ActionScript 3.0 :: Assets Of External Swf?
Feb 12, 2009
i am loading an external swf and need to access the assets within it heres my basic code:i can access fine through the onComplete function of the loader but cannot access from anywhere else....
Code:
stop();
import flash.net.URLRequest;
import flash.display.Loader;
import flash.events.Event;
[code]...
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Mar 25, 2011
Is there any way to collect all external assets (images, videos, etc) and put them in one selected folder?
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Oct 1, 2009
I'm developing some elearning material to be distributed on CD. The main swf loads text, images, sounds via an XML file. protecting the assets/XML from being edited/stolen?
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Aug 18, 2010
I am trying to load assets from an external swf. As in:
I drew a square in flash Made it into a symbol made sure to check the "Extract for Action Script" to doubly check I created an instance of it from within the asset file. went to my loader file loaded the assets.swf tried to find the class variable using "getDefininition" FAILED.
from what I'v been seeing from around the web the following code should work. (I actually copied it word for word from one of the tutorials) but it doesn't work.
import flash.system.ApplicationDomain;
import flash.display.MovieClip;
var myLoader:Loader = new Loader();
[Code]....
there should definately be class definition for XIconG though because I tried it myself from within the Asset.swf file. also I'm not sure whether this helps you, but when I tried to debug, I looked at the event.target.applicationDomain variable from the debugger menu and under it it said domainMemory = null. I don't have a clue why that is though.
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Mar 27, 2012
I am using FlashDevelop 4.0.1 RTM to create a simple Android app and I would like to ask how to include external assets (images, xml & sounds located inside the bin folder) to the apk package.
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Jan 15, 2009
How do you instantiate an MC that resides in an external swf library?
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Dec 16, 2006
I use the Loader class to load external swf. And then I want to duplicate that object.What is the way to go? Is there really no easier way then senocular's duplicateDisplayObject function? Or how about just declaring a new Loader, and reloading the same path from the cache? Its a cheap way of doing it?
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Feb 10, 2011
I want an air application to be able to update the assets it uses, but minimizing the download needed, so only downloading files added since it last updated.I'm thinking this would include a server portion which would zip the needed files based on a version number? Has anyone implemented anything similar / got any thoughts on the best approach to building this sort of system?
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Jul 24, 2009
I'm trying to write a gallery application in Flash (AS3). It uses a simple XML document to specify a series of images like this:
Code:
<Gallery name="foo">
<Image src="foo/1.jpg" />
<Image src="foo/2.jpg" />
[Code]....
I have a class which parses the XML and displays the images (which sit locally, relative to the .swf file accordiing to the 'src' properties in the XML above) in a UILoader instance. This works great until I move the .swf file somewhere else, as the images aren't part of the compiled file, and obviously it's now looking for them in the wrong place.
I understand that you can use [Embed] to embed assets into your code (this is how I include the XML document), but I can't use it to embed the images. Is there a way I can embed the images in my flash document, and address them using the src values obtained from my XML?
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Aug 27, 2006
I have a Flash file that will act as a slideshow, the images change when the sound that is to be played with each image is complete (using
soundX.onSoundComplete).
I have a folder for the sounds and one for the images. I have Flash load those assets via XML. I use XML to organize the order of playing the images /sounds.
[Code]...
My question:
Is there a way to not hard-code the image/sound names in XML and instead use it to organize and pull the assets from their respected folders? My goal is to be able to have Flash and XML working as an automated process and all I have to do is add images w/their respected sound files in their folders and never have to open Flash or XML. The Flash and XML would just automatically populate the slideshow per the number of image and sound files I add.
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Dec 13, 2010
I have a swf called "myfile.swf" with a mp3 set to export for actionscript, and the Class has been called "soundName"With the following code, the sound plays great...
Actionscript Code:
var bgURL:URLRequest = new URLRequest("myfile.swf");var swfLoader:Loader = new Loader();swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadProdComplete);swfLoader.load(bgURL);function loadProdComplete(e:Event):void { var tmpSound:Class = e.target.applicationDomain.getDefinition("soundName") as Class; var snd:Sound = new tmpSound() as Sound; snd.play();}
This lets the sound play great. But, because of what I'm trying to do, i would like it better to put the swf into a movieclip, then play the sound from there.
