Actionscript 3 :: Move The Externally Loaded Content Of A MovieClip To Another MovieClip?
Jul 25, 2011I load an image into a MovieClip. At a second time I want to move this image to another MovieClip.
View 1 RepliesI load an image into a MovieClip. At a second time I want to move this image to another MovieClip.
View 1 RepliesI have multiple SWFs published with Flash CS5, all of them seemed to work fine and I could load them at runtime from another SWF and access the the loader.content as a MovieCLip and therefore access the children of those SWFs.
But now I've created a new SWF and the loader.content type is .MainTimeline__Preloader__ instead of MovieClip on this particular swf! So I get the reference error 1069 property not found when I load and try to access children in this SWF.
I tried "attaching" a custom context menu on the 'picture' movieclip (empty movieclip that holds externally loaded pics) but with no luck.
View 1 RepliesI need to make multiple copies of a movieclip that I'm loading in via loadclip. I don't want to have to loadclip each time I need a new copy?
View 1 RepliesI am loading a swf file into a flash application. I want to access some movieclips in the externally loadd swf from my main aplication. How can I do this?
View 3 RepliesIm designing a site with accessible controls, and the best way for me to do this is load each external swf into a container movieclip that then has all the controls applied to it.This container movie then also has another layer above with a movieclip on top of that acting as a filter layer to invert the colours. This is controlled by a keyboard press.Now when I run my project with this filter layer movieclip it prevents me from mouse clicking on any of the buttons in the externally loaded swf, without it they work fine.Is there any way that I can get through this movieclip so I can mouse click / rollover those buttons?
View 1 RepliesI have a problem - when I load a swf and I want to be able to add event listeners to propertys on it I use the code
ActionScript Code:
var headerMovie = MovieClip(loader.content);
Which works fine but what I've have created now is a class to load external SWF's and add them saving me to repeat that code, which works fine for loading the swf but as for the part where I get it to convert to MovieClip (which is what I assume that bit of code does) I'm out of Idea's.here is the class so far - the error it gives is that it cannot acces the property mloader, I've even declared it outside of the function but to no avail.
ActionScript Code:
package {
public class PreLoaderSwf3 extends MovieClip {
var myTween:Tween;
[code]...
I'm doing a flash site and it is now in it's critical stage. I have a main movie where i have links to different different sections wich have been loaded usind loadMovie concept. Now i have one requiremnt to access to attach a movieclip from a externally loaded .swf . My problem also will be solved if i can access a purticular scene of a external swf or purticular frame( level) of the loaded .swf.
Note: I want to jump to a purticular frame of one externally loaded movie when i click on button in the _root movie.
I have a basic xml driven portfolio. The xml file holds the path to the portfolio pieces (external .swfs). I have a main navigation that moves from project to project and a subnavigation to view individual pages of that project.The subnav is where I have the problem, I simply want to call gotoAndPlay("framelabel") of the designated mc. It seems that you can no longer call to the timeline of child movieclips as you could with AS 2. I've found some examples Except the examples discuss access of nested movieclips on the stage with assigned instance names. But the problem I'm facing is that I have each item pulled in via the loader Class then the objects are pushed into an array and my subnav needs to access them dynamically via array notation.something like this:
PHP Code:
public function loadMe(){
//var l:Loader = new Loader();
[code].....
I am in the process of building a site for an Architect... Jamie Fobert Architects (projects) I am useing transitions between the projects and am loading details/text and images externally through flashvars, php and a mySQL database. Within my transitions I have a a preloader on the forst 2 frames the code is as follows (taken from a Voetsjoeba tutorial):
[Code]....
This works pretty well if the content is within the .swf, but when it is loaded externally it doesnt preload it at all. Does anyone know how I can adapt/improve this preloader? or somehow ensure that all the content being loaded externally is loaded before the transition plays?
After trying to no avail to get the totalframes of a dynamically loaded .swf in AS3 I've regressed to AS2.
Now I can add the clip and get the totalframes of the content, no problem.
THe problem is I cannot resize the content at all.I have no idea how to target the loaded content.
Here's the code I'm using:
var myXML:XML = new XML();
var path:String;
[Code]....
I need to resize the content both for the main holder_mc as well as for the menu elements.
I have a movieclip that contains TextFields containing XML data, when I trace the height of the MovieClip externally, the original height (before the XML is loaded) is returned.How can I get the new height of the MovieClip, (I am trying to align the Movieclip vertically to the centre of the stage)?
View 6 RepliesI'm trying to make a simple animated movieclip act as a preloader for a larger website, and have its play reflect the percentage that has been loaded. I've seen a lot of code for various preloaders that involve text or a movieclip being scaled, but not anything regarding controlling the playhead of a movieclip.
This is what I thought would work. PreLoaderMC is the class name of a MovieClip symbol in the .fla's library. I've omitted the Loader stuff [code]...
