ActionScript 3.0 :: Shared Library - Loop Through To Get The Assets
Jan 8, 2011
I have a great shared library tutorial BUT I don't like one section. Assets.swf is the shared library with a variable array called availablegraphics on it's timeline where we put in the available assets That is the bit I don't like. Isn't there a better way to loop through to get the assets. Also they use a loop using library.availablegraphics - which I have never seen before and seems a little weird. In conclusion it's great but is there a better post or tutorial on shared library and how to loop through the assets without knowing exactly what or how many there are.
[Code]...
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Mar 26, 2009
This is the concept I want to get into code:
1) Have a Document Class attached to the Main.swf
2) Have a Assets.swf that has all MovieClips that set to Export and have been given actual Classes.
3) Have the document class Load the Assets.swf.
4) Once loaded, be able to create instances of the MovieClips from Assets.swf by writing the code in the Document Class of Main.swf
I can get all this to work.. However what I am finding is if I have a public function on the Document class that creates an instance of something from the Assets.swf, lets say var okTest:TestClass = new TestClass(); I have to also import it in the Document Class (import com.test.TestClass). When I compile it, yes it works. If I remove the Assets.swf file it doesn't display. Ok.. But I've noticed that the Main.swf file is including all the imported classes (eg: com.test.TestClass) so the Main.swf filesize is pretty much the same as the Assets.swf file.
I also ran it through a decompiler and can see yes in fact Main.swf is including all those Classes from Assets.swf because I'm trying to access them from Main.swf and had to import. So the biggest question is how do I go about this properly? Being able to load the asset file that has movieclips etc that have custom classes. Then create instances of those classes within the document class but only if Assets.swf is loaded.
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Aug 17, 2007
My company is working on an existing project done is AS2. Since this is a skinnable template, they would like to be able to have a choice of approx 20 fonts. Of course this would take a 1/2 hour to compile and be a 5mb download, so we need to load the fonts in dynamically.
So we have 20 compiled fonts, "arial.swf", "verdana.swf", etc And we have our root, "main.swf" At runtime, main.swf needs to load one of the font swf's and then be able to use that font.Here is the trouble: So far as I can tell, AS2 cannot give you access to the linkage ID of an asset you've loaded (using MovieClipLoader). I can place an individual instance on the stage, but I'd need to load the swf for each instance.
I tried creating a MC with a textfield in it and linked this to a class, but this doesn't work.I also tried to run duplicateMovieClip() on the instance that was loaded, but this doesn't allow you to relocate the clip to the desired location.
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Apr 16, 2011
I'm doing an AS2 project with a parent.swf that loads many child_##.swf's. they each use identical buttons and other library assets.tried using Shared Library concept two different ways:
1 - created library.swf and used assets from it for child swf's ... no problem when child is played by itself, but when parent loads the child's, shared assets do not work,
2- established parent.swf as the 'library', and followed the common steps of Shared Library setup, but shared assets did not work. of course, using class files works, but still I need a central place for the graphics ( I'm avoiding having my classes create graphics via draw methods ).
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Jul 20, 2010
I am working in two different applications, one to be compiled for desktop use (AIR) and one to be compiled for the web. They are part of the same project and use the same visual components, but they are completely different apps. When a visual component is changed in one application then it should also change in the other one. Is this a good situation to use a shared library fla? I am new to the concept of shared libraries and I am considering the options.
On one had I would not have to update 2 applications everytime I change something, on the other, I would always have to recompile the library folder when I do the smallest changes to a component.
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Dec 15, 2010
I started using Flash CS5. I spent many hours working on a .FLA file. Saving as I went and at one point Flash CS5 crashed during the save. The .fla file is now corrupt. The new .fla format is essentially a .zip file. So I was able to change the file name to *.zip and explore inside of it. The DOMDocument.xml file is corrupt and dead. The DOMDocument.xml is the timeline so all my placement and animation is gone. However, my LIBRARY folder is in tact and has all of my library items as *.xml files. How I can get those library items into another .fla file so I don't lose ALL my work? I've tried creating a new .fla file and dragging the LIBRARY folder into the new .fla, but my library items don't show up when I load the new .fla in the Flash CS5 IDE.
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Feb 19, 2009
Since I can access the library assets from external class, I have a question :
1. Is it possible to use any of library assets of one movie into another? Let's say in my movie A, I have McA1 movieclip in the library. Is it possible to access/display/addChild McA1 in movie B?
