ActionScript 3.0 :: ContentLoaderInfo Complete Not Getting Called On Live Site
Jul 17, 2009
I've got a system that loads in little avatar images. When the avatar is loaded in I resize it to 24x24.
Here's some ActionScript Code:
var urlReq:URLRequest = new URLRequest( String(playerInfo.vector.scalar.(@id == "AvatarURL")) );
var ldr:Loader = new Loader();
ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, resizeAvatar);
ldr.load(urlReq);
avatar.addChild(ldr);
container.addChild(avatar);
Here is the resizeAvatar function...
ActionScript Code:
// Resizes the avatar to fit correctly
public function resizeAvatar( e:Event ):void {
e.target.content.width = 24;
e.target.content.height = 24;
e.target.content.smoothing = true;
}
Now I'm using the e.target.content item because as far as I can see that's the only way to get at a way or resizing the image dynamically (using an Array isn't an option). Here's the funny part, the above code works perfectly in the Flash IDE but when on a live site that Event.COMPLETE is not calling!? The image is loading in but it never gets resized.
I basically have rectangles which I want to replace with images I load through XML references. The rectangle instance names are from image0-imageNumberWhatever. I've got everything working, the only thing I can't seem to do is once each image is loaded, it fades in instead of randomly appearing. Below is my code:
I've one loader which load a png file. I used contentLoaderInfo to intercept COMPLETE event like this:
loader.contentLoaderInfo.addEventListener(Event.Complete, handler); The problem is that at the complete event I want to push this object into an array, like this:
function handler(e:event){ var array:Array = new Array(); array.push(e.target); }
E.target is the reference to the contentInfoloader, while I need the reference to the loader itself. How can i resolve this issue?
I am having an issue with a class I'm working on. I currently load an image as a bitmap and store its data into regState:BitmapData so that I may make new instances of that image later on. When I test if I can use the loaded data at a later time with my newBitmapIntance() function, it says that regState is null. I'm lost as to why this is the case, since it works flawlessly to create an instance of itself in my loadContent() function.
Class so far For reference: package { import flash.display.MovieClip;
i have made a site in flash. stage size 955x600 i have exported it as fullscreen with no scale. the problem is that if i browse the site with a resolution of 800x600 (760x420 if i'm not wrong), the browser dont' add scrolls and its impossible to see the complete site. How can i fix this without resizing the site. i want the users to see with the proportions that i have now.. ijust want a scroll on the browser.
I've got some code that loads multiple swf files -- it works great, EXCEPT when the swf files are really small - then they load before the listeners are called - so the "COMPLETE" is never called. So my app just never works.
Here is Actionscript Code: var _swfLoader:Loader; var _swfRequest:URLRequest; var allSWF:Array = new Array(); function loadSWFS():void{ allSWF = ["f1.swf","g2.swf","bob.swf"]; [Code] .....
My currentSwfProgress function always seems to work - so if i load 5 swf files, i will get the trace from the currentSwfProgress 5 times -- but not from the loadComplete function. I have been reading though, that the ProgressEvent.PROGRESS listener is unreliable in certain browsers (chrome for one). I think if I could somehow call the loadComplete function from currentSwfProgress function - that would work, but i do not know how to get the "EVENT" needed in loadComplete from the "ProgressEvent" used in the currentSwfProgress. Maybe something like this...
Actionscript Code: function currentSwfProgress( e:ProgressEvent):void{ if (e.target.bytesLoaded == e.target.bytesTotal){ trace("1 - FILE LOADED!"); loadComplete(e.get.the.parent.event()) }}
I have a wordpress based site that stores information about an image in a database field called "background" in a table called "wp_postmeta".The 'loader' gets an url such as "/thisImage/background.swf"The "background.swf" should somehow display "background.jpg" instead but since I've changed the field name in the database (from background to temp_background) it doesn't work.I pass variables to the "loader" swf and they are correct based on the new field name but it still isn't working.I need to know if there is anything in the .fla's (and therefore the .swfs) that is pointing to somewhere in the database hard-coded. Basically I need someone to look at them and tell me how they are working.
So, I'm trying to load resources, add them to a dictionary, and have a drawing method search through that dictionary and draw based on certain predicates. I have a function that iterates through an Vector of Strings, calling on an instance of Loader to load them instantiated as a URLRequest.
private function loadImages(urls:Vector.<String>):void { var loader:Loader = new Loader();
[Code].....
So the issue is: Only the first images in my Vector are drawing. Upon further inspection, I found that the completeHandler was only being called once (I put a trace in the complete handler to check). However, the Loader is invoking load everytime the loop iterates. I tried instantiating separate loaders for each resource, just to see if it would work, but I had no luck with that. Do I need to make separate loaders and event handlers? Or am I just not using Loader correctly?
i am trying to return an XML object, but having issues. The object is only created via an Event.complete function. I need to return the XML created from my loadXML function via my grabXMLfromFile function.
Code: function grabXMLFromFile(attrPathToXML:String):XML { var fileUrl:String = attrPathToXML; var myUrlRequest:URLRequest = new URLRequest(fileUrl);
I have made four complete flash sites and I m about to create the fifth one, but every time I start creating a new one I get into a debate myself on what would be the better way to create the site with all its different sections (home, contact, about, etc... ). Should I create all sections in one .swf file or shoud I create .swf files for each section and load them as needed?
Is there a way once a flash site is live, that my client can change the text or even the images? Even if it's by uploading to the server? If perhaps they were all predetermined in size ect.? Similar to how HTML calls images from a folder located on the server. I'm guessing something to do with PHP? Touching upon this briefly so understand flash uses PHP to communcate outside of the swf file to complete certain tasks.
