ActionScript 3.0 :: Loading External Swf's Through 1 Loader?
Jan 9, 2010
when I run the code there aren't any errors stopping it from compiling correctly. However when I click on my buttons i get an error saying:
Error #2044: Unhandled IOErrorEvent:. text=Error #2035: URL Not Found.
I'm guessing that I'm passing the variable off through the function incorrectly. I'd like it pass a string though so that I can pass the name of the file to load.
ActionScript Code:
function contentScreen(mcName):void {
var imageRequest:URLRequest = new URLRequest("mcName");
var imageLoader:Loader = new Loader();
I've recently made the switch from as2 to as3 and am still struggling to get my head around one aspect in particular. I've managed to load one external swf into a blank file via the script
import LoadDisplayObject; var loader:LoadDisplayObject = new LoadDisplayObject("button_01.swf", true); loader.addEventListener("displayObjectLoaded", onComplete, false, 0,
[Code]....
.....however I'm struggling with the script to make a swfs load into a space when one of my 3 buttons is clicked....
My page currently has three buttons (button_01, button_02 and button_03) and in a local folder three separate swfs with the same names which I wish to load in, when the appropriate button is pressed.
I have managed to get them to load in using a tutorial...however they load over the top of each over...far from ideal. From research on the internet I've found a range of different script...but I just can't find anywhere I can find script to make this work..hence why I have turned to here.
I have my .fla file and .swf file in a folder on my desktop
i want to add to that file a bitmap. everytime my flash project receives a the String "loadBITMAP" i want it to reload that bitmap into a designated area on the stage. (i am using a system of binary sockets to recieve data, but don't worry about that...i know how to process that already.) so basically my code will say
Code: if(socket.readUTFBytes="loadBitmap"){ need code here on how to load bitmap }
how to load an external using a loader to show while its loading...my swf which is to be loaded is a gallery having jus one frame on which action script is placed..
I've devised a preloader using the ui loader and progress bar components in flash cs3. The goal being to load an external .swf into the uiloader and that has been achieved. I'm having problems with the scaling now. In my code I have set the content scaling to "true" and that isn't supposed to cause distortion of any type but it does. It squishes my external .swf in width wise.
HTML Code: var imageURL:String = "portfolio.swf"; var imageURLRequest = new URLRequest(imageURL) uiLoader.scaleContent = true; uiLoader.load(imageURLRequest); progressBar.source = uiLoader; [Code] .....
I want my product button to click on it, to load an external sfw into a loader and the text of this external swf too. The text is loading good when i click the swf file on its own, but with the index page not. when i click the product button the loader is loading only the swf file of product but not the text on it. The text is coded to the product swf.This is the code of index Page which i want to load the product page:
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()
Using the MovieClipLoader class, what is the difference between loading the external files into a Loader Component or into an empty movie clip. Will one be quicker? They both worked for me, but I've read using the Loader Component is better. Can anyone confirm this? I would think that avoiding components would make things faster/less file size.
I am trying to import a SWF file into a custom loader and then treat the loaded SWF file as a MovieClip object. The code for the functionality can be seen below.
public function loadMyMovie(movie:String) { var now:Date = new Date(); var rnd:String = "?randomize=" + now.time;
[Code].....
When I do this I get the following error.
"Implicit coercion of a value with static type flash.display:DisplayObject to a possibly unrelated type flash.display:MovieClip."
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 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;
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?
I want to have an AS3 app load images from url supplied by the user. But I don't want a malicious user to be able to load an SWF file in place of the image, such as with an altered extension "maliciousSwf.png". Well, not sure how big a security threat that is above and beyond the ability of the hacker to decompile swf, but I think that ideally such behavior should not be allowed.
So, is there any way to prevent this? When people allow users to load images in their Flash apps, do they somehow guard against loading of SWF? Or is this really absolutely no big deal?
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
as3 is new for me, but i would like to write a script using loader to load an external swf, and control the external swf. But I find I can't control the swf, because there are no fixed instance name. here is my script.
I am doing my first all out flash site without a template and tried several different ways to load a external swf file to the site vie ui loader... it works fine on my local computer but when i put it online the external swf doesn't show at all while the rest of the site does, and im not getting any error..
I've set up a swf with three buttons and when you click on one it loads a different swf and places it into a movie clip. If there's already something in the movie clip it removes it and then replaces it. The problem I'm having is if one of the swfs is very large and for whatever reason someone clicks on a different button where the swf is smaller it will load the smaller swf but continue to download the larger one and when that finishes it will load on top of the smaller one.Here is my code:
ActionScript Code: var home:MovieClip = this; var ldr:Loader = new Loader();
I have a flash animation made on the main timeline of the SWF with a couple of layers, some functions and some keyframe labels. For example, i have a movieclip of a star that come across the screen and then trigger a dispatchEvent for the main timeline to go to frame label "next".[code]That SWF alone works perfectly. Problem come when i try to load this SWF into another one. What happen is the loader keep reloading the SWF over and over, overlapping them and the actionscript that's on the main timeline of the loaded SWF is ignored, the timeline plays continuously. Here is the code i use to load the SWF.[code]I have found a workaround by putting the entire animation inside one main movieclip and put that movieclip on the main timeline (one keyframe, one layer, no actionscript) and then load it. That way it works fine but it feel more like a patch than a solution. I would really like to know why it's bugging when you try to load an external SWF that use the main timeline with multiple layers, keyframes and actionscript.
