ActionScript 3.0 :: Load PHP Variables In Every 'x' Seconds?
Aug 4, 2009
I am working on a project that involves loading PHP variables into a Flash App. I need the content in the App to update consistently without the user needing to refresh the page.All the examples I found for bringing PHP variables into AS3 work at the beginning of the script and I need something that could run every 12 frames for example.Here is the code that I was working with currently:
Class File (Main.as)
package {
import flash.display.MovieClip;
I have an empty SWF that's sole purpose is to call loadMovieNum and start the project. Each loaded movie has a few variables defined within them - unique to those loaded SWFs. Instead of declaring all the variables in each SWF can I declare all of them in one place, in the first frame of the empty loader it all starts from? I'm thinking I can then declare a variable which each loaded movie can increment as needed for me.
I'm writing code that takes data from mysql that's processed by a PHP script. It's actually a bit bizarre, at least to me. Anyway, here's some basic AS3 code that's moving toward what I want to do:
var loader:URLLoader = new URLLoader(); var urlRequest:URLRequest=new URLRequest("receive.php"); urlRequest.method=URLRequestMethod.GET;[code]....
For some reason, the statement "trace(evt.target.data);" produces a whole pile of garbled text before the actual stuff that it's supposed to show Because of problem #1, I've had to include a throwaway variable at the beginning, otherwise the first variable I try to pass into AS3 comes back as undefined. This causes errors when I run my flash movie in the IDE, but when I run it from the browser it doesn't seem to have any effect.But this is the strangest thing of all whenever I make any changes to the database (and subsequently try to load data from different variables), the new variables come back as undefined. For example, let's say that I add another entry to the database, and decide to load students 2, 3, and 4 instead of 1, 2, and 3. When I do that, any new data I've added comes back as undefined, even though when I view the PHP output in my browser, it looks just fine.
And now for the REALLY bizarre part: I'll copy that output, paste it into my PHP script as an echo statement, comment everything else out, and my flash movie runs fine. Even though the output from the PHP script is exactly the same, it gives me errors.
I have a video, 14 minutes long, at various times, I need to load information for a few seconds, and then unload it.At the moment, I'm doing it all in the timeline which works fine, however I'm limited by 16,000 keyframes which for the last video, was about 7 minutes (full video was 9).Is there a way to load and unload in 1 long action script file at the beginning of the video? eg (not actual code btw)
at 4 seconds, load 1.swf into container1 at 14 seconds, unload 1.swf from container1 at 16 seconds, load 2.swf into container1
I have a project where I have code inside a MC on the main timeline that loads XML via a php file on the server. Once the data is loaded, it sends commands to other MCs and works just fine.However, I need to refresh this XML info every 5 seconds or so. I have tried several things such as interval code and pause code, but the farthest I got was that it paused the initial clip for 5 seconds, then ran the script once, but never again. Or it refreshed, but got stuck on the first frame of the clip.Now I am thinking I would be better off NOT having the code inside the MC, but on the main timeline and just having the action span the course of the main timeline. That way, the call to the php can be refreshed from any frame of the main timeline. Does that sound right?
I'm attempting to load a new image into a Movieclip from an Array assigned in KeyFrame 1 on the Main timeline and I am trying to use setInterval and clearInterval to get this working, but I think I may have layout or the function incorrect.[code]This loads a new image every time the panel is clicked on (Panel 2 - Trusted) but I can't get it to automatically cycle through the images in the array. Here's a link to the SWF in question: URL..And in case someone wants to see how I have it setup, here's a copy of the FLA: URL... (CSS and images are loaded externally)Does anyone see what I'm doing wrong? I need to apply this function to 2 other panels, so I need to streamline.
i have a Flash Application with a button and an onRelease event. How can i load an external swf File, display it for 5 seconds on top of the main stage and then fade it out? Will this be possible with createEmptyMovieClip()?
I am trying to load variables from a text file, and have them available from then onwards in the movie, globally so to speak.
While I can read the variable values in a loader function which executes when the text file is loaded, I don't seem to be able to keep those variables available afterwards.
How can I make my Introduction_mc automatically disappear after 10 Seconds and load Home_mc (automatically)? I don't want user to change by himself this Introduction page. It should be done automatically.
