I'm having some 'Loader-Object'-issues. I have this sub-menu, with three buttons, each fetching an external .swf. But after fetching the first swf, and trying to load the second, the old one stays on the stage with the new one on top. Is there any way of re-using the loader object and just replace the mc? Or a way of checking whether the other Loader-Objects have been 'filled'? My code is as follows:
So I have this Photo class than handles loading a pic, and dispatches an event when the loading is done with:[code]which is simple and works, but now I'd like to make something more advanced. I'd like to dispatch the load ratio.So far I have extended the Event class, with my own EventRatio class, and I can put properties on that class. Which is cool, but I need something more dynamic than just sending a fixed value.So, what is the best way to connect the Loader object of the Photo object, with the EventRatio object?
I've been using the following image class (feel free to use it ) for quite some time now... but recently it's been working very very slowif i do a var test:Afbeelding=new Afbeelding("test.png");and test.png=4 Kb in size, then it takes up to 2-3 seconds before it appears on my screen, also it takes that long before i can get the size or so... so var test:Afbeelding=new Afbeelding("test.png");trace(test.width);on't work..I don't think i changed anything to my class... but if somethings missing or if somebody knows where the problem is.o fixit
I have two classes, call them A and B. They both contain a Loader object. In class A I load content into the Loader object.
public class A { var loader:Loader; public function A():void {
[Code].....
But that's not what I want. I don't want to manage a bunch of children when I know I only have one child but just want to change its content.
Is there a way to copy/assign a Loader directly? I tried assigning to 'content' but that's read-only. Basically I have an array of Loader objects that all get loaded with images. I then have a single Loader that's on the stage and I want to assign to it images (Loaders) from my array.
I'm currently working on a application that displays a webcam picture stream, so what I do is read a image repeatedly from a url and for this I use the loader object, the problem is that when I tested this the browser started to take RAM until it frozen.I used unload() and dispose() but they only hide the image, it still takes memory.This is the image class I made:
I have an XML image that I loaded into a sprite and then the sprite into an array, I'm trying to now retrieve the [object Loader] that is in the original array, and display it. however, I keep getting a blank space instead.
I am loading images dynamically from the web into my swf. I use a loader class and add an Event Listener to the loader so it will add the image to the stage when done.
Code: for (var i:int = 0; i < number; i++){ var poodleLoader = new Loader(); poodleLoader.load(new URLRequest(urls[i])); poodleLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, showPoodle); }
But what I do not manage to do is referring from the Event.COMPLETE-event to the loader object in my showPoodle-function. How do I refer to it? I was thinking addChild(e.target.parent.data) but it tells me the contentLoaderInfo has no parent?
How does that work? How come when I use "addChild(l);" (l being my Loader object), the SWF has already played to it's first stop point?How do I prevent that? It actually throws an error because of it.
Basically what im doing is making a whole bunch of movieclips using a loop and loading an image into them..The movieclip is a success, but no object is there or seen on stage...
it's very simple thing i have a swf file try.swf, and it have little bit animation, I stop it's animation on timeline frame 1and i use this code... to load try.swf in other flash fileimport flash.display.Loaderimport flash.net.URLRequestvar ld:Loader=new Loader()var rq:URLRequest=new URLRequest("try.swf")ld.load(rq)addChild(ld)now i hv load try.swf in ld Loader now I want when this loaded then try.swf gotoAndPlay though frame 2 and start showing animation.
I am trying to get my Actionscript program to turn in a key-value (more specifically: a key, value1, value2) object into a server. I am doing the html request properly, but I'm not sure what kind of object to send;
I loaded 5 JPG's into specific locations of an array via the URLRequest. So now when I trace my array:
[Code]...
THE PROBLEM: when I scan getXMLlinksArray and see that its NOT null, and i try to addChil to xmlImgHolder and then to spriteHolderArray, I just get a blank space. The debuger is showing that spriteHolderArray contains some loader info and the appropriate URL up until I load it with the existing loader from getXMLlinksArray. Then it says it doesn't have any conentedLoadedInfo.
I created a button class with a method that will allow me to control an external SWF. However, the loader for the SWF is created on my main timeline. Is it possible to access the loader object from within my button class?No matter what I try I either get an error that the variable is not defined (rightfully so because I haven't defined it in the class, it's defined on the main timeline) or that the object is null (when I declare the loader from within the class, which I know is wrong as well)
Is there a way to check whether a loader object is in the process of loading something? I need to create an if statement that checks if the loader has an open connection. So far, what I thought of is:
ActionScript Code: if(loaderInstanceName.contentLoaderInfo.bytesLoaded > 0) { // do something }
Here, I'm just assuming that if bytesLoaded is greater than 0, than it's probably loading something. But I don't think it will revert back to 0 after the loader finishes loading an external resource. So after that, bytesLoaded will always be greater than 0 even though it isn't in the process of loading anything. Is there any other property that I can use which says whether the loader object has an open connection?
