ActionScript 2.0 :: Switching Text/images Based On URL?
Feb 12, 2007
I currently have an SWF that is reading and displaying text, images and an ID number via an XML file. What I wanted to do was switch the text and graphic based on a URL.
For example the if the url was www.somedomain.com/about/ the SWF would then read the XML file and see that based on the domain ID the "about" text and images would load.
Here is what my Actionscript looks like
Code:
function loadXML(loaded) {
if (loaded) {
_root.headers = this.firstChild.childNodes[0].childNodes[1].firstChild.nodeValue;
I am using Flash MX 2004, aka Flash 7, and Actionscript 1. What I have is a movie clip that plays on frame one. Its a variation of loading screen. What I want to do is make it so that when the movie clip is on its last frame (frame 100), then it switches to frame 2. NOT frame 2 of the movie clip, but frame 2 of the overall project.
Code: if (_root.loader._currentframe == 100) { _root.gotoAndPlay(2); } (movie clip is called loader)
I have also tried naming frame 2 "finishedLoading" and just "2", but it still will not go.What happens is, when the movie clip animation is finished and on frame 100, it just sits there. I had to put a stop(); in frame 1 so that the animation could play, but it stays stopped. This was all done after I tried the logical approach where inside of the movie clip on frame 100 of the movie clip, I made an "Actions" layer and on frame 100 keyframe, I put:
Code: gotoAndPlay(2); I also tried Code: gotoAndPlay("finishedLoading"); and Code: gotoAndPlay("2");
I have even resorted to the last resort. I put tried to make a variable so that when the movie clip is on frame 100, that "var finishedLoading" would be set to true, and then: Code: if (finishedLoading == true) { // } Inside of the comment would be gotoAndPlay(x);
I haven't been using Flash long enough to know if I'm using Flash 8 Actionscript or Flash MX 2004 Actionscript, etc. I don't really know the difference or where to look so an explanation about that would also be helpful.I do know I'm using Actionscript 2, in CS4.Basically I'm needing help switching between sounds based on visibility of other items.I've got 15 buttons; buttons 1 to 5 making one of objects 1 to 5 visible and turning the others off, and buttons 6 to 10 and 11 to 15 doing the same for items 6 to 10 and 11 to 15 respectively.I'm trying to make three sounds play when a point on the timeline is met. Sound 1 is dependant on which of object 1 to 5 is visible, etc.Everything I've tried has either not worked or ended up with sounds overlapping/playing oddly. I can't find anything on the internet specific enough to help, so I thought I'd ask specifically.As I've said, I'm relatively new to Actionscript.
I have a client where some of their employees have flash installed and some don't. So always using the swfuploader module widget isn't going to work and it doesn't gracefully fall back to HTML. In fact it just leaves a non-functioning button in its wake.
So what I would like to do is detect when they don't have Flash available and switch to the standard Drupal File Upload widget. Now in my head it seems like this would only work if done on the server-side. But can that even be done reliably on the server side?
Also, can this on-the-fly widget switching even work in Drupal or will it pitch a fit?
I've got a web site up and running that allows the user to choose a dark or light color scheme
But on the project detail pages, there are Flash videos that also change slightly based on which color scheme is selected.
[URL]
If you start playing the video, and change color schemes, the flash player will change to the right color, but on refreshing, it doesn't remember that change. How do I modify to code below so that the Flash player reads the correct color scheme and takes action?
Pertinant code is here (full JS file is here: http://www.centerline.net/lib/js/site-unmin.js): //Switches color of Flash Video player on detail pages function updateColor(color) {
how to explain this behavior but I'll try. I am loading images from an external url that requires basic auth so I am using URLLoader to load the image from a unique ID. The ID gets passed to the itemrenderer which then proceeds to load the image. But the images switch around on their own when I scroll. If I load more than 7 images or so it starts repeating images....
we are making an app that uses a lot of images. Is it possible to preload all the images at the start of the app ? So the user doesn't have to wait in beteen switching the images.
I have a swf that loads images from my server and resizes them to fit the 800x600 stage size. The original images are stored at 1024x768 max pixels. The user can press a button to go into fullscreen mode. What should I do to show the images at the best quality?
a) should I resize the loaded images to their max size (1024x768).
b) do I need to reload the entire image if it has been resized to 800x600 or is the original image still accessible and I can replace the 800x600 image with the original?
I am using AS2 and Flash 8 (but require users to have Flash Player 10 for fullscreen)
I'm making a very simple adventure game with a dialogue box. The dialogue box is a dynamic text box. I need it to display the next message everytime the "next" button is pushed. Right now, this is how it looks.
Everything was working fine when playing in Flash but I have now uploaded the site and every time i press the @ symbol, i get " . I know that this is common place if you have your keyboard language set to US in vista and alike but I am stumped as to what would be causing this when uploading to my server.
I have a very basic flash document, with a dynamic text field called myText, and a script to load an external html-file into that field. The script is from a tutorial somewhere, so I'm not 100% sure it's optimal, but it works. What I want to do is modify this code so that a clicking a button in this document will switch the input file from demo.html to another HTML-file, say demo2.html.
var url:String = "demo.html"; var loadit:URLLoader = new URLLoader(); loadit.addEventListener(Event.COMPLETE, completeHandler);
I have a project that was dumped on my lap, and my knowledge of Actionscript is very limited.