When I upload my site my flash does not show up on the live site. I am using angelfire and im not sure where the swf should be and why doesnt't it show up at all. here is a link to the site and flash by itself [URL]
I am brand new to flash and AS3, and everything else code related. I've built a simple file with text and audio. The audio is an external file, and it plays with a mouse click. Everything tests fine in flash. I also placed the file in Dreamweaver and previewed in a browser - that's working. But... I've now uploaded the file to a live site. The text shows up but it doesn't play.
I have a problem with a dynamic video player that I have created in flash. The video player is "SCORM" compliant so that when the user clicks the "exit" button a class file is called to mark the user complete in an LMS.I have tested the SCORM Code previously and it works with out issue. Usually I have the completion code embedded in an Actions Layer of the movie. This is the first time I have attempted to call the completion status in a class file, I have added a "trace statement" when the movie is tested within flash it runs the trace statement properly, but when uploaded to the LMS environment the course does not complete properly
I have a flash project, its working fine in local system, but the same file is not working in live here is the link of the site, its showing blank page, the flash contents are not loading... [URL]
I have a flash project, its working fine in local system and checked this file with uploading in someother websites, its working fine there too, but the same file is not working in live here is the link of the site, its showing blank page, the flash contents are not loading.URL...and here the same file which i have uploaded it in other server its working fine.URL...
I made a test where I download a file using URLLoader - something like this:
[Code]....
in the middle of the downloading process I physically disconnect the internet connection. the download stalls - but after aproximately 30 seconds downloadSuccessful is invoked, although only half of the data was downloaded. how can I make sure that the data to be downloaded is complete and correct?
I am loading in binary files with the url class which can be quite large 10mb + and it works fine on my server but another server I am testing on it can sometimes not work. Sometimes it will not load the file and other times it will only load about 20% and it throw a complete event??? Then of course other times it works fine. This server is https maybe that has something to do this it?
I want to load an external swf called 'signs.swf' into an empty mc called 'signholder'.
var loadit2 = new Loader(); loadit2.load(new URLRequest("signs.swf")); signholder.addChild(loadit2);
Everything works. Cool. But, I now want to target something within the signs.swf. How do I do it though? What is the path? Do I have to give the child of signholder an instance name? Everything I try fails.
If I wanted the root timeline of the external swf to gotoAndPlay(2) for example,...would i say...
signholder.loadit2.gotoAndPlay(2) ??? var wow:MovieClip = loadit2.content as MovieClip; wow.gotoAndPlay(2) ????
As a part of a class I have been asked to place a preloader in front of my projects. I can't believe how tough this is. I get the best results when I use an URLRequest, but I want to understand the timeline.When I put a working preloader in front of my movie it doesn't start "ticking" until some middle point like 20%, or 70% depending on the file size of the movie. When I trace the bytes.Loaded it doesn't start counting until 700K or so.I have looked at several different preloaders and none seem to work as well as the tutorial. Can someone direct me to an "easy to understand" source that explains the loaderInfo / contentLoaderInfo class?
I am having issues with startDrag(). I have a movie clip called circle. Inside circle, I have a movie clip called circleFill and another called circleOutline.onEnterFrame, this movieClip is duplicated 4 times.
When I use this: private function onPressNow(event:MouseEvent):void { startDrag(); } IT DRAGS ALL 4 MOVIECLIPS.
[Code]...
how can I make it drag my movieClip called circle? (meaning both circleFill and outlineFill)
i have a box called infoBox that contains a text field called caption. infoBox expands on mouse-over. When it does so, I do not want the text in caption to scale up - I want it to stay at 11 pt. So far my code to prevent this from happening is not working:How do I fix this?[URL]..
When I preview the file I get the following errors: Quote: 1119: Access of possibly undefined property bytesLoaded through a reference with static type flash.display:Loader. 1119: Access of possibly undefined property bytesTotal through a reference with static type flash.display:Loader. If I comment out the onProgress function and it's associated event listener the file runs fine. I believe both event listeners call the flash.events
I am loading images dynamically from the web into my swf. I use a loader class and add an Event Listener to the loader so it will add the image to the stage when done.
Code: for (var i:int = 0; i < number; i++){ var poodleLoader = new Loader(); poodleLoader.load(new URLRequest(urls[i])); poodleLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, showPoodle); }
But what I do not manage to do is referring from the Event.COMPLETE-event to the loader object in my showPoodle-function. How do I refer to it? I was thinking addChild(e.target.parent.data) but it tells me the contentLoaderInfo has no parent?
I have a preloader function that uses contentLoaderInfo to load swfs ont the stage. It works fine in simulated download in the Flash Player. When I run it on my host the swf file finishes downloading before the preloader appears to run. I use the word appears because I only sometimes spot a glimpse of a graphic that indicates the loading process.
Are there known discerpancies between host and Flash Player realities?
Are there any subtlties with using with contentLoaderInfo?
I have made a Flash app in which there is an class called "MyGame.Person" which has multiple subclasses "MyGame.PoliceMan", "MyGame.FireMan", "MyGame.Doctor" etc. "MyGame.Person" is defined in the main .fla file, but the other classes are each defined in separate .fla files. I have split each into its own .swf file so that I can extend the game without having to reissue the main .swf file.I then use a Loader to download each .swf file and call
var assetClass:Class = myLoader.contentLoaderInfo.applicationDomain.getDefinition(assetClass Name) as Class; to extract the class from the downloaded swf file. So if assetClassName is