ActionScript 3.0 :: Getting Property 'Scenes' From A Loader
Aug 13, 2009I tried this loader.content.scenes[i] & loader.scenes[i] but it wont work?
View 1 RepliesI tried this loader.content.scenes[i] & loader.scenes[i] but it wont work?
View 1 Replieswhenever I set my sound to stream and continue to make a movie with multiple scenes. The audio and video get disgustingly out of sync sometimes even off by 30 seconds. I just started an animation its only 10 seconds long with two scenes and the AV is already off by about 5 seconds. Ive worked around this by avoiding scenes altogether but i really don't want to have another 5000 frame scene. I discovered this problem in Flash MX and Im quite annoyed that it still has't been fixed 3 years later!
View 1 RepliesI have created a game that works fine when publish it and run the swf. However, I have a short animated piece that runs and uses a loader to load the game.swf file when the animation is complete. Once I run the animated piece with the loader all of my instances break because it is looking for myLoader.instanceName. Is there any way that i can load the external swf without having to go into the game.as file and recreate all the instance names?
Code:
var myLoader:Loader = new Loader();
myLoader.load(new URLRequest(game.swf));
[code].....
I have created a game that works fine when publish it and run the swf. However, I have a short animated piece that runs and uses a loader to load the game.swf file when the animation is complete. Once I run the animated piece with the loader all of my instances break because it is looking for myLoader.instanceName. Is there any way that i can load the external swf without having to go into the game.as file and recreate all the instance names?
Here is the simple loader script i am using in case there error is within there.
Code: Select allvar myLoader:Loader = new Loader();
myLoader.load(new URLRequest(game.swf));
addChildAt(myLoader, 0);
I've got a problem in loading flash. I have two flash, A and B. A loads B as resource by urlloader.[code]...
In B, I want to access a defined variable in A. However, I found _root and _level did not work for AS3.
I wanna pass a value through an image loading event, and my simple aproach was setting a name into Loader object. But I'm not had success in that.
function loadAll()
{
for(var i:uint = 0; i < len; i++)
[code].....
I think I have al the imports required to display this image however I'm getting this error:[code]}
View 1 RepliesI have a SWF on another server, it loads the first SWF. Here's my basic code:
Security.allowDomain("my.central.server.com");var loader:Loader=new Loader(); // used to load external SWF.var mcExternal:MovieClip; // used to store the loaded SWF.loader.load(new URLRequest("http://my.central.server.com/data/FSC_Test_Automation/called.swf"));loader.conte
[code].....
I am working with a preloader but I keep receiving this one error : "1120: Access of undefined property loader" Here is the coding I have...
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stop();
addEventListener(Event.ENTER_FRAME, loaderF);
function loaderF(e:Event):void{[code].....
I dont know what this problem means can anyone explain it to me and how I can fix it i get it everytime i make imgLoader[i] on my thumb button. it says Property 9 not found on flash.display.Loader and there is no default value.this is the loaded xml info for the thumbs and images.[code]
View 5 RepliesI am loading an external swf as a child and I want to get its "totalFrames", but I get the following error: "Property totalFrames not found on flash.display.Loader and there is no default value."Is there a way to get totalFrames from a child? Here is what I have:
Code:
var movieArea = new Loader();
addChild(movieArea);
movieArea.load(new URLRequest("slide1.swf"));
movieArea.x=5;
movieArea.y=5;
var framesTot = trace(movieArea.totalFrames);
I'm creating a little project that allows you to drag some images.I get this Error when I try to drag the images
Code:
ReferenceError: Error #1069: Property startDrag not found on flash.display.Loader and there is no default value.
at Icon03/beginDrag()
Here is my code
Code:
package {
import flash.display.*;
import flash.events.*;
[code]....
I'm creating a little project that allows you to drag some images. I get this Error when I try to drag the images Code: ReferenceError: Error #1069: Property startDrag not found on flash.display.Loader and there is no default value. at Icon03/beginDrag() Here is my code
[Code]..
I have an interactive story divided into scenes. At the end of each scene a button appears. This occurs on a frame on the timeline.
There are two different buttons that might appear based on whether a prior scene has been viewed or not.
For example, there are Scene_1 and Scene_2. At the end of Scene_2 one of two buttons will appear. The buttons will be either "Go see Scene_1" or "Return to Main Menu".
If the user has already seen Scene_1, Flash will know that and automatically go to the frame in Scene_2 that contains the button "Return to Main Menu".
Conversely, if the user has not seen Scene_1, Flash will know and automatically go to the frame in Scene_2 that contains the button "Go see Scene_1".
I imagine there would be an action frame at the end of Scene_2 that will contain the as2 code to enable this action.
Perhaps something like, but probably not at all like the following:
if ("Scene_1", last frame == true){gotoAndPlay("frame#");}else{gotoAndPlay("frame#");}
I am working with a project that has many scenes. Each scene has a movie clip attached to it. The first scene is simple...just a couple of buttons and that is it. My worry is that when I add all of the videos that correspond with each button and publish the SWF will be a huge file. THE QUESTION: Does flash load ALL scenes of a movie or does it load the first scene and then load the other scenes when the user needs to view them?
My ultimate goal is to just have the first scene load and then when the user clicks on the buttons contained within that scene that only upon release does the corresponding scene load. Maybe I am doing this completely wrong and should look at doing it another way.
