ActionScript 3.0 :: Numerate Exported Symbols In A Loaded SWF?
Dec 2, 2009
We have a number of SWFs that we use as asset libraries.These SWFs each contain a bunch of statically exported symbols.I'm trying to make a tool to help catalog our assets.I want the tool to be able to load these library SWFs and extract a list of all the exported symbols each contains.Is that possible to do?I can't find a way to enumerate or iterate over the exported symbols in the application domains of the loaded SWFs.
(I could swear I saw an example of doing this in documentation somewhere, but now I can't find it... I'm wondering if I dreamed it, or misinterpreted some other example.)I'd be game for doctoring up the library SWFs in some way, e.g. m
I have a bunch of symbols defined inside of a .fla file which are exported for actionscript -- IE, given a class definition name. In this .fla file, there is one symbol that pretty much contains all of the other symbols. The definition names are basically used to locate each symbol so that I can wrap each symbol with appropriate functionality.Also, sometimes I want to create a new instance of the symbol, so that is nice. Anyway, here is an example of the code that finds children based on their class name, it works nicely:
Code: public static function getChildByClass(target:DisplayObjectContainer, className:String):DisplayObject
I'm attempting to use CS4 (PC/Vista, if that matters) to create a SWF file that will basically act as a "library" of commonly used symbols. This SWF would be loaded at runtime by other SWFs, which could then use the symbols within it, including all art and code assets.
When I load an swf dynamically using the Loader, is there any way that I can retrieve the symbols that are exported as as3 classes? I know I can instantiate the symbols when I know the classname using loaderInfo.applicationDomain.getDefinition(fullyQualifiedName) as Class But I can't find something like applicationDomain.getDefinitions() which would result an array of fully qualified classnames, like
I exported sounds into subMain.swf and when I publish the movie, and I tell them to start,they do. But, when I load subMain.swf into my main.swf and I tell them to start from there, they don't.
I exported sounds into subMain.swf and when I publish the movie, and I tell them to start, they do. But, when I load subMain.swf into my main.swf and I tell them to start from there, they don't.
In a flash project, I am loading an external SWF that has some symbols in its library exported for ActionScript. I need to create instances of those symbols but, since it's a loaded SWF I don't have direct access to that classes.
I have several SWF's (secondary) published that I want to load into a main (primary) SWF file when the corresponding button is released. I'm currently using loadMovie to load external SWFs into a container_mc on main stage of primary SWF. This works, the secondary SWF loads when it's button is released.But, the secondary SWF has items in it's library that Export for Actionscript, and they should load onto the secondary SWFs stage inside a container_mc (has a different instance name from the one used in main stage). These library items are not showing up. One should load immediately, the others after button releases. None are loading.Should this work? Will items in the library of the secondary SWF that are set to Export for Actionscript be available to load once the secondary SWF is loaded into the primary SWF? Do I have to share the library of the loaded SWF with the main SWF?
I'm trying to dynamically load different MovieClips based on user input. Several of those clips have embedded url link symbols. How can I add event listeners to the url links if the dynamically loaded MovieClip does not have an instance name? Seems like I can (right?) apply an instance name when the clip is loading, but the event listener doesn't compile because the name is not there yet, so that seems out.
I used this tut to create a menu. [URL] And my question is; Can I make the slider to move after a movie clip symbols instead of button symbols? That way my menu would be animated.
I'm working through a book called Foundation Game Design with Flash, and I'm finding the Flash IDE confusing. I've been programming for several years, so working with AS3 directly is far easier than trying to understand symbols and nested symbols and the difference between graphics and movie clips and scoping issues and all that -- when tied into the IDE.
How many of you who are making games in AS3 also use the Flash IDE? Can anyone recommend a resource that is AS3 heavy and Flash IDE light? I don't care how much time I may or may not save by using things like the timeline, I just want to understand what I'm using.
I'm freaking a bit here. I've committed to building this branded, simple quiz for a client, and I've got the basic functionality running now in an un-designed shell UI. The app is just a landing state, a string of 15 questions built dynamically using a single state, and a result state. Minimal Actionscript controls these rather sparse three layouts, and my 'release' exported .swf file is 308 KBytes. That's a bigger .swf than this giant, giant scrapbook application I was just working on strictly in Actionscript. And I haven't even added the design assets (including animations) to the project yet! I'd hate to see what size this file will be once the graphics assets are added.
Is this simply a drawback of using Flex? Is there some way to slim down the library of classes that are exported into the .swf or something? The amount of code I've written in this thing is ridiculously small, so I'm now wondering if simply using the Flex framework adds this much dead weight to the .swf file?