But i cannot seem to get it to work. The following code adds the movieclip to the stage fine, but then i have no way of accessing the library assets (i.e the "soundName" mp3) from the swf inside of the movieclip.
Actionscript Code:
var bgURL:URLRequest = new URLRequest("myfile.swf");var swfLoader:Loader = new Loader();swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadProdComplete);swfLoader.load(bgURL);function
[code]....
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Jun 29, 2010
My client wants to take all the Flash games on their website and put them on a portable device that's not connected to the internet. I need to make sure that the swfs are completely self contained, in that they do not require the internet to load any swfs or other assets. The client does not have any of the fla's, so my plan is to download the swf and decompile it with Sothink, and then search the AS for these methods:
URLRequest
loadMovie
loadMovieNum
If the search returns results then I'll assume the game is loading something and that game will not be used. The client doesn't want to put any development time into this, so it either goes on the portable as is or not at all.
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Nov 5, 2009
Working on my first real project in as 3.0, trying to decide how to best work in a preloader. What I have is a single swf containing some assets, and a target to a main doc class. After loading those assets onto the stage, it runs through a routine to load several other swfs, and then 'does stuff' with them... anyway. got all that working nicely. How, now to best track the loading of the main swf? If I understand it correctly the Loader class is purely for loading external assets. well - what about internal assets?
Got this:
ActionScript Code:
//A large SWF file can monitor its download by calling
this.root.loaderInfo.addEventListener(Event.COMPLETE, func)
I think it would be called AFTER the whole main.swf has loaded. In AS2.0 i could target _level0 to get information back about the currently loading swf...
ActionScript Code:
initPercent = (_level0.getBytesLoaded()/_level0.getBytesTotal());
But, again, these are internal assets, not even living in memory yet. As far as I can tell - I need to use a preliminary (separate) swf to load the main.swf. (Like i used to do with AS2) - But if there was a method of targeting internal assets - a 'self loader' that would be cleaner...
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Jun 21, 2009
i have a swf file, and a sound. the swf file is in charge of loading the "external" sound, ProgressEvent only calculate the swf file size, ignoring the sound...how can i make ProgressEvent calculate the external assets too before it starts playing them? i stimulate the slowest connections too, but the my loading bar "progBar" is only influenced by swf size in bandwidth profiler the size i get is the swf size, no hint for the sound which is about 5 MB
some code
Code: Select all//sound// var snd:Sound = new Sound();
var channel:SoundChannel;
snd.load(new URLRequest("sound01.mp3"));
[code]......
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Aug 13, 2008
I've been using a fairly un-dynamic approach in AS3 as until now when it comes to loading assets, but now I'll be trying to adapting a current project to fit other clients with different needs which means I'll have to grab the bull by the horns. I have an XML with a list of images that will be used, which is reused multiple times in each project. So I'm wondering if there's a way to load an image using the loader-class, and making it reusable? Being able to attach said asset later to a placeholder inside a movieclip I have stored in the library would be ideal.
I managed to load it into a movieclip but duplicating it from there on was a bit of a headache, using an approach similar to this would be great(but I have personally no idea of how to implement it): [URL] Here's the current code I'm using, in case it helps understanding what I'm after(it's most likely really ugly compared to what you SHOULD be doing in as3):
[Code]...
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Sep 17, 2010
This is a follow-up to another thread that is getting wordy and unfocused:
[URL]
I am trying to load an external library .swf to use its embedded fonts, much like this method:
[URL]
However, the swf that is loading the font swf is loaded within a wrapper swf, and is defined as a separate ApplicationDomain as the wrapper.
Wrapper swf (app domain 1) <--- Player swf (app domain 2) <--- font library swf
The font is loading fine, and I'm even able to retrieve the font name (so I'm able to reference the object), but it is *not* showing up in the textfield as it should be.
When I remove the ApplicationDomain issue between wrapper and player swf by testing the player swf locally in the IDE (*not* loaded through the wrapper), it works fine. But I'm not sure how or why this is, because like I said, I'm able to get the font name so I'm able to reference it, it seems.
The TextField is being set to embedFonts, the font is loading, everything else seems to be working 100%, but there's some issue between the application domains that I just *can't* figure out.