I have two swf files, each one almost with the same classes, the most important one is a Singleton class, each swf does "singleton.getInstance()". The diference is that one swf is like a container and the other one is like a module. So when the container loads the module from an absolute path like loader.load("file://c:/modules/module.swf") or loader.load("[URL]"), two different singletons (same class) are created
But when the container loads from a relative path like loader.load("module.swf") , just one singleton is created (that is what I want) I am just intrigued with this behavior, could someone explain me this? PD: I believe is something related to loaderContext and applicationDomain but It also appears that isn't working right. -Patricio Foieri , Vertigo Labs
The title describes the problem: Loader.load() is firing the INIT event, but in my listener it's reporting loader.content as null. The description for INIT event is "Dispatched by the associated LoaderInfo object when the properties and methods of the loaded SWF file are accessible."I'm loading a lot of JPG images, and 95 percent of the time it works fine; the init listener fires and reports valid loader. content.I absolutely need loader.content available because I need to set the bitmap smoothing property to true.I've tried using Event.COMPLETE and it has the exact same problematic behavior.
View 13 RepliesI'm feeling a bit low now as I have been suffering this for months. A simple loader loads my simple game and runs VERY FAST on even slow pcs BUT when I build this other loader, it goes quite slowly and I don't know where the app is going wrong. WHERE is the processing consumptoin coming from out of my app.
[Code]...
I have the following code which simply loads an external swf, puts it in the right place and should all be hunky dory.This works:
Code:
var myLoader:Loader = new Loader();
addChild(myLoader);
var url:URLRequest=new URLRequest("foobar.swf");[code].....
to set the dimensions of the loader so the external swf doesn't 'spill over', the result is a blank screen. No matter how high I set those dimensions it just doesn't display anything.
I got this very strange behavior from FlashPlayer debugger 10.1 r82. When I call loader.load method, no ADDED event is dispatched to the loader object. But if I open the file and call loader.loadBytes instead, an ADDED event is dispatched to the loader object. I suspect the ADDED event is dispatched because the content is being set as the child of Loader object, but why in the other case it is not dispatched?
View 4 Repliesthe file loads correctly but the loading screen only flashes up at the end.The only thing being exported in frame 1 is the loader image, and that is extremely small.Is it possible that there's a queue of things being loaded and the loader image is at the bottom of that queue? Since that was one of the last things added to the project
View 1 Repliesi have a main loader swf file called loader.swf and it loads an RSL.swf (runtime shared library for my swf files) and then 10 swf files, each one to a container (fE.: movieclip '01' in loader.swf, then movieclip '02' and so on). the 10 swf files have a lot of references to RSL.swf, and i have to use RSL.the problem is when loader.swf loads the RSL and the other 10 swfs the loader throws errors like this:
Code:
*** Security Sandbox Violation ***[code]...
then i put in EVERY swf files (loader,RSL and the other 10) the code Security.allowDomain ("*") but throws the same errors...
I'm loading some images with Loaders, cloning the BitmapData to a new Bitmap, and adding the Bitmap as a child of a Sprite. So far, so good. I want the Loaders I'm using to be removed by garbage collection, which they seem to be. The problem, or so it seems, is that when the Loaders are cleaned up, the Bitmaps I'm creating lose their data.
Edit: All this is happening when a class is instanced, and many copies of this class are being used as actors in a game. As the Actors are being created the older ones are losing their BitmapData to garbage cleanup. When all of them are finally loaded, only the last few are visible. I've rewritten my posted code as a class. If I prevent the Loaders from being cleaned up by somehow keeping a reference to them, the Bitmaps don't lose the data, but I don't want these Loaders hanging around.
[Code]..
I am attempting to load multiple images in AS3 and I'm exploring different options on how this can be done.I would like to have to only use one Load() instance and handle the various image assignments in the onComplete handler...here is my first attempt:
var buttonLdr:Loader = new Loader();
buttonLdr.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onLoadError);
buttonLdr.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadCo
[code]....
Sorry for the complicated topic. I got a .swf that loads in other .swfs. Rather than figuring out how to make a loader for loading .swfs I thought I'd just use a simple loader in the .swf I'm loading.
However, it doesn't work. It starts fully loaded but doesn't finish. Heres the AS:[AS]_root.stop();
PercentLoaded = _root.getBytesLoaded()/_root.getBytesTotal()*100;
[code].....
how to create an image gallery that loads external bitmaps. It also has some nice fade in/fade out effects using Tweener. I was wondering, what would I need to modify from my code to load MovieClips from the library instead of the external JPEGs.
Code:
import caurina.transitions.Tweener;
var btn:Object;
var disabledBtn:Object;
[Code].....
How to access a loader loaded by a loader
View 4 RepliessiteLoader.as, Line 23 1061: Call to a possibly undefined method load through a reference with static type Loader.
[Code]....
I have a main "shell" swf which, by clicking several buttons, will load/unload various external swfs into a Placeholder_mc which resides on the main timeline in Shell.swf In the documentation and tutorials I've seen a couple different methods, and I'm not sure I quite understand the difference, or at least the reason you would use one over the other...In the 1st method, you can just add the Loader object using the addChild() method:
Code:
var myLoader:Loader = new Loader();
var myURLRequest:URLRequest = new URLRequest("ExternalFileA.swf");
myLoader.load(myURLRequest);
Placeholder_mc.addChild(myLoader);
This will apparently add myLoader to the display list once it has completely loaded.The 2nd method, you supposedly can add the Loader.content; however, it appears you can only do this once the content has completed loading, so you need to incorporate an event handler with the contentLoaderInfo object:
Code:
var myLoader:Loader = new Loader();
var myURLRequest:URLRequest = new URLRequest("ExternalFileA.swf");
myLoader.load(myURLRequest);
[code]....
What are the pros/cons of adding the entire Loader object, as opposed to the Loader.content and vice versa?
Setting the text property of a flex DateField makes the selectedDate property of that DateField go to null.I need to set the text property so that I can use a particular format (DD-MMM-YYYY).
View 2 Replies