ActionScript 3.0 :: Loading SWFs Into Same Loader And Removed From Stage?
Jan 4, 2009
I was told that if you load a new SWF into a loader that has an existing SWF that the second SWF will replace the object(the first SWF) in the loader and in the display list.Does this mean that the first SWF is removed from the stage once the second SWF is loaded? I am asking because I would like to know if my this.addEventListener(Event.REMOVED_FROM_STAGE, removedFromStageHandler1); in the first SWF will fire once the second SWF is loaded.
View 3 Replies
Similar Posts:
Feb 16, 2011
I was told that if you load a new SWF into a loader that has an existing SWF that the second SWF will replace the object(the first SWF) in the loader and in the display list.
Does this mean that the first SWF is removed from the stage once the second SWF is loaded? I am asking because I would like to know if my this.addEventListener(Event.REMOVED_FROM_STAGE, removedFromStageHandler1); in the first SWF will fire once the second SWF is loaded.
View 0 Replies
Oct 23, 2009
can a loader get removed (garbage collected) whilst its still loading? does it have to be added to the stage or to an array?
View 3 Replies
Aug 17, 2009
if i have a movie clip with an even listener attached to it, is the event listener being removed automatically when the movie clip is removed from the stage or should i always remove the event listeners manually?
View 4 Replies
Aug 21, 2009
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]..
View 1 Replies
Oct 4, 2006
Here is the thing : on rollover on thumbnails ( buttons)its preview has to appear on the top of it.My corrected code works fine exepted that my swf don't load in a good way..they load at 60 kms from the thumbnail...and in a distorted size!I don't get it.I turn the thing in all ways but it is getting worth...What is my mistake?Code for each button ( thumb)
on (rollOver) {
_root.caption._visible = 1;
_root.caption.image_mc.loadMovie("images.swf");
[code].....
View 1 Replies
Jun 28, 2009
for some reason escapes me: using AS3 how can a swf load another swf to replace itself in the same loader on the stage, while simultaneously calling a randomizing function in the first frame of the main timeline, to randomize the next swf?At the end of each swf (called "koan_#.swf") there is the following old AS2 code...it was used to randomly select and then play a swf from koan array:
_root.index++
if(_root.index>_root.koan.length-1){
_root.index=0;
[code].....
View 5 Replies
Aug 12, 2009
im working on an image viewer and im loading an image to a loader and then add the loader to the stage.I want the user to be able to drag and drop the image but since it's a loader i dont know how to do it.
I tried
imageLoader.startDrag = true;
imageLoader.content.startDrag = true;
but im getting an error on both.
View 2 Replies
Apr 23, 2009
It's a simple slideshow of thumnails which load images on thumb press. It is working perfectly with images, but now I have to load aswf with a flv component. Again the swf with the flv loads, but if I play the video and then hit another thumb to load a new image, the video swf disapears, but I can still hear the sound playing in the back ground! How do I remove the sound?
I have tried unloading by
Code:
pictLdr.unload();
But its not right.
This is not all the code but where it needs to be looked at, the
Code:
closePressHandler
Is the point where I need the sound to stop playing.
[Code] .....
View 1 Replies
Aug 12, 2009
i 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...
View 1 Replies
Jan 11, 2008
My problem is that when I load this swf into another one it won't run and I get the error://Renderer (WARNING) :: startEnterFrame :: Unable to add a listener to the enter frame event because a global stage reference does not exist.The animation classes require that I add a global stage reference and I have added that in my main App class that is the document class in my animation swf like this:AS]import com.boostworthy.core.Global;Global.stage = stage;[/AS]This works fine when the swf runs on its own but when I load it into another movie I get the error mentioned above. I've tried setting this reference in different classes (my animation swf uses a number of classes) but no dice. I think that I might need to pass a reference to the stage from the top-level movie to the animation swf though I don't know how to do this.I have tried like this:
[AS]//code on top level movie
var myApp:App = new App(this);
//code inside App class (main class used for animation)
[code].....
View 5 Replies
Feb 12, 2010
The problem is this: I am loading 4 external SWFs into an empty MC on the main stage for each of the 4 projects.So you press a button on the main stage for a project, and it loads that specific SWF.These SWFs contain an opening text for each project, a button to "continue" to the gallery, then the text fades out and the gallery loads.That's all within the SWF itself.The SWFs work fine on their own, but the problem is that when I load the SWFs into the empty MC on the main stage, the "continue" button doesn't work correctly The SWFs load fine, it's just the button At first when I pressed the button it would send my main stage back to the first frame, so I thought it was because the AS for the button in the SWF was probably conflicting with the main stage and confusing it. I went back into the SWFs and tagged part of the SWF timeline with the name "togallery" so that when you click the "continue" button, in theory, Flash knows specifically where to go within the timeline of the SWF and not the timeline of the main stage.