After working for a prolonged time on a programming problem, I start to get coding tunnel vision. It makes it harder to draw back and look at the problem from farther away. Hence my question: I am using a Drupal 6 site. When a menu option is clicked, the page opens and a Flash SWF file needs to played in a ThickBox. After 8 seconds, that Thickbox closes.
Opening the SWF file in the Thickbox when a link is clicked is no problem, just like closing the Thickbox afterwards; that's basic javascript. For that I use these:
[Code]...
But opening the Thickbox on load? I can add a link for the user to click, but it should open automatically. I figured out the PHP to have it only open on one specific page. From the Thickbox manual, I learned to open links to images - but not how to open it when the page loads.
When i use time varaible and then minus the time. Ive noticed that flash does not count down in seconds, but the speed of light. My maths are not very strong so how can i get flash to count in seconds
var time =60; sprite.onEnterframe = function(){ time -=1; ( this counts faster than seconds) }
I'm trying to figure out how I can make the sound file that I load into Flash start at x seconds and end at x+30 seconds.So basically, I just want a 30 second sample to play starting at a specific time position. Does anyone have any advice on how to do this or have links to somewhere I can read up on it?
I'm working with the youtube API and I'm getting the current time on the video as seconds.What I want to do is to convert them into this: MM:SS.I've tried to google and try different things by myself but nothing seemed to work and be efficient.
I am currently using the following code to display the secconds of a FLV being played: ActionScript Code:time_txt.text = Math.round(_root.video_mc.videoZ.playheadTime*100)/100;I need to change this to display MM:SS (minutes:seconds) rather than just seconds and decimals.The javascript people here at work suggested something like this:
ActionScript Code: function strPad(str, places, pad, side) { while (length(str) < places) {
1) I want a 60 seconds video to start playing after 40 seconds have been downloaded - to do that I set the NetStream.bufferTime to 40 seconds and retrieve "NetStream.Buffer.Full" event causing the video to really start playing. This step is OK.
2) However, the "NetStream.Buffer.Full" causes data to stop downloading. So the remainder of the video begins to download no sooner than after the 40 seconds have been played. This step is my issue. Can anyone tell me how to avoid this unintended effect? (i.e. playing a video and downloading data at the same time?)
I am loading variables from a txt file. After loading in Flash, the format of the variables is weird.
My text file looks something like this:
var1=15&var2=10&var3=this is a test&var4=etc
It has been created in notepad.
When I load the variables with the command loadVariablesNum("variables.txt",0); there is a problem with var1 and var2. These are not considered as integers but as text and have the values "15" instead of 15 and "10" instead of 10.
i added a text field and change it property to dynamic and set variable as "x".and then a added a new text filed and change it's property as input text and set variable as "x".and i need to print this "i love you + variable (x) + i miss you" ?
I followed the PHP MYSQL Flash Tutorial and I got it to work with ASP, I wanted to know is there a way in Flash to loadVariables for the entire movie.Example: Instead of this On Every Movie Clip:
I'm trying to load in a variable value from an xml file.
i want to turn the visibility of a button clip on or off from within my loaded XML code. i know that my xml is loading and working correctly. in my XML file, i have visible="true" set up as an attribute to one of my nodes. what do i need to do to get[url]...
an external file on my website that I can edit with a text editor.I am making a flash intro to a website that has a pull-down panelthat displays information on new content on the website. It has twovariables in the main actionscript 3 code:
var gotoUrl:URLRequest = new URLRequest(" http://www.website.tld/newcontenturl") var whatsnewText:String = "There is something new on this
In the constructor, is there a way to force load variables. Essentially, I have a list of variables set through the component inspector. I would like to load these variables from the constructor. Currently, the variables are null when the constructor runs.
I have a flash page flipping book that I bought at activeden. It uses an XML file to load in the images of the book to flip through. I have created a PHP file that takes an event ID and creates a custom XML file for flash. How do I have flash load an xml file like this? Instead of passing:
_xmlLoader.loadXml("setup.xml");
I would like to pass:
_xmlLoader.loadXml("setup.php?id=" + eid);
That code doesn't seem to be working for me though.
I have a simple flash form I put together (can be viewed at [url]... I have 4 input text boxes (name1, email, phone, and message1). Frame 1 is the form, frame 2 is the success message, and frame 3 is the message failed frame. The submit button has the following ActionScript attached to it [code]...