ActionScript 3.0 :: Load Into Another Swf And Add To A Sprite From The Library?
Jan 2, 2011
I have a swf that I load into another swf and add to a Sprite from the library. The Sprite is enabled for drag/drop so I can move the loaded swf and that part works fine . On the imported swf is a scrollbar it no longer works. I
I am trying to create a newspaper that consists of four pages. Each page i have created and are sitting in the library as sprites. Each page has buttons that need linking so that when pressed it loads the next page or page that i want. This is the part i am confused with =/ how do i make the buttons on each page load the next page (sprite) from the library? Basically i want to no how to make a button load a sprite from the library when clicked. Does anyone no the script for this?
My basic aim is to create a newspaper that consists of four pages. Each page i have created and are sitting in the library as sprites. Each page has buttons that need linking so that when pressed it loads the next page or page that i want. This is the part i am confused with =/ how do i make the buttons on each page load the next page (sprite) from the library??
Loading a Sprite or MovieClip from the library to the Stage is simple. You just export the symbol and do the following code:
var mySp:Sprite1 = new Sprite1(); addChild(mySp)
assuming the exported sprite is called "Sprite1" and the base class is flash.display.Sprite
But what if you have many sprites and want to encapsulate this into a function with the sprite name passed as a string? What would the code in the function look like? Somehow you have to cast the string as the name of the sprite class defined in your export but I'm not sure how. I've seen a sample using the "as" keyword but try searching "as" in the help you you don't get much help.
Code: function loadSpriteFromLibrary(sSpriteName:String) { //load the sprite with an exported name passed into sSpriteName onto the stage //what would the code look like? }
I would like to be able to make changes to a colour gradient of a sprite from my library, as opposed to one drawn dynamically. So the code I thought would look something like this:
Code: var radType:String = GradientType.RADIAL; var radMatrix:Matrix = new Matrix(); radMatrix.createGradientBox(120,120); var radColours:Array = [0x3174d0, 0x15396f]; var radAlphas:Array = [1, 1]; var radRatios:Array = [0, 255]; var myLibrarySprite:spriteInLibrary = new spriteInLibrary(); myLibrarySprite.graphics.beginGradientFill(radType, radColours, radAlphas, radRatios,radMatrix); addChild(myLibrarySprite);
I've been using essentially this code (plus a bit for say drawing a square) happily to gradient fill sprites that are dynamically drawn. I don't get any errors from this. I have tried adding myLibrarySprite.graphics.clear() but that does not make a difference.
In Flash I am able to create a font asset and add it to the library:I want to convert this asset into some BitmapData that will contain all of the characters with the correct letter spacing/line height etc.
Is there an inbuilt way of doing this other than manually creating text fields, adding a character, using BitmapData.draw() and then adding the result to a sprite sheet?
If I need to do it manually like above, is there a way to retrieve all of the embedded characters? For example, in the above screenshot I'd expect only a-z, A-Z. Or will I need to note these manually as well?
I have pre-existing PDF files which I would like to send to a PrintJob in Flex 3. I can load the files fine with UrlRequest, but I need to somehow get the data into a Sprite to be included into a PrintJob.
I need to load three swf files in the main sprite (mSprite) top to bottom. All three swfs have some sort of animation, so when the first swf is loaded, it needs to finish playing the animation before the 2nd swf is loaded and the pattern follows. I am assuming, at the end of the animation, each swf need to dispatch a signal or such. All the animations are done via code not timeline.
I have two images that are externally loaded through an imageLoader I made. What I want is to have both those images loaded into a sprite (like a container) so that when I animate them, they move as one, but I'm not sure how to go about doing this...
I am following this page to create a custom preloader extending Sprite to load an animation SWF, but it is not working (the animation SWF is not displaying): [URL]. I know the Animation.swf file is okay, because if I load it into the main app it displays and runs. The preloader works if an image is loaded by the preloader instead of the animation SWF. test.mxml (main app)
BTW, I typically have many more lines of ComboBox in the app to force the preloader to display, but limiting number of lines here.
I try to load classes ex:flash display.Sprite(); and I get error messages. Not just with this code with any class I try to implement. why this is happening. Am I missing the folder that has all of the classes in them in Flash CS3.
I have a Movieclip with a base name called 'movie_main' and class name as 'Main_mc' I am trying to load the movie from the library into a contanier that also loads in a tooltip. The container is called 'holder' this is the script I am working with
i am trying to load a swf from my library... i already gave it the linkage name of:"1". But still cant load it to my moviclip container called:mc_area_1 This same container is inside another movie clip called: mc_movies_areas
I created a class, extended the sprite class, and now in the constructor I am trying to set the Sprite's width and height properties which are inherited from the DisplayObject. However, after I set this.width and this.height, and print the values, I get 0 for both.
What the heck is going on? When I view the livedocs I see that DisplayObject has width and height listed as public properties. I have been able to instantiate a Sprite directly, and set the width and height after it's been instantiated, so I don't get it.
package { import flash.display.*; public class ScrollBar extends Sprite {[code].....
I'm trying to load png images from library. My code is:
Code: var deactiveShow_mc:deactiveShow_id = new deactiveShow_id(0,0); trace(deactiveShow_mc); addChild(deactiveShow_mc); deactiveShow_mc.x=goster_btn.x;
[code]....
this code gives following error:
Code: 1067: Implicit coercion of a value of type deactiveShow_id to an unrelated type flash.display:DisplayObject.
I tried this.addChild(deactiveShow_mc) and addChild(MovieClip(deactiveShow_mc) and addChild(BitmapData(deactiveShow_mc) but it gives various errors. How can I fix this?
can load an external jpg into a movie clip which is in the library?The reason I am asking is because I have a transition between loading images and the transition has several instances of one movie clip being used for different tweens.
The problem is that when the image loads, all instances have to be in frame 1 otherwise the jpg won't load into them and because I am using tweens the instances are on all different frame numbers.
I want to be able to load the jpg into this movie clip but in the library so it updates all of the instances of this movie clip on the stage and further down the timeline.
is it possible to load a mc from the library on to the stage with specific coordinates, without uning a mc to load it in to? Simply something like this:
load the menuMc on the stage at x = 200 and y = 300;
I have 2 SWF, one of them (let's call it Resources.swf), that contains several symbols (most of them MovieClips) on its library, but, none of them are added into the stage ( the timeline contains only one empty frame),and then, the other swf (Main.swf), where I need to import some of the symbols from the other SWF.I have been looking around, and searching, but all the info that I saw, and tried, imports the symbols from the stage/timeline using things like:[code]If not,do I have modify my Resources.swf to work this out or do I have other alternatives?
I have a symbol in a .swf's library, with a linkage name of "Pana". The Pana symbol is just a 100 frame animation that I would like to have timeline control over in Flex. So how can I load the .swf and then add the Pana symbol to the display list and control it's timeline?
I just want to ask if is it possible to load a movieclip from the library using the Loader class together with the URLRequest and then use gotoAndPlay method?
I'm creating a little movie player. i have 3 buttons on stage that when clicked i want to load a movie clip from the library into my "container" MC already on stage. basically i want it so when i click on a button it changes the first and only array item to the one i want to load. therefore replacing the existing one. (so there is only one in the container at a time).[code]...