and send it back to the client.
Because I have already abstracted the font/colour/size choices out to an external file, they can change that as much as they like without a recompile which is what we want. The problem comes if they want to use set1 again and haven't kept the original "set 1" compiled SWF. It would be easier to abstract the 'setchoice' also to the external file. The SWF would over time build more and more available sets that they could use by just changing an external variable.
For example, if the designer wants to use set 1 on Monday, set 2 on Tuesday and set 3 on Wednesday I want to make it so they can just adjust an option in an external file to "setchoice = 3" for weds instead of either having to recompile the swf each time or they have to have 3 versions of the SWF for each asset set. The idea is that as more and more assets are added in, they have more and more choices. Ideally, in an external file there would be a list of assets and links to where they are loaded from. (i.e question 1 above).
If I have an external file (say XML) which holds the setchoice option that the designer wants to use (say they want set3 today) my 'generic' code has to be something like upArrowBtn(setchoice).scaleY and every instance in the code where that object is used I append the 'setchoice' as chosen by the designer from the external file where (setchoice) is retrieved from something like var setchoice:String = "set3"; from the external file (I am currently abstracting all the adjustable variables to a configuration.as file. I will work on using an XML later when the principle of external files works (I hope!);
Is it possible to import assets from external sources and then use them in the SWF as if they were in the library? The loader class? Is this just fraught with danger I wonder.
Essentially I am being asked to remove as much as I can from the SWF so that if the client wants to change the positioning of things on the stage or the text on buttons or change the style of the buttons or the company logo they don't have to come back to us to ask for a recompile of the SWF for each tiny adjustment. Inevitably SOMETIMES a recompile will be unavoidable (such as if they want the widget to suddenly be twice as wide (i.e. the stage). My code already handles some of this using stage.stageWidth and then positioning objects relative to other objects already on the stage using this value and centred so that just changing the document properties is all I would have to do and everything else adjusts proportionally. I am trying to make this as reusable as possible with as little effort from myself as possible to save our company wasted time.
After all that waffle, my question is this, if I can't load all my buttons and assets and things externally, how do I write the code for this:- I have a library asset called upArrowBtnset1 and another called upArrowBtnset2. Instantiated with say upArrowButtonset1 and upArrowButtonset2 The code would normally be upArrowButtonSet1.x = 100; upArrowButtonSet2.y = 300; but I need it to be upArrowButton(setchoice).x = 100; upArrowButtonSet2(setchoice).y = 300; where (setchoice) comes externally from var setchoice:String = "set1";How does the code change if the (setchoice) string was named not at the end i.e 'button(setchoice)UpArrow'?
ActionScript Code: var numClips:Number = 5; for (var i:Number = 0; i < numClips; i++)
[code]....
I need to do something like, getChildByName("mainTab"+i).addChild(myMovieClip) ? or maybe this["mainTab"+i].addChild(MovieClip)?Is it possible without using .name?
When we do XML.load on flash application, then we do netstat on the server-side it opens a persistent connection. Im finding out the reason why its doing that, it should be close right away when the xml loading has finished. problem is the connection remains open.
on frame one of the main timeline I am loading an external movie. When that movie gets finishes playing, I want to jump back to the main timeline, to frame 2.
What actionscript do I put at the end of the externally loaded movie?
I'm working on a project where in I've found it necessary to mask a background object with MULTIPLE Sprites. I've tried doing this two ways: making one "parent" sprite to which all of the other masks are childed; adding them as individual masks.
The composite strategy just sort of gave up, Flash doesn't seem to like having to search through it's render tree to do these things and the result was no visible mask or masking (just the full background image). The latter strategy failed for obvious reasons: saying Sprite.mask = so-and-so implies that setting it again will overwrite the last mask.
Is there any way to use the composite strategy? Or is there a way I can copy over all of my sprites and draw them directly into one new sprite on every frame?
I'm making a game in actionscript using the FlashDevelop tool and the FlashPunk game engine. I have a designer making movie clips for me to put into this game using Flash CS3.
My problem is that when I add these movie clips into my game they are playing much quicker than they should. Is there a specific frame rate clips need to be made in within CS3 or any other export options set to enable them to play at the correct speed or is this something that I need to deal with in my code.
EDIT
Another problem that I'm having is that the command movieClip.stop() doesn't work. Is there anything special that needs doing while exporting or the programming side?
EDIT
Here is how I'm loading in my swfs:
public var movieClip:MovieClip = new MovieClip(); private var myLoader:Loader; public function MyMovieClip(location:String) {
i have 12 items that I want to appear on stage one at a time in sequence, and I'm using setinterval, but I'm finding it hard to stop it once i've reached the twelve items.