That hasn't worked either. The button just doesn't work at all now, at least not when the SWF has been loaded onto the main stage. Again, it works fine on its own. So what can I do? How can I get a button within an external SWF to reference only it's own timeline and not that of the main stage?
View 1 Replies
Jul 29, 2009
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?
View 7 Replies
Feb 15, 2010
I am sorry if this is a truly basic question, but how would I code as3 to remove an event listener when the current frame (in my case, section of my site) is no longer on the stage?ke the following code as an example:
function onClick(event:MouseEvent):void
{
doSomething();
[code].....
View 3 Replies
Jan 26, 2012
When bullets hit the wall of multi-colored blocks, when shot one by one, they disappear like they should. But if you hold down the Left Mouse Button, you will see that bullets stop in mid-travel and I can't figure out how to fix that.
See this occur in this SWF. Note:(Use A & D to move left to right, Z to add a new row, and Left Click to shoot)
Here's the important function in the Bullet class.
Code:
public function update():void {
if(global == null){
trace("Global es null.");
[Code]....
View 2 Replies
Aug 8, 2010
I've noticed that using stage.addChild(obj)(i.e. creating objects on the fly) can slow down frame rates.I was told by several sources that one way to speed up a flash game engine (or any animation where instances are generated as you progress), is to reuse objects in what is known as object pooling.
First of all a bit of background:The game engine I'm working on can be found at: http:[url]....Most objects (i.e. bullets, particles, enemies...) are exported for actionscript, each with a set of actions that are performed each frame, and another set of actions upon being created.Each class has an array called instanceList, which keeps track of all objects currently within play.The main timeline contains an event.ENTER_FRAME function mainActions(event:Event):void, that loops through each of the instances and performs the actions associated wit11h each.It goes through each instance of each class by going through the static array instanceList().
Now what I plan to do is:Have a seperate static array for each class, called inactiveInstances,which keeps track of deleted objects.Introduce a function for adding the objects back to the stage (with the nesscessary variables reset), to give the impression of a new object being created.When objects are destroyed:Should they be removed from the stage and readded latter e.g. removeChild(obj2)/addChild(obj1)? e.g.
Code:
public function instance_destroy()
{
parent.removeChild(this)
//Remove all refferences and listeners[code].....
View 5 Replies
Mar 3, 2012
The REMOVED_FROM_STAGE event is fired before the object is actually removed from the stage. I'm looking for a performant way to know when the object is finally removed.
View 3 Replies
May 17, 2010
In AS2, to check if the mc is removed frm stage, i wuld simply just need to do this:
Code:
removeMovieClip(mc);
trace(mc);
[code]......
View 4 Replies
Jan 29, 2011
I am trying to make it so when you click anwhere on the stage the movieclip cursor is removed.
Code:
stage.addEventListener(MouseEvent.CLICK,ketchremove);
function ketchremove (evt:MouseEvent):void
{
trace("I am removed");
[Code]...
View 7 Replies
May 1, 2011
In the past, using Flash CS3 when I needed to remove timers or event listeners from a swf that had been loaded into a parent swf I'd use this inside the loaded swf:
Code:
this.addEventListener(Event.REMOVED_FROM_STAGE, deactivate, false, 0, true);
function deactivate(e:Event):void
{
[code]....
Now that I've upgraded to CS5 and am outputting to Flash Player 10 this no longer seems to work. The event fires right away. Does anyone know why this might be and if there's an alternative that I can use?I tried the unloadAndStop() method in the parent swf but I'm trying to remove some TweenMax delay timers and it doesn't seem to be working.
View 4 Replies
Feb 7, 2012
In the past, using Flash CS3 when I needed to remove timers or event listeners from a swf that had been loaded into a parent swf I'd use this inside the loaded swf:
Code:
this.addEventListener(Event.REMOVED_FROM_STAGE, deactivate, false, 0, true);
function deactivate(e:Event):void
[code].....
View 1 Replies
Apr 7, 2011
I want to remove all children of the name (mc1) but be able to add new one when I call the add function again Heres what I have
// Draws the squares
Code:
function drawIt(e:Event=null):void{
mc1.graphics.lineStyle(1);
mc1.graphics.beginFill(ITsColor);
[code]....