What I want to do is this: In my main movie I have 2 variables: movietoplay and tag I want an swf to be loaded into a movieclip(content) when myButton is pushed. This swf contains a variable, called tag1(var tag1 = "guitar"). Then if its loaded, tag and tag1 should be compared, and if they're the same, nothing should happen. But if they are not, another movie must be loaded elsewhere. Basically, I've collected links that belong with the different pages that load into 'content' and those groups should be loaded into the 'links' movieclip. But sometimes, the links for 2 different pages are the same. So I want to check if the links of the page that will come are the same links of the previous page and if they are the same, no new links need to be loaded. But if they're not the same, the new set of links should be loaded. (A set of links always ends with"_link.swf")
[Code]....
For example, If I have a SWF that loads XML and images, and displays them, is there some kind of 3rd-party tool that will take this SWF and re-render it as if all the text and images were embedded and not external? So I could just use the same SWF without it relying on image and xml data files?
View 1 RepliesI'm making a very simple cross-fading slide show of JPEGs loaded from a folder. I'm loading them into movie clips with:
Code:
holder1_mc.loadMovie("images/home_flash/image1.jpg");
holder2_mc.loadMovie("images/home_flash/image2.jpg");
[code]....
I have a widget containing a number of displayobjects, i.e. up arrows, down arrows, tab 'buttons', backgroundrectangularblocks, sliders, company logos etc.I am currently creating these displayobjects using the graphics class with parameters taken from an external file, things such as fontsize, font, colour, width, height e.t.c and adding them as children of "container" sprite objects for easy manipulation and referencing later can these assets be loaded in their entirety externally, rather than being created using graphics class draw methods (which I want to avoid) as some of the things I need to design cannot be created in pure actionscript very easily (if at all?), and then used or do they always have to be in the library and instantiated from there?
if the first question is yes they can be loaded externally, this question probably isn't needed; however, if I have to put the items in the library and recompile each time a client wants to use say a curved blue up arrow instead of a yellow one and then decides he wants a yellow circle instead then how do I write the code to do the following:-Say on my first ever compile I have 'upArrowBtnset1' in the library, I instantiate it and use the instance name to access it in the usual way using standard code,
upArrowBtnset1.addEventListener.... container.upArrowBtnset1.scaleY = .3 e.t.c
Now if they send me a second set of 'upArrow' graphics they want to use I could either update all the upArrowBtnset1 assets with the new graphics meaning the original set is no longer available to the client and I would either have to hold a "original set" FLA file with the first set of arrowbuttons or I could import these to the library as upArrowBtnset2 and a third set they send as upArrowBtnset3 and so on each time I am sent some new assets; I would then recompile them into the SWF and adjust the references to the new assets within the code. In the code, for each instance of "upArrowBtnset1" I would have to rename them to "upArrowBtnset2", recompile and send it back to the client.
Because I have already abstracted the font/colour/size choices out to an external file, they can change that as much as they like without a recompile which is what we want. The problem comes if they want to use set1 again and haven't kept the original "set 1" compiled SWF. It would be easier to abstract the 'setchoice' also to the external file. The SWF would over time build more and more available sets that they could use by just changing an external variable.
For example, if the designer wants to use set 1 on Monday, set 2 on Tuesday and set 3 on Wednesday I want to make it so they can just adjust an option in an external file to "setchoice = 3" for weds instead of either having to recompile the swf each time or they have to have 3 versions of the SWF for each asset set. The idea is that as more and more assets are added in, they have more and more choices. Ideally, in an external file there would be a list of assets and links to where they are loaded from. (i.e question 1 above).
If I have an external file (say XML) which holds the setchoice option that the designer wants to use (say they want set3 today) my 'generic' code has to be something like upArrowBtn(setchoice).scaleY and every instance in the code where that object is used I append the 'setchoice' as chosen by the designer from the external file where (setchoice) is retrieved from something like var setchoice:String = "set3"; from the external file (I am currently abstracting all the adjustable variables to a configuration.as file. I will work on using an XML later when the principle of external files works (I hope!);
Is it possible to import assets from external sources and then use them in the SWF as if they were in the library? The loader class? Is this just fraught with danger I wonder.
Essentially I am being asked to remove as much as I can from the SWF so that if the client wants to change the positioning of things on the stage or the text on buttons or change the style of the buttons or the company logo they don't have to come back to us to ask for a recompile of the SWF for each tiny adjustment. Inevitably SOMETIMES a recompile will be unavoidable (such as if they want the widget to suddenly be twice as wide (i.e. the stage). My code already handles some of this using stage.stageWidth and then positioning objects relative to other objects already on the stage using this value and centred so that just changing the document properties is all I would have to do and everything else adjusts proportionally. I am trying to make this as reusable as possible with as little effort from myself as possible to save our company wasted time.
After all that waffle, my question is this, if I can't load all my buttons and assets and things externally, how do I write the code for this:- I have a library asset called upArrowBtnset1 and another called upArrowBtnset2. Instantiated with say upArrowButtonset1 and upArrowButtonset2 The code would normally be upArrowButtonSet1.x = 100; upArrowButtonSet2.y = 300; but I need it to be upArrowButton(setchoice).x = 100; upArrowButtonSet2(setchoice).y = 300; where (setchoice) comes externally from var setchoice:String = "set1";How does the code change if the (setchoice) string was named not at the end i.e 'button(setchoice)UpArrow'?