I have a player which I have created with play/pause, rewind,forward buttons, and a progress bar on it. How can I link these buttons to carry out actions on an externally loaded movie?I have searched on the forum and can only find answers for buttons for embedded movies.
I'm trying to apply CSS to text that is loaded from an external text file. Now, it works fine when I play it in the movie file "current.swf". Here is the code as it is-
Code: var format = new TextField.StyleSheet(); var path = "jbcss.css"; format.load(path); format.onLoad = function(success) { if (success) {
I've found some code on the net that creates a dynamic pie chart using xml.It works fine, but what I want is for it to make each slice a movie clip so that I can target the slice to show a the percentage on mouse over.At the moment all the slices is in one mc called piechart.
Code below
ActionScript Code: var titles:Array = new Array(); var values:Array = new Array();var xmlLoader:URLLoader = new URLLoader(); var xmlData:XML = new XML();
On my site, i have 3 different Flash Files. Each playing a different part .eg text, content,menu. (because of the design, i can't have just 1 file, plus i want 3 seperate ones~!!!)Now what i want to try and do, is have the MENU(swf1) target a scene or frame in the CONTENT flash file(swf2)So that when you click on about us button, it will target (eg.) frame 3 of SWF2, which contains that information!!ANd also have the MENU(SWF1) be able to also target frames in TEXT(SWF3)Bassically im guesisng its passing variables to and from multiple movie clips!i have no where to start.
I have a building type animation where many buildings enlarge then I want a small bouncing type animation once they do... I don't want to do this all manually as I have 100s.... Is there an easy way to do this with AS3?
I have been approached to design a configurator for a new television product. The Application will let users specify the colours of certain parts of the product and also attach addons, which then updates a cost total.
In the main interface i have a looping animation of the product slowly rotating around 360 degrees that i rendered in 3ds max. When a user clicks a button on the interface i need to load an external movieclip on top of the main animation so it looks as though a certain part has changed colour, this i have acheived. The problem is that when i load the external clip over the original, the loaded clip starts playing from frame 1 and i need it to inherit the playhead position of the main animation so the two layered pieces look as though they are rotating as one. I'm sure this must be possible, unless i need to approach the problem in a different way?
I need an externally loaded mc (a listener) to execute a tween when another movie clip (a broadcaster) is pressed. So, when you press on mc1, mc2 executes a function. Sounds so simple. And I feel I almost cracked it. Now, I know the theory behind broadcasters and listeners, but my code simply doesn't work. I must be dumb since I couldn't figure it out from the senocular's tut on broadcasters and listeners.
To try to illustrate the problem more: listeners are a couple of arrows, left and right. They are movie clip buttons that work on the rewind principle. There's an externally loaded mc at the stage that executes its intro tween (nothing special), and when it stops I want it to start listening to the arrows. So, when on(release) on the arrow occurs, externally loaded mc executes it's outro tween, and at the end calls for the next externally loaded mc on the stage.
Now, to add another question; I have 6 externally loaded clips, called by the arrows. When the first and the last one are on the stage, I'd like to disable the previous, and the next buttons, respectively. I thought I'll just do arrow.enable = false in the first and the last clip.
I'm trying to use the scroll pane component for the first time, and I've spent most of the day getting nowhere. Based on my experience with other components and with loading content into movie clips, I expected that I would point my scroll pane to its content and be off and running, but that hasn't happened.
I have an mp3 playing. What I would like is to have a movieclip that is located in the library appear, complete it's animation then get removed. The movie clip must complete this proccess 4 times, randomly during the length of the song but never at the same time and not in the last 5 seconds of the song. BTW I can't do this manually by just firing it off a random amount of times because this code will be used with lots of different mp3's, so I need to use the dynamic data I get by retrieving the song length.
I have the code working to retrieve the length of the song, and I have a variable that stores the length minus 5 seconds from the end, so I bascially have the length of time I wish to work with. My problem is making the movie clips appear 4 times randomly throughout that length of time. The code is below (what I have so far), the movieclip is stored in the library as circle_mc.
The timer I'm using at the beginning of the code (to retrieve the length of the song) is set to run after 2 seconds this is because there is a delay in the music starting and if it did it instantly the number retrieved obviously would be 0, so I delay it by 2 secs till I know the song is playing. At the moment I'm just trying to get it to fire twice, at the moment it fires once or not at all
I've been trying to find a solution to this for a while, but I haven't had any luck.I'm making a menu system that uses sliding movie clips instead of separate pagesbut when you click on the 'study at UWS' button, the nested slider kind of goes nuts, until you press on of the side buttons.