Flash :: Error Referencing Externally Loaded SWF

Mar 9, 2010

I'm loading an swf say "test.swf" which gets loaded in imageLoader , so I can get its content by :

imageLoader.content

So if I wanted one of the movieClips inside it I would do this :

imageLoader.content.testMovie.transform.colorTransform = someTransformation;

But when I do this, since the movie is not loaded the file is not compiled and gives me an error your referring to something that is not there. How else am I supposed to reference a content that will be loaded later?

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ActionScript 3.0 :: Can Buttons/assets Be Loaded Externally And Referencing Dynamic Content By Name

Jul 30, 2009

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'?

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[code]....

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[Code]....

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and that all works perfectly fine. what my problem is is when i click on the "contact" button and i'm on that page. on the left hand side column towards the bottom, i have a block of text with one red word. i want that word to bring in the f.a.q. page (and replace the contact page i'm currently looking at) which can also be accessed from the top nav. just a little thing, but i wanted to learn how to do it.

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[Code]....

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i'm having some "big" issues with what seems like a pretty easy flash concept. But, im pretty green when it comes to coding in flash.

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on(release) {
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if a loader can be added to let the user know the video is being loaded rather than a blank 20-30 seconds...

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I'm loading swf's via an XML file. I'm wanting them to be added onto the stage in the same order that they appear in the XML. The problem that I'm having is that they are added to the stage only when they are fully loaded.

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[code].....

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The following code gives me an error:1119: Access of possibly undefined property sp1 through a reference with static type flash.display:Sprite.Not sure how to get around this issue...  these things used to work in as2, I guess not anymore in as3...
 
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[code]....

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I just poked around google as well as these forums, but the only answer I am seeing that was successful, is from kglad, and for some reason his posts are not showingAnyway, I am just trying to figure how to reference a frame label on my main timeline from a loaded swf (through my imageLoader).

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The starting point is that I load an external PNG file into an open SWF application with the following code:

---------------------------------------
var loadListener:Object = new Object();
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//do certain actions - not relevant for my question
};

[code]....

That works fine. The problem is how can I later reference to 'flower02.png' as BitmapData which is loaded as a movieClip into the movieClip 'mc1' to execute certain BitmapData methods like in particular 'copyPixels()'?I'm aware that I could use:

---------------------------------------
import flash.display.BitmapData;
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---------------------------------------

In this way I could reference my BitmapData by its variable identifier 'flowerBmp'. But this would require that my 'flower02.png' is already in the library which is not possible for my purpose.

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