Removing all the (mc1) movieclips works fine, but when i click on the butotn to call drawIt again, all previous mc1's are displayed again with the new ones
View 2 Replies
Sep 11, 2009
I have a main fla file which loads an external swf into an empty movieclip on the main timeline which works fine but I want a button in the external swf to load another external swf into another empty movie clip on the main timeline.eg. start.swf loads UKEIAMap.swf into (empty movie clip within start.swf) MapLoader_mc then a button havant_b within UKEIAMap.swf needs to load HavantProjectSheet.swf into (empty movie clip within start.swf) ProjectSheetLoader_mc without unloading UKEIAMap.swf
View 3 Replies
Nov 15, 2009
I have a main swf that I load external swfs onto the stage. I am trying to fix the loading order. Currently when a button is pressed, the swf is preloaded, the current swf is on the stage with the preloader showing, then the preloader disappears and the swf plays the outro transition.
how to change the order so that currently loaded swf is removed from the stage, show the preloader and then show the new swf.
Code:
package
{
import flash.display.MovieClip;
import flash.display.SimpleButton;
[Code].....
View 7 Replies
Aug 12, 2010
I have two FLV files playing on the stage. The main FLV is instance is: MyVideothe 2nd is MyVideo2I have imported the videos using the wizard. The 2nd video is just a movie I created in Affter Effects that says...loading please wait....this is a really nice video and I don't want it to just use a standard preloader. Anyway, the goal is when the playback for "MyVideo" begins I would like "Myvideo2" to = visible = false;I have tried this many different ways and have been unsuccessful. I am obviously a newb at this. Also, does anyone know where I can get a list of all available eventListener actions...etc?
//var nc:NetConnection = new NetConnection();
//connection_nc.connect();
//var stream_ns:NetStream = new NetStream(connection_nc);
[code].....
View 1 Replies
May 17, 2011
I have ran into another problem, I have written the code for when I click on an enemy, it doesnt add a point to the score and it doesn't remove the enemy, I have a textfield which is called messageDisplay which is linked to the clickEnemy function.Here is the piece of code.
stage.addEventListener(MouseEvent.CLICK, clickEnemy); function clickEnemy(event:MouseEvent):void { if(cursor.hitTestObject(enemyAppear)) { score++ messageDisplay.text = String(score); enemyAppear.parent.removeChild(enemyAppear); } } stage.removeEventListener(MouseEvent.CLICK, clickEnemy);
View 2 Replies
Jan 25, 2012
I am working in on a Flex / Air application (using PureMVC) written virtually entirely in ActionScript 3 (i.e. we use very little of Flex). View components are added to a Canvas object in the main application window and these Views then load other movie clips, images files, etc.When I remove a View from the stage, I do so using application.canvas.removeChild(). This fires an event in my PureMVC mediator for that View, which removes any event listeners that were set up and everything appears to be dandy.However, the movie clips are still playing in the background. They are not causing any trouble on screen but they are simply there, playing somewhere in memory (e.g. I can see trace statements from them) and I want them gone. I suspect the View that was removed from the Canvas is still there too, but I can't prove it.
Setting the View to null doesn't do anything. I'm surprised that AS3 doesn't include any method to simply and effectively destroy a Display Object and all of its children.Is the only way to do this to tediously unload all of the movie clips, etc. and then hope that Flash will clean them up?
View 2 Replies
Aug 16, 2010
I am currently play with the document class (the class acts as main) constructor for a SWF file.
package {
import flash.display.*;
import flash.events.*;
public class TestSymbol extends MovieClip
{
public function TestSymbol()
[Code]...
View 9 Replies
Dec 7, 2010
In the setOne_mc I have three buttons close_btn, min_btn and max_btn....I want the movie clip to be removed from the stage if close is released.I seem not to be conecting with the buttons...the clip appears on the screen.
menuBar_mc.dropMenu_mc.subMenu01_mc.onRelease = function() { holder_mc.attachMovie("setOne_mc","setOne_mc",2,{_x:0, _y:0}); halt();};holder_mc.setOne_mc.close_btn.onRelease = function() { go();};function go() { this.removeMovieClip();}
function halt() { menuBar_mc.dropMenu_mc.subMenu01_mc.enabled = false; menuBar_mc.dropMenu_mc.subMenu02_mc.enabled = false; menuBar_mc.dropMenu_mc.subMenu03_mc.enabled = false; menuBar_mc.dropMenu_mc.subMenu04_mc.enabled = false; menuBar_mc.dropMenu_mc.subMenu05_mc.enabled = false;}
View 8 Replies
Aug 2, 2006
Flash - 8 : Above is an example of what I would like to do/have done. I've gotten as far as loading the "loaded.swf" into the "start.swf" but my problem is I'd love to use that little loading action I made earlier without copying and pasting into the new movie the same actions for a different link. So, how do I load "loaded2.swf" into "loaded.swf" via the link in "loaded.swf"?
View 1 Replies