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Jul 27, 2010
I'm loading some external assets with the Loader class. I've done this a lot over the years, but seem to be coming across a problem I haven't had before. I want to display two instances on the stage at the same time of a .png I'm loading externally. If I use the Loader instance's contentLoaderInfo.content object in more than one sprite, the bitmap just "moves" from the first instantiated sprite to the second. I've tried duplicating the sprite with Senocular's duplicateDisplayObject class, but for some reason, it's not working right. But shouldn't I be able to use multiple instances of an imported bitmap like this just as if it were in the library of the .fla? If so, what do I need to do?
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Nov 14, 2010
I copied this from some other forum because it's explain well "...Let�s say you are loading in an external asset that has an alpha channel, such as a PNG. Now let�s say that you want that asset to act like a button, with rollover and click actions. No problem. No reason you can't do that. But, actually, there is a problem. The hit area for that external asset will be its entire bounding box. Take this octy image for example: Even if you rolled over the top left of the image where it�s totally transparent, it will still trigger rollover actions, which is certainly not ideal and could potentially be very confusing for a user..."
[Code]....
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May 17, 2010
I'm loading a lot of external videos and pictures and I'm wondering what is the best way for handling the loaded videos and images. Should I unload them after they have finished playing and reload them whenever they are needed, or it's not required since they just use the clients memory and not the cpu cycles when inactive?
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Apr 16, 2007
Yes I know this topic has been discussed before, and I know that Senocular has a class that does it. But the question is...
1) Why did Adobe remove duplicateMovieClip();?
2) Did they intend to have any similar function? Or did they totally forget about external assets?
3) Is there a "Adobe reccomended" code that will do the same thing? (Not that I've got anything against Senocular :bow : but it'll be nice to know if there's a "certified" way of doing it.
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Oct 11, 2009
I have a movieclip clip that plays when the movie starts, the movieclip is a visual assets that show's that the application is loading some information but it's not showing any loading progress, just playing while the assets are loaded.I created a for loop that will load the assets using a simple loader, and then when the object is loaded the application push the object to an array.Problem is that when the loading starts all the animation that i have on screen stops until the loading is finished.The whole point is that the animation will play while it's loading.
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Jun 15, 2009
I am working on this one project that has a couple of movieclips (already placed on stage) which have a custom class set to export via the Library. Each of those custom classes loads an external SWF using URLRequest().
Is it possible (or, what is the best way) to preload the whole project first, including the external SWFs?
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Apr 22, 2009
Wherever I look it says that loading external assets(.png, .jpg, gif) from a SWC is supported. However, I can't find a single example of doing this with anything else than Classes and Components.
I have 7 swf's that are loaded and unloaded by a main swf, a sort of menu system. These swf's all rely on loading in some .png's at runtime.
I made a new "Library Project" in Flex, filled the scr folder with my .png's, set the loading type to "external". Because I don't want the .png's compiled into my application .swf.
But how do I get a hold of my raw .png's from within my classes?
I can do:
var obj:AComponentFromSWC = new AComponentFromSWC() no problem.
But I want to do:
var pic:Bitmap = BitmapFromSWC();
Is this possible or did I completely misunderstand the use of SWC's?
This way I could let all the apps use the same SWC and it is easy to distribute all the graphics as one package and the loaded swf could share common graphics.
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Sep 8, 2009
I currently have a "container SWF player" that loads SWFs externally and plays them.The sound file for the SWF is in the library of the container SWF player, because the player is using the duration of the sound file to determine how long the scrubber bar goes.The problem is, it sort of defeats the purpose of having a container SWF player if I have to create a different container SWF player file for each external SWF because there's a different sound for each external SWF.Is there a way to pull the sound file from the library of the externally loaded SWF into the container SWF player?So that depending on what external SWF is playing, it will pull the associated MP3 file from that SWF's library?
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Dec 15, 2010
I started using Flash CS5. I spent many hours working on a .FLA file. Saving as I went and at one point Flash CS5 crashed during the save. The .fla file is now corrupt. The new .fla format is essentially a .zip file. So I was able to change the file name to *.zip and explore inside of it. The DOMDocument.xml file is corrupt and dead. The DOMDocument.xml is the timeline so all my placement and animation is gone. However, my LIBRARY folder is in tact and has all of my library items as *.xml files. How I can get those library items into another .fla file so I don't lose ALL my work? I've tried creating a new .fla file and dragging the LIBRARY folder into the new .fla, but my library items don't show up when I load the new .fla in the Flash CS5 IDE.
