ActionScript 3.0 :: XML Loader In Custom Scrollpane
Jun 18, 2011
I need several different scrollpanes in the site, one of which is a typical thumbnail gallery that uses XML to load the thumbnail images and displays full-size images & text when thumbnails are clicked. With a Lynda tutorial I was able to write the appropriate code and use the canned scrollpane in Flash, but even after changing some of the properties I really don't like how it looks. I found another tutorial [URL] that shows a scrollpane I like better (after some modifications), and I've got it working perfectly elsewhere on the site. How I can integrate the XML code I've already written into this new scrollpane so I can replace the canned one?
I'm using Flash CS4/AS3
Macbook Pro
This is the code for the canned one with all the XML:
var titleArray:Array = new Array();
var descriptionArray:Array = new Array();
var largeimageArray:Array = new Array();
var thumbimageArray:Array = new Array();
var imageNum:Number=0;
[Code] .....
I have a ScrollPane instance on the stage, which is made up of six images stacked vertically, and combined into a movieClip called thumbs1_mc. This movieClip is exported to Actionscript in the library, (class name is thumbs1_mc). What I want to have happen is when the user clicks on the contents of the scrollPane, the full screen image (from a separate folder called /images) should appear in the UILoader. Here's the code so far:
I have a dynamic text field which is loading images from an external html. This text is named scrollPaneImage and is a child of a movieClip called scrollPaneContent. I then load scrollPaneContent into a scroll pane named scrollPane
When the user interacts with my swf different images are loaded into scrollPaneImage. Since some of the images take a few seconds to load, I'd like there to be a progress loader displayed in the scrollpane.
I have tried adding the progress event listner to the dynamic text, the movie clip and the scrollpane and cannot get it to respond or track the loading.
scrollPaneContent.addEventListener(ProgressEvent.PROGRESS,reportProgress); function reportProgress(e:ProgressEvent):void { trace(e.bytesLoaded + " loaded out of " + e.bytesTotal); trace("LOADED"); }
I want to make a MC that holds various Data such as textfields images maybe a video, ect just basic content, so i want to put that into a MC and be able to scroll it. But i cant figure out how to do this, no tutorials on the internet. And i dont want to use the UIScroller and Scrollpane components as they are highly unnatractive.. It is for a touch enabled device so maybe a gesture could be used? But im sure a Mouse Event would work,
Through searching the various forums I have found that Loaders are not dynamic and hence you can not apply custom properties to each instance of them. I miss the old way (as2 way of attachingMovieClip) that you load dynamic content, at least you can apply custom properties, and you can always reference them for each object.
What I'm trying to do is load a group of Images via XML. Each one of those images have a set of information that is associated with them (name, description, etc). I have the images loading in and positioning just fine, however when trying to have a tooltip show the name on Mouse Over, I'm not able to achieve this...
In short. I want to be able to store information for each item so that I can access it. Is there a way to do this in AS3 with a Loader or is there another route I can go? If I do this with Arrays, how do I store the Index of the specific item so I can use that in reference to the position in each array?
I have a loader which loads on a MouseEvent.Click. It uses this for multiple swfs Actionscript Code: myLoader.load(new URLRequest(event.target.name + ".swf")); How can I add a custom preloader to this?
I'm trying to use a custom class to create a mosaic type of gallery, and load jpegs in which some may have different dimensions. I'm using the Loader Class and I can get the content width value of the jpegs I'm loading, but I'm having trouble adding that value to the property of the (custom) object. Here is the Class:
I've been trying to create a simple loader class that loads an image file onto the stage.
Writing the code to perform the task is simple via the main timeline:
Code: var picloader:Loader picloader = new Loader() picloader.load(new URLRequest("photo/1.jpg"))
[Code]....
How should I write the class such that it performs this function? Ideally I would like to specify the file I want to load eg. loadimage("photo/1.jpg") when I run the method.
