ActionScript 3.0 :: Multiple Buttons Share Single Loader For Loading Each Of Their Target Contents
Jun 26, 2009
I am trying to have one single loader for different buttons to load their specific target.lets say I have btnOne and btnTwo, each of them have their page to link to, btnOne to pageOne, btnTwo to pageTwo, page one and two are external swfs. so can I load them into stage by sharing one single loader? this is simply my script:
I am trying to have one single loader for different buttons to load their specific target. lets say I have btnOne and btnTwo, each of them have their page to link to, btnOne to pageOne, btnTwo to pageTwo, page one and two are external swfs. so can I load them into stage by sharing one single loader?
I'm creating a drag and drop Flash activity where there is 1 target and multiple draggable items. In my case I have 4 apples and I want to be able to put all apples into the same basket. I can get the draggable item into one target but i cannot get multiple draggable items into one single target.[code]
I am porting an existing project from Flash Pro to Flash Builder.The code is almost completely portable between Web/Android/Projector/AIR, and I simply change a few constants for each target device before hitting publish...However- in Flash Builder, it asks me when creating a project whether it will be mobile or web.What's the best-practices way to target multiple devices from a single project in Flash Builder?OR, in Flash Builder, must they each be their own project? If they must each be their own project- is there a multi-project organization method which works well, keeping in mind that in this context each project is really just a different build of the almost-identical codebase (On one foot- I thought of having a "common" project
I want to create an interactive learning module that would use a simple drag and drop test. I've already browsed the net for guides and it led me to monkeyflash.com that gave me a very helpful guide. On the guide, there can only be one object be dragged to a target. But then, I wanted my test to have multiple objects (movie clips) be dropped on a single target (also a movie clip) only and stick to it. I'm thinking that I could place my draggable objects on an array, but I really had difficulty on executing this.
On the code below, a drag object can only be placed on one target only (i.e dragIn1 can only be dropped on targetdragIn1 but not on targetdragIn2). Yet, I want all dragAt objects be dragged on all targetAt, dragIn with targetIn, and dragOn with targetOn.
How to share TextArea Component in multiple swfsaylib.swf (has TextArea Componenet)main.swf (Import TextArea Componenet from lib.swf)section.swf (Import TextArea Componenet from lib.swf)
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
What I want to happen:Everytime I'd hover the mouse on each button, I would like the background animation to run. And have the animation stop on mouseout for each button.I was able to make it on one button via this tutorial: [URL]But this doesn't seem to work with multiple buttons involved.
I'm really new to flash, and just taking an intro level course at the moment.Anyways, for one of my projects,I wanted to load some .jpg files onto the stage, and make buttons from certain aspects of the image.So for example,I have an image of a coconut that I wanted to make a button out of.Right now I am trying to use the pen tool to outline the shape of the coconut, and then create a symbol from the pen tools shape.However, I'm obviously not doing something right, as when I turn the image into a symbol, instead of creating a button symbol from my outline with the pen tool, it just turns my whole .jpg file into a symbol.
I want to be able to make multiple clickable buttons from a single image,I know how the coding will work once I can make the individual buttons, but right now I seem to be missing a step.
My problem is that I am trying to use the following functions on 10 different logo movieclips. Each logo movieclip has a popup up box (another mc) within its timeline with a description in. When I hover over the logo movieclip i want it to call the forward frames function and on hover out call the rewindframes function.
function forwardFrames() { onEnterFrame = function () { if (_currentframe != 15) { nextFrame();
The following doesn't work (although it gives no explicit error), but why not?nd... Is there really no way around it, strictly using the with statement? Forget using for / foreach.
with (object1, object2) { attribute = value; method(); }
Why the code above gives no syntax error, doesn't work but is accepted by with?If it's possible, how could we change multiple objects with same attribute using with?
var object1 = { attribute: 3 }; var object2 = { attribute: 2, method: function() { alert('blah'); } }; var object3 = { method: function() {alert('bleh'); } };
I'm new with AS 3 and I'm struggling with this: I have five different movieclips in a single frame and I want to asign the functions "roll over", "roll out" and "press" to every single movieclip. Now, I write all the code in the frame, for the five buttons, but just one works, I don't know what am I doing wrong, here's the code for two of he five buttons, the first works fine, the second doesn't:
I have a single movieclip named button, and I want to use a "for" to multiply that movieclip, that way I can have multiple buttons and edit them all in a single function.