I have a Master SWF that has several buttons on it's stage.These buttons each load a remote SWF of a clickable graphic into the Master movie's upper left hand corner. Inside these loaded clips are several clickable areas that I would like to use to load yet another movie into the bottom half of the Master clip ... so, it's loading a remote SWF onto the stage of a third party.I'm having a simple targeting problem. I'm not quite sure how to call a movie to load into a loader on the stage of a different movie clip. I'm using "parent" ... but i got something wrong:
_________________________________ var unitSwfLoader:Loader = new Loader();unitSwfLoader.x = 25;unitSwfLoader.y = 390; function getUnitSWF(e:MouseEvent):void { unitSwfLoader.load(new URLRequest( "units/"+ e.currentTarget.name +".swf" ) ); parent.addChild(unitSwfLoader);}
I've tried adding this loader as a child of several different sprites but it only ends up in one of the sprites (must be removing from the other sprites display list automatically).How can I duplicate that image in the loader into multiple sprites?e.g. (note don't worry about making sure the icon is loaded, pretend I wanted to Event.COMPLETE before adding to
var icon:Loader = new Loader(); icon.load(new URLRequest('image.png')); var iconA:Sprite = new Sprite();
I'm using the following code to load an swf in a pure actionscript project (Flex Builder 3)
_loader = new Loader(); _loader.contentLoaderInfo.addEventListener(Event.COMPLETE, Loader_Complete); _loader.contentLoaderInfo.addEventListener(Event.INIT, Loader_Init); var request:URLRequest = new URLRequest("Skins/TestSkin.swf"); _loader.load(request);
[Code]..
I have seen examples online where people say these work for them but whenever I set width or height in any of these ways, the loaded swf is simply not displayed at all.
I have a flash file with a 200 meg video file in it. I want to run a pre-loader and indicate the file is loading. I have a stop action script built into my first keyframs and on a seperate layer the following action script:
I am creating an image gallery where the user can select from several thumbnail images. Once selected, the thumbnails will enlarge and load the full sized image. My problem is that while the user is waiting for the full sized image to load, he may decide to close that image and view another image. I am trying to find a way to stop a loader from loading. Here is the code I have used. My problem is that even though the user has clicked on the unloadBtn, the loader continues to load the file. Is there a way to disable that?[code]...
I have a loader, and it doesn't seem to be loading my content when I am viewing it on my website. However, when I open up my loader.swf in a browser, it loads up my content once it is done loading.
Loader AS3: var loader = new Loader(); loader.load(new URLRequest("slideShow09.swf"));
Part of my UNI degree is covering AS3 and I'm having to build a game using Flash.
I have hit a problem trying to load a new SWF after unloading the current one that is auto loaded at runtime using the loader. I have a button in the 1st SWF that unloads the current one successfully but I'd now also like to get that same button to load up an alternative one.
My host file has the following code:
import flash.display.Loader; var startGame:Loader = new Loader (); addChild ( startGame ); startGame.load ( new URLRequest ("interface.swf"));
My loaded SWF ("interface.swf") has the following code to unload it when required using the button:
function closeInterface(e:MouseEvent):void { MovieClip(parent.parent.parent).startGame.unloadAn dStop(); }
I am creating an interactive CD ROM that has a flash file with a 200 meg video file in it. I want to run a pre-loader that will indicate "loading..." and indicate the file is loading. I have a stop action script built into my first keyframe and on a seperate layer the following action script:
[Code]...
When I go from scene 1 to scene 2 and load the movie, there is a 4 - 5 second delay before I get my Loading text. The file then loads rather quickly and the video file plays. I know this is a big file to load into memory from a CD, but would like the "Loading..." to display immeidately, so the user will know what is going on. Does anyone know why I am geting this delay or how to overcome it? Again, this is not an internal job or running from a web server. It is loading on a local client from a CD ROM drive.
I have a loader component on my stage that I load 30 or so different external swfs into. Their stages are all exactly the same size as the loader. But one external swf has an image that extents outside it's stage size, AND it is this that gets rescaled (shrinks) when loaded into the loader. How can I fix the size of just this one external swf?
I have a map of the US acquired from here (called U.S. Map). I am currently generating XML from inside an ActionScript file, and would then like to display this map using my generated XML as the argument. According to this, to do this in html would require the following declaration:world.swf?ata_file=pathname/filename.xmlHow can I replicate this behavior using the Loader from ActionScript? Right now I have:
var ldr:Loader = new Loader(); var url:String = "us/us.swf?data_file=senate.xml"; var urlReq:URLRequest = new URLRequest(url);