2. If there's a case that Movie B is loaded into Movie A - does all the library from Movie B will be inherited into movie A - vice versa - so it makes them accessible?
3. If the answer of 1, and 2, is no and no, is there any work around to make any library asset accessible accross the board? Is this what so called runtime sharing? Do you have any resource that I can refer to?
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Sep 9, 2009
I have fla_A, and fla_B. fla_B contains a single MovieClip which contains a bunch of MovieClips that are all set to Export for ActionScript (NOT first frame, as this will need to be preloaded). I want to load fla_B into fla_A, and be able to instantiate the nested clips (inside fla_B) as if they were native to fla_A itself.
After loading the swf, I'm using:
[Code].....
Can I cast "e.currentTarget" as something useful like MovieClip (well, not MovieClip, 'cause that doesn't work), or something that will stick around from which I can dynamically load things?
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Sep 8, 2011
Specifically, various MovieClips seem to be missing all of its content. I work in flash for a while, make a series of changes, save the file and close it, and then reopen the file. Upon reopening, the artwork inside the MovieClip does not appear. The former artowrk can be bitmaps, shapes, drawn objects, or even other symbols. I can take the time to replace the missing artowrk inside the symbol (the symbol is still there on the stage and in the library, just the artwork is missing), but three saves and closes from now, the artwork may be gone again, or new MovieClips may appear empty - there appears to be no discernable pattern yet.
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Dec 6, 2009
When I drag and drop images in flash library, the path is sometimes relative (./somefolder/someimage.png), and sometimes it is absolute (D:lahsomefoldersomeimage.png).
How can I use only relative paths in flash library in order to be able to update all images from any computer and/or from any folder ?
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Oct 10, 2011
what I am trying to do is create class that loads assets(images) from library and places them on the a stage.I want my class to be something like this...I know it needs to be more complex, I am just trying to "draw" out my idea for you, I have tried using getDefinitionByName to pass the linked MovieClip and some variations on that but for some reason I can't get it to work.[code]
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Feb 19, 2010
I'm building an avatar class that will allow a user to swap out character assets during runtime. The idea is pretty straight forward. The artist I am working with designed the art assets for the individual pieces of the avatar and performed the animations in flash. Since the animations were created in flash using vector art as opposed to pre-rendered 3d, I want to simply replace each individual movieclip within the animation with the asset selected by the player.
Problem:The issue i'm running into is that the animations have several key frames. My thought is to load the avatar object (an external swf) into my main application. Once loaded, I obtain a reference to all library assets that are used in the animations. For example, to get the face, I have something like:
Code:
if(this.loaderInfo.applicationDomain.hasDefinition("face"))
{
[code].....
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Dec 13, 2010
I have a swf called "myfile.swf" with a mp3 set to export for actionscript, and the Class has been called "soundName"With the following code, the sound plays great...
Actionscript Code:
var bgURL:URLRequest = new URLRequest("myfile.swf");var swfLoader:Loader = new Loader();swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadProdComplete);swfLoader.load(bgURL);function loadProdComplete(e:Event):void { var tmpSound:Class = e.target.applicationDomain.getDefinition("soundName") as Class; var snd:Sound = new tmpSound() as Sound; snd.play();}
This lets the sound play great. But, because of what I'm trying to do, i would like it better to put the swf into a movieclip, then play the sound from there.
But i cannot seem to get it to work. The following code adds the movieclip to the stage fine, but then i have no way of accessing the library assets (i.e the "soundName" mp3) from the swf inside of the movieclip.
Actionscript Code:
var bgURL:URLRequest = new URLRequest("myfile.swf");var swfLoader:Loader = new Loader();swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadProdComplete);swfLoader.load(bgURL);function
[code]....
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Apr 20, 2010
I have several small movie clips saved in the library of myCS4 Flash.fla file, I want to make them available to dynamically add to the display list as children, based on the button clicks of the viewer. I can get it all to work fine via Symbol Properties > Linkage > Export for Actionscript. When the movie clips are set to "export for actionscript" from the Library, playback seems to hang on frame 1 until all of these exported assets have downloaded.
The big problem is that I have an ultra-simple but totally custom preloader/progress animation coded in a loop in the second and third frames, which kicks out to frame 4 and continues playback as soon as the download is complete. Because of this, the preloader has essentially become useless - because all that can be seen is several seconds of empty stage, until the vast majority of the bulky assets have downloaded. Then the preloader flashes onstage for just an instant, and disappears because the content is already up.
