I'm creating library swfs in as3 this way, works like a charm (except for the slow mxmlc compiler):
package {
import flash.display.Sprite;
public class Library extends Sprite {[code]....
I would like to create the same kind of libary using swfmill. I've tried the following swmfill simple xml:
<movie version="10">
Examining the libraries in FlashDeveloper's explorer reveals that the as3 library exports BOTH classes and symbols, but the swfmill library exports ONLY symbols.My host application is accessing the as3 library assets this way:
private var loader:Loader = new Loader();
private function onCreationComplete():void {
this.loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);[code]....
But with no exported swfmill classes, there's obviously nothing to instatiate...Is swfmill expected to export classes this way? If not,is there a way of accessing the symbols without instantiating them as classes?
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.
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 ?
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.
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.
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?
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?
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.
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]
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:
I want an air application to be able to update the assets it uses, but minimizing the download needed, so only downloading files added since it last updated.I'm thinking this would include a server portion which would zip the needed files based on a version number? Has anyone implemented anything similar / got any thoughts on the best approach to building this sort of system?
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
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?)
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.
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.
I'm working on a AS3/AIR based project, I'm using FDT5 as main tool, but in order to work properly with the other members of my team I need to deploy the AIR in FlashBuilder4.I used the powerfull FDTFontLibrary tool provided with FDT5 to collect the fonts I need in a swc file. Everything works fine, unless I get back to FlashBuilder where a lot of error like this showup: Description Resource PathLocation Type1044: Interface method addPreloadedRSL in namespace mx.core:IFlexModuleFactory not implemented by class _IndesitMI_mx_managers_SystemManager. IndesitMI line 23 Flex Problem
I'm having trouble accessing content in an SWC. The main project compiles without error, but the assets (sound, music) aren't displayed or played.
My workflow:
i. Using Flash CS5 1. Create MAsset.fla 2. Import sounds, art 3. Assign class names, check export in frame 1 4a. Write out the classes in the actions panel in frame 1 4b. OR. Add a document class and write out the classes there 5. Export SWC. Filesize is similar to what it is when I directly import assets in the main project library. 6. Create Project.fla and document class Project.as 7. Import SWC into main project through the Actionscript panel. 8. Add code, which calls the class names from the SWC (e.g. DCL_UI_MOUSE) 9. Compile.
No compiler errors, but nothing doing. And the resulting SWF filesize doesn't reflect anything more than the compiled code from the main project.
Regarding step 4, if I just write the class name in the root timeline or document class, the compiler error will go away and the asset appear to be compiled in the SWC. But I have also tried:
var asset0000:DCL_UI_MOUSE;
And:
var asset0000:DCL_UI_MOUSE = new DCL_UI_MOUSE();
Regardless the assets don't make it into the final SWF.
I've created an fla whose document class imports some static functions. The library also has some linked symbols (should they also be imported in the doc class?). I exported the fla as an swc, and tried using it in a new project. Whats the right way to reference this? And do i need to import the swc into this new fla to use them?
Flash is great tool for animations. I was wondering if I could send events to Java and receive results back. In other words call some functions in flash and get their results.
basically, this is a menu with a scrollPane and clips inside for each line.I have to colorise the line if it is the current line.here is the code :
ActionScript Code: // this gives l1, l2, l3 ect... no pb with that var lineToColorise = 'l'+ArtAPI.GetCurrentSlide(); // here is the pb eval('container.scrollPane.content.'+lineToColorise).setColor('mycolor');
the thing is, when I write
eval('container.scrollPane.content.l10').setColor( 'mycolor') for example instead of lineToColorise it works.
So i have a problem using the dynamic value ... but why ?
I am having trouble referencing dynamically generated textfield in a document class. I gives me the assigned name when traced, but generates an error when I refer to the name. Here are the documents:
I want to reuse the TitleWindow's closeButton inside a simple Flex component I am writing, but I'm having trouble getting it to compile. I copied the code that deals with the closeButton, which looks somewhat like this:
I have a problem with dragging movieclip which is dynamically generated via attaching movieclip from library.I want to move the movieclip by pressing the yellow square within a boundary say 100*4. I am attaching the flash file with this thread.
I was working on a file where I imported a few sounds to the library but now lost the actual sound files, but I have the sound in my library (in the fla). How can I use them through AS3? Currently I do something like: Quote:
var music:Sound=new Sound(newURLRequest("outbreak.mp3")); var sc:SoundChannel = music.play();
Got two classes "Engine.as" and "Player.as". Engine.as is the document class that is calling Player.as.
The point is to have Player.as create a movieclip on the stage, but it seems it cannot access the library or something. Because when the player class is at the createHero() method it gives me the "error 1009 cannot access a property or method of a null object reference"
I have a main swf called, main.swf; Inside it I load another movie, skin.swf (this has 10 movieclips in the library with linkage name). What I want is to attach the movieclips from skin.swf inside the main.swf.
But problem is I am not able to attach the movie clip in the main.swf from skin.swf.
Does flash store the items in the library in an array? I would guess yes. For example if i have an array named pics in my fla file can i write something like:
I'm having some doubts about how to access some features of embedded files and loaded.
For example, I created a .fla and added a symbol to your library - a MovieClip with name and class circle. Then convert the .fla to .swf, thus becoming test.swf.[code]...
I have a swf file which contains in its library couple pictures.After it is loaded using preloader I would like to be able to create couple instances of them and add them to the stage.If I use swc approach and import it in library path I can not preload it but instancing is very simple i.e [code]How to access them when doing it with swf and loader class?
wants to know whether i can access a online library for actionscript.Example: A place where it'll explain what "==" means, aswell as listing other script definitions.