ActionScript 3.0 :: External Assets - Multiple Loader Sprite Instance

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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ActionScript 3.0 :: Duplicating External Assets / Loader - Why Did Adobe Remove DuplicateMovieClip();

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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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ActionScript 3.0 :: Loading External Assets + Multiple ApplicationDomains?

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This is a follow-up to another thread that is getting wordy and unfocused:

[URL]

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[URL]

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ActionScript 3.0 :: Assets Of External Swf?

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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....

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[Code]...

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Object Loader Info - Which Image Is In A Sprite When Clicked

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Flash :: Copy To Bitmap Loaded In Sprite From Loader

Feb 25, 2010

I want to load an external image (dest) and display it on the stage, and i want to load another image (src) which will not be visible. When i hold the left mouse button on the image that appears on the stage, then a function that start copies the src image to the dest will be invoked. Actually i want to reproduce the scratch effect on an image that hides another underneath. here is my code [ the copypixels function is triggered on mouse_move event for debug purposes ]

package
{
import flash.display.Sprite;
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[Code]....

Although the two images are loaded into memory and the first one is shown on the stage, when the mouse_move events triggers the corresponding handlers the copy does not work.

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ActionScript 3.0 :: Can't Reference An Instance Of A MC Through A Sprite

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I thought since a Sprite is a display object container and I can add an instance of a MovieClip to it I should be able to reference the MC through the Sprite.
 
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Actionscript 3.0 :: Setting Instance Name Of A Sprite

Apr 29, 2009

I am having trouble setting the instance name of my Sprites that get created through a for loop. What I am doing is loading an external gif into a 16 Sprites that gets created in a foor loop...but it seems like it ignores my box.name parameter setter.

[Code]...

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Feb 10, 2011

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ActionScript 3.0 :: Importing External Assets Dynamically?

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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:

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[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.

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ActionScript 2.0 :: Load External Assets Via Flash And XML?

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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

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[Code]...

My question:

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ActionScript 3.0 :: Sending Current Sprite To Loader Function For Image Gallery?

Nov 30, 2010

I have set up a functioning xml image gallery with simple left and right arrows. I am now trying to make it an infinite looping gallery swapping the first and last sprites in an array and + and - their x value so they "physically" move in the photos container.

All of this works fine except for the actual loaded image. The xml data, name description, and image to be loaded are set up in one function and all the data is added to the sPhotoSprite (sprite) in this function. This All works perfectly..

A second function is then called to add the current image:

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The problem being that the sPhotosSprite is no longer reference-able. I've tried :

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But this only ever returns the final sprite. The same problem of only ever returning the final sprite occurs when I try setting an external sprite to hold the current sprite in it and then referencing it in the second function.

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ActionScript 3.0 :: Library Assets Of An External Swf Inside A Movieclip?

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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