So, my questions are:
A) Is there a SIMPLE alternate method to load these library assets in such a way that it doesn't cause this major lag on frame 1?
B) Failing that, I suspect I may have to retool my preloader to run as an ENTER_FRAME event in frame 1. Is this worth the effort (can this potentially resolve the lag issue and allow for a meaningful preload progress animation, despite the lag from the asset export?)
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Jul 11, 2009
I've seen that it's very simple to create a document class (a class associated to the main timeline itself), or an instance of a class which is linked to a single asset (e.g. a movie clip).But what if I need to implement a class (let's call it Main) which uses multiple assets from the Flash library? The only way I know to do this is by instantiating any asset with its linked class, and passing them all to the Main constructor like this:
ActionScript Code:
var asset1:Asset1 = new Asset1(...);
var asset2:Asset2 = new Asset2(...);
var asset3:Asset3 = new Asset3(...);
[code].....
This is kind of a tedious process, especially when the composition hierarchy is long and you have to pass them all as arguments through many nested classes.For instance, I needed to link a preload sprite (the typical circle in gradient color which is constantly rotating until the load is complete) from the library to any thumbnail class of a gallery, which in turn is part of another class, which in turn is part of the main class. So I needed to pass this preload clip as an argument throughout the nested classes.
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Sep 16, 2010
I have built a component, but the assets do not appear in the symbol library of the destination fla when I drag the component to the stage. This is fine, except that I have embedded a font in the component. To ensure the font exists in the destination swf, it must exist in the symbol library of the destination fla.My component extends the UIComponent class, and I have a component shim, although I'm still not entirely sure of its functionI have followed all of the steps found in the 9 part MenuBar tutorial, and everything works, except for this one issue.
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Mar 22, 2011
In my child swf I am using the sound from library with "attachSound". I also use the play/pause button controls of this sound alongwith the other animation.
Now when I load this into my main swf file with "loadMovie", It plays fine but no sound. I found that this is due to no sound linkage in my main file library.
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Mar 22, 2011
In my child swf I am using the sound from library with "attachSound". I also use the play/pause button controls of this sound alongwith the other animation.Now when I load this into my main swf file with "loadMovie", It plays fine but no sound. I found that this is due to no sound linkage in my main file library.Now the issue is that I want to share my child swf's library with main file's library.
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May 27, 2007
I love this tutorialsBut I have one question:How can i Pre-load my external shared library file before loading my flash???
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Mar 3, 2009
Apparently, there is a way to have one library, update a symbol in that library, and have the one update be reflected in 10 different documents that share that library. However, I cannot find any (coherent) documentation on how to do that.
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Jan 27, 2011
Been reading all your posts and tried everything, but nothing seems to work. The problem isindex.swf as a class named AssetsLoader.as. This class loads sharedlib.swf which as a font in it. I need to register the font at index.swf, but i get this damn errorError #1508: The value specified for argument font is invalid. at flash.text::Font$/registerFont()Here are the files:
***sharedlib.swf***Font properties at library panel:-Export for ActionScript (CHECKED)-Export in frame 1 (CHECKED)-Class: DINBold-Base Class: flash.text.font
**AssetsLoader.as***(...)var _loader = new Loader();_loader.addEventListener(Event.COMPLETE,
[code].....
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Feb 8, 2011
I'm having a little trouble setting up a new project (an e-Learning) that I think will benefit a lot from RSL.My case is something like this[code]...
The Main will be the first movie to be instantiated, then, all that is necessary from here will be download.Every lesson will be put in a fla/swf apart from the "Architecture" (that is the Main, Scenes, Navigation and a whole bundle of classes called Engine) and will be added at runtime inside the Scenes.
The Engine is responsible for handling repetitive and necessary tasks, events, common methods, communication with server, among other things.The Navigation is responsible for handling user input, as the navigation (next/prev lesson and such), and then passes it to the Engine, that will manipulate the Scenes (and it's children).
Well, I have some restrictions too:Every swf file that will be handed to our client need to have less than 80kb, which means I'm tied.I can't compile the whole thing as a package ready to delivery.As size counts, I need means to alleviate the load as much as possible.So, I searched a lot these days and found out RSL.I've created some tests to know better how to use this and, of course, got into a trap.
I haven't been able to set up my Flash correct, haven't any success with the "Library Path" (under AS3 configuration), haven't been able to compile classes inside the SWC...
Another thing is that I won't make the lessons, only the Architecture.Those lessons will be created by people that may not have any knowledge in AS3 (OOP or program logic) at all.And I'm not inclined to delivery the whole engine (source code) to anyone from outside that may mess with it, making the whole app (apps, in fact, we'll produce hundreds of e-learnings).