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Jan 27, 2009
i am currently working on a project that would be greatly advanced if i can find out how to package a number of assets into a SWC file so i can use it as a theme pack.I have looked everywhere on the web and in a large number of books i have sitting in front of me and cant find out how to do it.
I want to put a bunch of images and movieclips into a SWC file and then retreive the swc dynamically at run time, however i do not know how to access indiviual assets within how to load an SWC and then gain acces to its assets?
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May 18, 2011
How do I publish and import a SWC in a way that allows me to access the exported symbols as well as their children? working on an action script project in Flash Builder 4. In my SWC I have a sprite called SP_ViewHome. That sprite has a child called mcContent which is another sprite instance.I've included the SWC so that the FB4 recognizes the class SP_ViewHome (and auto completes when I create references to them). But my problem is that I can't access it's child by using the regular syntax for accessing children (compiler error 1119: "Access of possibly undefined property mcContent through a reference with static type flash.display:Sprite")
Code:
public class ViewHome extends Sprite
{
private var s:Sprite;[code]....
I can access that child with the getChildByName() function. However this seems inefficient both in terms of development and run time performance.I need to do to be able to access children of SWC classes more easily?
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Mar 28, 2010
I'm now writing a simple socket application for my own learning purposes. It will be a really simple BlackJack application.I was thinking for ways to manage 52 different cards in my app. I could make those 52 cards, as 52 images and then, maybe load them into movieclips at runtime. Or, I could take one big image with all of the cards on it, and create a masked movieclip, and then, shift and slide the image's position, so that the correct graphic of the card shows.y question is: which way is faster? Will flash be better with handling 52 small images, lets say 20x40 (in reality, i will only load like 6 of them in the display list, since black jack almost never deals with huge amount of cards). Or would it be faster, if I had a big image with all the cards (~160x160 maybe) and just reused that with different masking, calculated on runtime?
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Jan 27, 2010
I used to be able to create distributable components in AS2 (swc files) containing class code and assets (movieclips). And it used to be really easy.Now I am struggling with Flash CS4 and AS3 and all my attempts were frustrating, as no matter what I try it simply doesn't work. I am starting to assume that maybe it is not possible anymore to do in AS3? Maybe this kind of thing is deprecated in Flash now???
Let's see what I have tried:
1) I started with a new FLA and named it 'MyComponent.FLA'. Then I drawed a green square, converted it to a mc and named it as 'MySquare'. Then I tagged 'Export for ActionScript' and 'Export in Frame 1'. Then I named the class as 'MySquare' and set the base class to 'flash.display.MovieClip'. This is my asset (a green square movieclip).
2) Created an empty movieclip and dragged the asset within it. Then I named it as 'MyComponent'. Then I tagged 'Export for ActionScript' and 'Export in Frame 1'. Then I named the class as 'MyComponent' and set the base class to 'flash.display.MovieClip'.
3) Right-clicked it in the library and chose 'Component Definition'. Then in class field I typed 'MyComponent' and tagged 'Display in Components Panel'.
4) Crated a new AS file, called it 'MyComponent.AS' and typed the following code:
Code:
package {
import flash.display.MovieClip;
public class MyComponent extends MovieClip
[code]....
5) Back to 'MyComponent.FLA', right-clicked the 'MyComponent' object in the library and chose 'Export SWC file'. That was ok, no warnings, no errors. Then I just copied this new SWC to my components folder.
6) Created a new FLA and named it 'test.FLA'.
7) Reloaded the components panel, and my new component showed up. Then I dragged it into library.
8) Then I type the following code:
Code:
var test:MyComponent = new MyComponent();
trace (test.visible)
9) I ran the new app and it was ok, no errors and no warnings. The trace statement spit out 'true' what means that the new class is really there, but... I cannot see the green square. But when I click onto the 'MyComponent' in the library, the preview shows up the green square, what means that it IS THERE in the component. So, why it doesn't show up in the stage after the class be intantiated?
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Jul 28, 2009
I have an animation that is timeline based. The file size is around 900kb for the entire project, as it has numerous images at different stages.
How does flash determine when to start playing the movie? Is it based on a percentage of loaded size or does it load assets as it moves along?
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