Q1. I am new in flash CS4. I have tried to export an simple flash which just contains a square to .swc file using Publish and Export Movie, but there only has one .swf file exported. No .swc is found. I already selected the export to .swc file in Publish Settings, however the result is sameQ2. I have tried to export a .swc file on the Library Panel. It works. However, when I import it into Flash Builder. I can't find any new component in the Custom Component Panel in Flash Builder
I've recently started using Flash in CS4 and finished up a short cycle and exported it as a .mov to find it had clipped the last two frames, Does anyon know why? Or how to stop it from clipping my work?
I have an xml that i want to be able to be edited after the release build, the xml is not included when i export the release build but the program still functions properly. How can I make the xml visible?
I've exported a Flash 8 file with and RSS feed showing headlines from the BBC website. When I export the Flash file, the RSS headlines are displayed, but when I upload the Flash movie to the internet the RSS headlines don't appear!
I tried a search, but only seemed to find this problem with text... I've got two swf's that appear un-sharp and fuzzy but when i open the main files in Flash, they look sharp and fine, with no reason to assume that they would turn out all blurry...anybody encountered this before?
get all MovieClip objects that have been exported for ActionScript from a compiled SWF. It seems like it's something that should be possible, but I've never done/needed to do it until now, and it has me a bit puzzled.I guess I could just export all of the SWFs individually, but I'm looking for a better way to keep track of my items...
In any case I had a question about exporting. You see I imported a flv file (which was converted from a wmv) into Flash Prof CS5, when I did this I got a nice interface to choose a player control skin for the movie. However when I export the movie the player controls are no longer present.I'm doing this simply so I can embed the swf on a website and wish the user to have some control over it.
I am having some trouble with a game I am creating. When debuging the preloader does not show until about 75% of the movie is loaded. Before this the movie is just a blank white stage. I have several objects that need to be exported and they have all been changed to not export in frame 1 but this did not help. I unlinked the original class (the stage's custom definition) which acted as the bridge between external classes and the main stage and turned that into a variable. After all this I still can't get it to start before 55%. Anyone know why it is doing this?
I had been using Flash MX 2004 previously to create sprites for video games. In the "export" dialog, there was a check box labeled 'smooth,' which I could un-check in order to retain the hard edges that I needed in order to use the sprites in a game.Somewhat recently, I upgraded to Flash CS4. I have since noticed that, while the 'smooth' checkbox is still there in the "export" dialog, it doesn't do anything.I have tried many different options for exporting, including all different kinds of file types. Through this experimentation, I also noticed:1) that even though it is possible to choose a palette when exporting a .gif, the exported image does not use this palette, and2) that if one exports the image as an Adobe Illustrator file, the colors are wrong.
I've imported a multi-layered Photoshop file (that contains layers with elements smaller than the project size... so each layer is alpha with an element floating somewhere on the canvas.I was pleasantly surprised to see that it not only imported into Flash CS3, but also kept all the alpha and successfully exported as a Flash file with the alpha (of each layer) intact. I didn't think it would be able to do that!Anyway, the one thing that concerns/interests me is whether whatever it's doing is compatible on all systems that it'll reach. At first, I thought it was converting each layer into a PNG file, since (to the best of my knowledge) jpegs dont' support transparency, and the layers were not converted to vectors.
So, what exactly IS it doing to each layer? What is it exporting them as? How compatible is that on other systems (browsers, O/S's, etc) these days? Also, are PNG files now fully supported in all browsers and systems?I'd hate to build my whole site, only to find that it's not compatible on some other system....Bit of back story... I'm creating a multi-layered interface (background, then another level with some random loaded swf file, then the 'moving stuff' (nav buttons, titles, etc), and then an odd shaped frame on top of that. Previously, I did it by making everything with Flash vectors... but this time, I tried making all the elements/layers in Photoshop with just bitmaps (rather than vectors), as I wanted a bit more detail.
Originally, I was considering vectorizing them, so it would be all vectors and no bitmaps.... but with all the gradients and details, they would be an inefficient nest of vectors.... quite a mess.So, then I considered doing most of the screen as a bitmap background image, and putting the 'moving stuff' as vectors on top (...and perhaps use masks so that they appeared to go behind the frame and foreground items... but I was worried that (on perhaps other systems or configurations) the image and the vector matte wouldn't align for some reason.
Has anyone tried to open a .fla file exported out of InDesign CS5 to change the Flash Player setting to 9, rather than 10, then resave (or publish) as a .swf file?
If so, how did you get it work work again? What did you do to maintain the programming?
When I publish the file as .swf out of Flash CS5, then upload it to a remote server or view it in a browser window, everything has gone wacky--text is larger in scale than in the original file and the animations (fade in and slide in) on the first page, which I can't get past, run in a continuous loop.