How to use RSL efficiently
How to bundle classes inside the SWC
How to package all that is imperative for the whole thing work in the SWC, and then, delivery only this SWC
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Dec 29, 2011
How to use RSL(Runtime shared library) in flex ?how can decrease loading time of swf using rsl?
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Jun 1, 2005
I don't know how to reference to sharedLibrary.swf file.That sharedLibrary.swf is in root folder and another swf which uses sharedLibrary.swf is in folder TEST.I try to pur reference like: ../sharedLibrary.swf and ..sharedLibrary.swf and ..\sharedLibrary.swf and ..//sharedLibrary.swf
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Sep 16, 2009
Does anyone know if it's possible to have Graphic-type symbols in a shared library as it won't let you add an identifier to them? It's ok to use Move Clips but they increase the file size.
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May 24, 2010
I'm having a little trouble setting up a new project (an e-Learning) that I think will benefit a lot from RSL.
My case is something like this:
Main.fla - A Shell
Scenes.fla - I'll explain this in a minute
Navigation.fla - Some kind of GUI
Lots Of Fla Files - The Lessons
The Main will be the first movie to be instantiated, then, all that is necessary from here will be download.Every lesson will be put in a fla/swf apart from the "Architecture" (that is the Main, Scenes, Navigation and a whole bundle of classes called Engine) and will be added at runtime inside the Scenes.The Engine is responsible for handling repetitive and necessary tasks, events, common methods, communication with server, among other things.
The Navigation is responsible for handling user input, as the navigation (next/prev lesson and such), and then passes it to the Engine, that will manipulate the Scenes (and it's children).Well, I have some restrictions too:Every swf file that will be handed to our client need to have less than 80kb, which means I'm tied.I can't compile the whole thing as a package ready to delivery.As size counts, I need means to alleviate the load as much as possible.
how to use this and, of course, got into a trap.I haven't been able to set up my Flash correct, haven't any success with the "Library Path" (under AS3 configuration), haven't been able to compile classes inside the SWC...Another thing is that I won't make the lessons, only the Architecture.Those lessons will be created by people that may not have any knowledge in AS3 (OOP or program logic) at all.And I'm not inclined to delivery the whole engine (source code) to anyone from outside that may mess with it, making the whole app (apps, in fact, we'll produce hundreds of e-learnings).How to use RSL efficiently How to bundle classes inside the SWC How to package all that is imperative for the whole thing work in the SWC, and then, delivery only this SWC
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Oct 31, 2011
Kindly note I am not asking what SWCs are used for, I know about that. I want to know, the use of RSLs in flash. Say i have some useful classes which i currently am using by specifying the particular folder as an "Additional source folder". So, can i make use of RSL here. If not, when and why i need to use RSLs ( I use SWCs without any problem, but i wanna know how to make use of RSL, without making SWCs, ie just by bunch of actionscript classes )
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Dec 9, 2009
Is there a way to tell if Shared Library has been fully loaded?
I have external SharedLib.swf with fonts inside
I imported those fonts inside Master.swf and that's where I am using textfields that rely on those fonts...
I just need to know if theres a way to tell when sharedLib.swf was fully loaded and ready to use,
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May 3, 2008
Does anyone know how to have a preloader that shows a percent indicator when you are caching a shared library. The way I have it set up now is on the first frame of my main swf.playback is stopped until the trigger.swf (which calls the sharedlibrary.swf via the loadClip method) is cached. While it's stopped I just have a screen that says "now loading" (which is just some text on the main time line's keyframe) but I was wondering if there was a way to add a nice percent preloader instead. If anyone has read the book Flash 8 Beyond the Basics fromhey'll will probably know what I am talking about. I assume the script would need to monitor the caching of the shared library
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Jan 12, 2009
I am facing an error using shared libraries. The error pops up during compile and only happen when I give an instance name to my imported asset. Let me describe further:
I have an asset library where all movie clips in this file are exported for runtime sharing - LibraryA.swf
Next is the file that uses the assets - ShirtA.swf
What I did is to import an asset from LibraryA.swf (e.g. collar) into ShirtA.swf. Now I have collar movieclip in my ShirtA library. I drag an instance of it to the stage and compile. No problems.
I then gave this instance a name, "myCollar". I tried to compile again, and I get an error from Flash IDE - 1046: Type was not found or was not a compile-time constant: collar
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