I have a site loading a large number of thumbs and even a video at the top. Every once in a while the loader object gets stuck. I have an EVENT.COMPLETE on it and it doesn't appear to get called.
Any help? This appears to happen primarily on the first time loading. I am using Safari on Mac for the browser as well, if this makes a difference
I'm listening for a Loader to COMPLETE loading, and then I jump to a handler function "thumbLoaded". I would like to create a new Loader obj. each time I enter the "thumbLoaded" function. I would like this new Loader to be equal to the Loader that triggered the COMPLETE event. But I don't know the correct syntax to refer to that Loader. I'm trying to refer to the "parent" of the contentLoaderInfo object (ie, the Loader object itself). I've tried both "target.parent" and "currentTarget.parent". I get an error that says "parent is not a valid property of the loaderInfo object".
ActionScript Code: function loadThumb():void{ if (i < kitchensGallery_xml.kitchen.length()){ var thumbLoader:Loader = new Loader();
I am writing a script in which i want to do collision detection with Bitmap. Actually i took the script from book. I am using Loader class instead of Embed tag because i am using Flash IDE CS 5. If you see the code then everything is fine except one thing. That in hitTest() method i am using Loader instead of Bitmap. So it gives me error that parameter type should be Bitmap. Now my question is how can i convert Loader object to Bitmap so i can use it in my hitTest() method. Here is my code
I'm working on my portfolio, and I'm having a bit of trouble. I'm loading a custom made video player SWF into my main SWF, and it works well so far, but the NETSTREAM doesn't close when I remove the child after I return to the main menu, and the audio keeps going.
I've one loader which load a png file. I used contentLoaderInfo to intercept COMPLETE event like this:
loader.contentLoaderInfo.addEventListener(Event.Complete, handler); The problem is that at the complete event I want to push this object into an array, like this:
function handler(e:event){ var array:Array = new Array(); array.push(e.target); }
E.target is the reference to the contentInfoloader, while I need the reference to the loader itself. How can i resolve this issue?
I have a SWF on another server, it loads the first SWF. Here's my basic code:
Security.allowDomain("my.central.server.com");var loader:Loader=new Loader(); // used to load external SWF.var mcExternal:MovieClip; // used to store the loaded SWF.loader.load(new URLRequest("http://my.central.server.com/data/FSC_Test_Automation/called.swf"));loader.conte
I've got a few spites on stage that are created dynamically and live in an array. I'm rotating images through these sprites and now need to know which image is in a sprite when clicked. My code: loading the images:
I have a class (ImageLoader) that extends Sprite container and loads an external image to its instance. When i instantiate an object of this class from another (Main) class i want to have the dimensions (width, height) of the loaded image being known to this (Main) class. It seems that is difficult for me as the dimensions are known after the image compete loaded. But i don't know how to pass this information from completeHandler event handler to the Main class.
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..
I've loaded an image with a loader, and if I add the loader to the stage, all is well, the image looks fine. Although if I add the loader inside a display object container, then the image gets distorted- and on top of that, trying to change the width and height once its in the container doesn't work either.
ActionScript Code: var request:URLRequest = new URLRequest(XMLslides.item.thumbnail[i]); var tloader:Loader = new Loader();[code].....
Works fine (it's in a for loop, ...after the main XML object is loaded)... but this:
ActionScript Code: var request:URLRequest = new URLRequest(XMLslides.item.thumbnail[i]); var tloader:Loader = new Loader();[code].....
Causes those thumbnails to be attached to the masked buttons, but not the new ones.Is there a way to do this without creating another loader object? I want to keep it efficient.
I'm currently trying to load images and a few other nodes from an xml file.Once the xml file is loaded i determine the number of nodes in the file...create a loop which assigns each node into an array. My intentions are to create a image gallery which loads a dynamic amount of images. My problem now is i cannot figure out how to loop the loader component. Heres my code so far - (i'm thinking an object might work but not sure how to implement it)
Code:
var xmlLoader:URLLoader = new URLLoader(); var xmlData:XML = new XML(); var xmlUrl:String = "slides.xml";
I'm making a card game and each card has a certain symbol on it which is loaded from an external .png file. I don't want to make it so that it has to load the .png every time it make a card, so I made it load in the preloader/background. How do I make new objects that looks the same as the loader, like copying the loader's data or something?
I am using the Loader object to load an image into my flash file. The problem is that, the image file is being copied over from a server to the local machine by some other software, and my flash file tries the load that image while it is still being copied over. The result is that the file is sometimes corrupted.Sometimes the whole image loads, sometimes only half of it, or just a few pixels.. it varies everytime.