Through searching the various forums I have found that Loaders are not dynamic and hence you can not apply custom properties to each instance of them. I miss the old way (as2 way of attachingMovieClip) that you load dynamic content, at least you can apply custom properties, and you can always reference them for each object.What I'm trying to do is load a group of Images via XML. Each one of those images have a set of information that is associated with them (name, description, etc). I have the images loading in and positioning just fine, however when trying to have a tooltip show the name on Mouse Over, I'm not able to achieve this.
In short. I want to be able to store information for each item so that I can access it. Is there a way to do this in AS3 with a Loader or is there another route I can go? If I do this with Arrays, how do I store the Index of the specific item so I can use that in reference to the position in each array?** Should I use getChildIndex() in the function for the Event Listener to reference the data stored in the arrays for each item? If so, how do I do so? ***
PHP Code: num = 0;var titleArray:new Array();function createImage(){ var thumb:Loader = new Loader; thumb.load(new URLRequest(url);
I have a MovieClip inside a ScrollPane. Inside this MovieClip i have buttons. What i want to know is: how to click a button inside a Movie Clip, that is inside a scrollpane, and make it load a swf outside the scrollpane?
I have a question regarding custom classes. I have created one named HrollBtns with a some scale and alpha roll over behaviors. When I load a jpg using a loader obj. Can I dynamically assign this custom class to the loader? If I had to do this loading an object from the library ...I would first assign the custom class through the linkage prop inspector and then simply add the Child(with my class behaviours) to the stage. Loading external files dont know how to do it...
I've been trying to figure this out for the past couple of days and couldn't find a solution and Im sure its something I have completely overlooked on my part. I'm attempting to load in an external swf in my fla file using this custom loader class I created. I keep receiving this error in an attempt to load the swf, which is in the same directory as my fla file that is loading it:
TypeError: Error #2007: Parameter url must be non-null. at flash.display::Loader/_load() at flash.display::Loader/load() at com.proj.load::SWFLoadClass() at test_fla::MainTimeline/frame1()
I have a Main class (which extends Sprite) that adds my Loader as a child. The Loader processes a continuous stream of images from a server (think MJPEG). I create a socket, add a ProgressEvent.SOCKET_DATA listener, and put the data into a local buffer. If I have a complete frame, then I call loadBytes() on it, and go back to waiting for the next chunk of data to arrive.
This works very well. However, if the mouse is moving when the image is being updated, then the control flickers slightly. But if no frames are being received, then there is no flickering. Do I need to double-buffer the image? If so, where do I do this? The Loader doesn't seem like the right place.
I'm creating a custom class to retrieve some data using URLoader.My code is below, doing this from memory, plz ignore any minor typos.The challenge I'm encountering: when my custom class calls the loader, the event handler takes over. At which point the context of my code leaves the function and it's not clear to me how I then return the data retrieved by the loader. I sense that I'm breaking the rules of how ActionScript really runs by putting a loader in a separate class; at least, that's my primitive understanding based upon the reading I've done on this.So can I do this? I am trying to create a clean separation of concerns in my program so that my main program doesn't get clogged up with code concerned with retrieving remote data.
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.
I'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.
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?
the 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
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...
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.
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
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;
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;
This is NOT duplicate of my earlier post (its is slightly different)But this is similar issue with similar error but its not the same error The error I am getting now is below while dispatching the custom event from my custom component
TypeError: Error #1034: Type Coercion failed: cannot convert events::MapEvent@a74ab51 to flash.events.MouseEvent. dispatchEvent(new MapEvent(MapEvent.CLICKED_ON_MAP));
Note: The error in my earlier post is giving below error message
Type Coercion failed: cannot convert flash.events::Event@81ecb79 to com.events.ShopEvent
The difference here are two things, the earlier error is while converting flash event to custom event and now this one is while converting custom event to flash event and secondly, I have no clue why it is trying to convert to the mouseevent where I am just dispatching my custom event with proper listeners.