ActionScript Code:
var numClips:Number = 5;
for (var i:Number = 0; i < numClips; i++)
[code]....
I need to do something like, getChildByName("mainTab"+i).addChild(myMovieClip) ? or maybe this["mainTab"+i].addChild(MovieClip)?Is it possible without using .name?
Okay I have a script in which I have added an image to the stage. It is absolute centered. I then have another with is on top but much bigger. I would like the big image to move opposite of my mouse position on the smaller image. ie: cursor is on bottom left corner the bottom left corner of the larger image is in the same spot. And the same thing for any other area.
I have tried many different ways but to no avail. I have done research but no one has been able to give me a solid answer. Anyone know of a way to accomplish this. Keep in mind this it needs to work regardless of the image size.
I'm trying to make a movieclip move slower at a certent place in my movieclip. This means, that the speed needs to be lowered when e.g. showing af picture. Here is the situation. I have a movieclip running different pictures. E.g. the first runs for 115frames and fades out. Instead of runing 115 frames i want the movieclip to run 5 frames (picture fading in) and the stops or delays for 10sek and then goes to frame 6 from where the picture fades out. Where in the movieclip should i place this Action Script?
View 1 RepliesI am looking to move a movieclip (person) towards another movieclip(ball). I can do that fine but the ball is constantly moving and that gives me a lot of trouble.
View 6 RepliesThis may come across as beginner stuff: I'm working In ActionScript 3.0. I have a MovieClip called FloorStatusChanges and within it are two MovieClips called Floors and StatusChanges.The MC called Floors contains Three wireframe-looking floors(each floor has it's own MC).The MC called StatusChanges contains three buttons that have the Instance Names of FirstFloorButton, SecondFloorButton, and ThirdFloorButton.Within the FloorStatusChanges MC, I've set up a motion tween for these wireframe-looking floors to move into and out of the stage so that upon clicking one of the buttons in StatusChanges it would, in theory, cause this motion tween to happen. It has stop(); commands between every motion:Within the StatusChanges MC, there are 4 layers. 3 are for each button consecutively and 1 for the Actionscript. This is how they look:Here's the set of actions I've given for the first frame:
ActionScript Code:
SecondFloorButton.addEventListener(MouseEvent.CLICK, SecondFloorSelect);
function SecondFloorSelect(e:Event){
[code]....
what I'm trying to do is accessingsnapText = scrollPane.source.textSnapshot;from an external swf. I've tried:
trace("-->: "+scrollPane.source.textSnapshot.getText(0, 1000));
trace("-->: "+myLoader.content.textSnapshot.getText(0, 1000));
trace("-->: "+mc.textSnapshot.getText(0, 1000));
[code].....
Im making a movie with a menu that loads movie clips according to which menu is selected simple enough. However, the newly loaded movie clip also needs to allow the user to load another movie into the main movie effectively swapping the first movie clip with the second. This needs to be done without using the main menu.
View 6 Repliesknow how I can resize the stage to match the size of an external graphic/movieclip which is loaded into an empty movieclip,
View 3 RepliesI'm loading an image into a blank_mc within a movieclip called 'background_mc' using the MovieClipLoader object; when the onLoadInit for the MovieClipLoader object is fired, i then attempt to clone my 'backgound_mc' object and the loaded image it contains so i can do something with it (i,e a funky masky/blur thing, not important right now)I'm successfully loading my image into the blank clip within background_mc, the onLoadInit behaviour fires and duplicates background_mc once the image has been loaded, but in a disappointing turn of events, my clone of background_mc no longer has an image attached, and has instead reverted back to it's original form, just as ti was before it had the jpeg image loaded in.
View 3 RepliesThis is something I'm experimenting with, but haven't seemed to figure out... I have several MovieClips, basically the same, only different colors. As each one plays, I'd like it to "overlap" whichever one is already there. Right now I have each button linked to a gotoAndPlay function, but I don't think that will ever get me what I want. You can see how I have it now here: [URL]
Instead of having the content MovieClip go back to all white when a button is clicked, I'd like the preivious one to remain, and get "covered up" by the new one. You continue to see the old color, and the new color overlaps it. I have a feeling I need to use a variable and then addChild, with a removeChild for the old MovieClip after the new MovieClip has loaded, but I'm not getting any good results yet.
hide movieclip A when a loaded swf B overlaps that movieclip? movieclip A = level0. loaded swf B = level1
View 3 RepliesI have made a movieclip and gave the frame this actionscript:
------------------------------------------------------------
var keyListener:Object = new Object();
keyListener.onKeyDown = function() {[code]........
it moves fine and stuff but i was wondering how can i restrict the area in which the movieclip can actually move ? my flash file is 550px X 400px and i want to make it so that it can only move in 300px X 200px of the file if you understand ?
I have a horizontal scroll bar that I need to appear to loop around continuously. I've managed to get it moving on its own since the last time I posted, however the loop is proving more difficult.
The move function is here:
Code:
public function movemouse() {
lst.onEnterFrame = function () {
var speed:Number = -1;
this._x += speed;
[Code].....
I read a tutorial online on externally load swf file into a movieclip of the main swf.[code]
View 5 Replies