The scenario is that the user is presented with a floormap of a building that should show a red dot denoting where each employee sits (based on X,Y coordinates on the floormap).
The employees' profiles (name, telephone, X/Y coordinates) are stored in a database.
One our our programmers managed to load the users into a Flash object array. Now, it's my turn to add some actionscript to place a red dot on the floormap for each and every user in that array based on their x/y coordinates.[code]...
I'm trying to create the effect on the dreamers site [URL] during the main intro where all the kids are sitting in the theatre and the one kid is smoking. Anyone know how to create this effect that has different images move at varying speeds based on the mouse location to show depth.
I've recently picked up some flash work after a long respite into motion graphics via after effects, and I'm slowly mucking my way through things. I've currently got more than 250k pixels I need to seamlessly scroll through horizontally, via a scrollbar and buttons. I've bitten off more than I expected! I've been searching around, and it seems like tile based scrolling is what I'm going to need, due to max bitmap restrictions, is this correct?
If I'm on the right track here, I throw myself on the mercy of the community for any tile-based scrolling resources out there that you know of, something that explains the idea and setup from a non-game point of view maybe? Sorry if I seem like another noob looking for a quick fix, I've honestly been trying to find info on this all morning. Also, feel free to smack me into shape if I'm making this harder on myself than necessary.
I've searched for ages on this and I can't see how it's done, I've got a set of images in my library and each one has been "exported for actionscript" with class names of stim1, stim2...stim12. Now, I have a bit of actionscript code that creates instances of these classes and will load the stimuli to the stage:
I've got a set of images in my library and each one has been "exported for actionscript" with class names of stim1, stim2...stim12.Now, I have a bit of actionscript code that creates instances of these classes and will load the stimuli to the stage:
Code: var BitmapDataLeft:stim1 = new stim1(150,150); var imageLeft:Bitmap = new Bitmap(BitmapDataLeft);
I'm trying to create the effect on the dreamers site during the main intro where all the kids are sitting in the theatre and the one kid is smoking. Anyone know how to create this effect that has different images move at varying speeds based on the mouse location to show depth.
I use the following code to load some banners: a "banner" is a clickable PNG image. I get the URL it must point to through a parameter of the AdLoader class.
In practice, I create some MovieClip containers (loader_1, loader_2, etc.) and in each container I want to load one image.
What happens: when the images are loaded I want to position each image at the y+10 pixel of the preceding, so if the first is at y:0 and its height is 140, I want the second image at y:150 (and so on). I can't understand what it happens but sometimes the code works, while most of the time it doesn't.
I'm building a menu based on the abount of images in an XML file. I've already got the images to load individually sequecially but now I want a menu built by duplicate movieclip. I can duplicate a movie but I can't populate the textfield in the clip with a number. plus I don't know how I'm going to get it to load the individual image.
I have an input text box (txtInput) and a dynamic text box (dynTxt). I want the dynamic text to stay black but highlight a segment of that text in yellow depending on certain characters.
I'm trying to dynamically stack images that are being pulled in via an xml file. Below is what I'm doing, and it almost works. The problem is that it only seems to fire off the event complete function on the very last one, instead of going for all of them. Is there a way to make it run the even.complete function for each image?
function aboutfileLoaded(event:Event):void { aboutXML = new XML(aboutTextLoader.data); for(var l:int = 0; l < aboutXML.aboutimages.image.length(); l++)
i wrote a bit of actionscript to dynamically create an image gallery based on how many images are in a given directory. as of now, i've got it to display thumbnails in rows. my next step would be to get these thumbnails to link to the fullsize images, but i cant figure out how to do that. my code is as follows:
I'm looking to create a rotating set of images, simulated to look 3D... that can rotate either left or right, reactive to someones mouse location.
The path of the images would look like a flat oval, and as the images came to the forefront, they would be at full scale, have the lowest position (high _y), have the highest depth (appear in front of everything else) and be dead center _x.
As they slide left or right, they would reduce everything by a relative 50% to the final shift (scale, _y, and depth) until they got to the end, moving in an upward arc following the oval path. When they got to the end, and kept rotating beyond (move in the opposite _x. but appear to follow the flow of the arc), continuing to decrease in scale, _y, and depth.
I want to create a set of buttons based on loaded images from xml that onClick turn red or grow in size, whatever, Clicking another turns that button red and the old one back to default. Alsoo it will attach a animated movieclip onclick to the button and when pressing another button, it swifts to that button.
Code:
var tracktype:Array = new Array; var imgArray:Array = new Array; var links:int;
[code]....
But Now the problem is that when another button is clicked I have to add the listeners back on the button, but I cant get the button because they all have the same name. Same with addChild the animated movieclip. Can't remove it. The buttons have a variable name, and can be unlimited.
I'm trying to figure out how contentLoaderInfo works; I'm trying to display 5 images on stage and place them horizontally based on their individual widths. Everything works fine except inside displayImage i remains at 5. Each width traces out correctly, but i stays at 5. What is it about contentLoaderInfo that I'm not understanding?
i need to develop an image gallery that displays images based on certain values chosen by the user. Imagine two sliders such as "gadgets" and "cars". The sliders provide values from 1 to 10. The flash movie then generates a gallery based on those provided weights. The user may want more gadgets than cars or all cars or more cars than gadgets etc. Im a tad lost as to where i should start here...XML? MYSQL? should i start swatting up on AS3?