It would be something like this:
var _button = new button; for(i=0; i<5;i++){ _button[i]:button = new button; addChild(button[i]); }
[code]I can contorl the current selected mc.like myButton1.But How I can control the other button action at the sametime.like myButton1._alpha =50, myButton2,myButton3,myButton4...._alpha = 30.
load multiple variables from a single text document into one main dynamic text field. If it is possible could someone post an example for me i would appreciate it a lot
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.
on loading multiple external swf on single button... I mean on click of next or previous button may I load external swf with different name on targeted instance....?
I am working on a simple game for kids. The game revolves around the alphabet and it is all voiced. So I have a good number of sound files that I need to call on at any given moment.In AS2 I would just link all of the sound files to variables at run-time and have them ready to play when the interaction dictated it.... with the way "linkage" has changed in AS3... I feel like it would be a bad idea to have over 50 different class files (one for each sound file) so I am looking for a cleaner solution... that and I am guessing that having redundant class files misses the point.I haven't had much luck finding a forum post or tutorial that talks directly about this type of issue but the idea is a little foreign right now so I am sure I have stared directly into the gold mine and not noticed. I am very interested any thoughts or links on the subject.
I'm trying to make a custom PDF viewer in flash. Currently I've found a freeware server side script that will convert the PDF into a single Flash AS3 SWF file with each page from the PDF on a new frame. Loading this is no problem. I can navigate through the pages with a simple gotoAndStop(frame); call.
Here's my problem: I want to display more then one page at a time. I want to be able to scroll through the pages and see one page going off the top of the screen while the next is coming up from below. So, how can I put multiple instances of this SWF on the stage? Do I have to load it with a loader and URLRequest multiple times? or can I make copies of the one I've already got somehow?
I still have to load PDF in flash, but if I could find a better way to create an SWF out of the PDF. I'm currently using pdf2swf and it's great and all. Maybe there is some functionality to that program that I'm missing. Some other way to organize the PDF pages in the SWF.
I am trying to load in 5 pictures but 2 of those pictures need to be added multiple times to the same scene. For example you would use Loader to load one tree but would show that tree 9 times. The problem I am experiencing is that each object loads fine once but objects that are the same with different x and y values are placed at the last location that was set in the loop.
I would like to load different images with Loader object and put them in an Array.can I use only one Loader object to load multiple images or I have to use one Loader object for each loaded image? This array is the base images collection from which I'll generate new Bitmap objects.My problem is that I have to wait the complete loading process before I can access to BitmapData.
My need is to load 4 images at one time, and I'd like to have the code in a function that could load them one after another. But all I am getting is the last one of the loop iteration - I know it due to needing an onComplete, but I can't figure out how to make it all work passing it back and forth).
Code: function loadThumbnails() { for (var i:int = 1; i < 4; i++) {
I've been loading multiple SWF using the loader class and Frame Labels. I get this error script when clicking my drop down menu buttons: TypeError: Error #1009: Cannot access a property or method of a null object reference. at ZimIndex7_fla::mcMenu_5/buttonClick()[ZimIndex7_fla.mcMenu_5::frame1: 6]
It seems that every scripting language I start using, it all goes back to this problem. How do I evaluate a string as a variable name or text field name, and get or set the contents of that variable or text field
var mySelf:Person = new Person ("Enter Your Name", "Enter Your Email", "Enter Your Phone"); //Person is an external class file. The variables in it are named "_HomName, _HomEmail,
It seems that every scripting language I start using, it all goes back to this problem. How do I evaluate a string as a variable name or text field name, and get or set the contents of that variable or text field?
Code:
var mySelf:Person = new Person ("Enter Your Name", "Enter Your Email", "Enter Your Phone"); //Person is an external class file. The variables in it are named "_HomName, _HomEmail, _HomPhone."
In my attached file first user drag dot symbol into the block targets and then user drag the arrow in the same targets.now i want to set both are in single target.( see the screen shot of target.png file )
I want to load some .swf files using the Loader class. I'm all set with that and got the image on screen but I wish to have multiple instances of it. Do I have to reload one for each that I intent on using?
For example say I'm attempting to load a power up's graphic from an .swf (i'll call it ex.swf). I load it and then put the image I loaded into the power up. But then I also want to have another power up of the same type somewhere else, and I want to use that same graphic. Neither adding the loaded ex.swf's contents or simply assigning the contents to a child of the power up will work obviously. So do I have to load a new copy every single time i want a new one, or can I just clone/duplicate the contents?
I mean I know it must be common for games to have 100's of copies of the same graphic being used by different things, yet If I try to preload the amount I'd need it's not exactly flexibly and if I load them as I need them it seems bad practice..