Applying an onDrag actionscript to a loaded swf
I want to make a loaded swf file dragable within the main
stage. Can someone point me to a tutorial or show me how to do it?
Thank you!
This one took a few tries to get right. But I think I figured
it out for yuh'. I assumed you were using a "ScrollPane" for your
scrolling and that there was a button inside of that component. Let
me know if this is wrong. It shouldn't be too different even if
you're not using the "ScrollPane". Aslo, all the code below goes on
the main timeline.
notes:
"container" is the empty clip that holds the content.
"mc" is the MovieClip inside of the ScrollPane ( located in
the loaded *.swf ).
"mouseIsDown" is a boolean ( true/false). It checks to see if
the user is holding down on the mouse or not.
The rest is pretty easy to figure out.
Similar Messages
-
Using embeded fonts in loaded swf.
I have a .Swf, which has 3 fonts embedded in it, they are all exported in frame 1 for AS. This swf loads any number of external .swfs which have dynamically generated textfields inside of them. This text must be embedded text because effects may be applied to them. I do not want to embed the three fonts into every external swf, and do not think I should have to. The font exists in the Loading swf and I have registered the fonts to the global font list. If I print this list from the loaded swf, all three fonts are present, but when I try to use any of them, my textfiels are empty.
My question is how do I utilize a font which is embedded in a swf, from a swf which has been loaded into that swf?
From my external swf, this code:
[PHP]var embeddedFonts:Array = Font.enumerateFonts(false);
embeddedFonts.sortOn("fontName", Array.CASEINSENSITIVE);
trace(embeddedFonts);[/PHP]
produces the following:
[PHP][object CenturyBook],[object MyriadProRegular],[object MyriadProItalic][/PHP]
which are the three fonts that are embedded in the loading swf, So I assume the LOADED swf has access to these fonts.
When I apply this code to the externally loaded swf:
[PHP]var FontClass:Class = getDefinitionByName("MyriadProRegular") as Class;
trace("FontClassInstance -> " + FontClass.toString());
var linkedFont: Font = new FontClass();
trace("Font name: " + linkedFont.fontName);
var textFormat: TextFormat = new TextFormat(linkedFont.fontName, 14);
//... The next lines set up the text box and apply the format. I am sure this is done correctly.
[/PHP]
I get the following output:
[PHP]FontClassInstance -> [class MyriadProRegular]
Font name: Myriad Pro[/PHP]
which is exactly what I would expect. Yet, my text box is still blank. I have embedText = true on the text box, and have applied a string to the "text" property, so it's nothing silly liek that.
Any help would be appreciated...You may also want to look at the various embedded font format issues. Many of the Flex 4 components use a newer embedded font fortmat, which is not the same as the one generally used in Flash. So even if ther Flash font gets registered properly, it still may not work with some of the spark components.
You should be able to create a swf using Flex that contains fonts embedded in either format, which can then be used in the way you describe, though, since Flex 4 suports both font formats.
Hopefully, someone else will jump in here if I got some of this wrong.
-JM -
How to access properties of symbols in loaded SWF?
I'm making the migration from Flash to Flex, but I'm running
into a dead end on one particular area: accessing and manipulating
properties of symbols in a loaded SWF.
The SWF is actually a simple library of a detailed parts
illustration. I would like to load the entire SWF in position, and
be able to change the attributes (i.e. colors) of individual
symbols (or parts of the illustration). I can load, display and
manipulate each symbol separately, but I need the parts to remain
in place.
The original art was created in Illustrator and exported as
SWF using the symbols palette.
I can always go back to Flash, but I'm forcing myself to move
forward and do this project in Flex (baptism by fire!!).
Is there some sort of dot notation to access the symbols from
within the SWF, without loading them all separately?
Let me put this another way: it appears that I can load an
SWF and then instantiate each symbol in that SWF, and then load
each symbol to the 'stage' (or whatever it's called in Flex)
separately.
I can certainly instantiate each symbol separately, and then
align it on stage, but it seems to me to be bass-ackward to do it
that way, expecially since I created the original SWF with
everything in position.
Is there no way to access the attributes of the individual
symbols within an SWF without separately instantiating them?
I'm just having trouble getting my head around this. Any help
is greatly appreciated.Okay, I took a look at this info and it's what I was already
doing.
Here's a simplified example of what I'm trying to do, using
the example in the swf9.pdf file.
Let's assume I've created a SWF with a "BlueSquare" movieclip
(in the symbols panel in Flash, exported for AS). In that clip,
there is another symbol called "Star". I import the SWF and
BlueSquare symbols in with the following code:
<mx:Script>
<![CDATA[
[Embed(source=”../assets/circlesquare.swf”)]
[Bindable]
public var LogoCls:Class;
[Embed(source=”../assets/circlesquare.swf”,
symbol=”BlueSquare”)]
[Bindable]
public var LogoClsBlueSquare:Class;
</mx:Script>
If I instantiate the BlueSquare on stage, it includes the
Star symbol when previewed, but I can't figure out how to get at
the Star symbol to change color. If I apply a color change to the
symbol, it changes the entire BlueSquare symbol.
If I instantiate the Star symbol separately, I can then
position it on the stage and make changes, but that requires
positioning it with actionscript. I'm trying to not have to
position a sub-element of my actual artwork because of it's
complexity.
I'd like to display the main movieclip (or sprite) with the
ability to access the attributes of a sub-movieclip or
sprite. -
Small Bug in Flash 8: loading swf that´s a vectorized image in many layers
Hi! There´s a small bug in flash 8. If you load a swf
that it´s a vectorized image in many layers, when you give it
an action in onLoadInit, like mc.onRelease, the mc don´t
"catch" that action. You can try loading an image (it works), a lot
of swf (it works), but with this kind of swf the actions onRelease,
onPress, etc... don´t work.
The
swf
I´ll make a different vectorized image to make it works
(if there is only one layer it works)Seems odd it will only run once. Usually if a cache problem
you get the same
results even when you update the movie or server scripts.
If it is
http:// it is not local even if from the browser
cache.
Verify the html is validated.
Check to see if this applies to all swfs. Create a simple
hello world swf
that connects to a JSP script that returns a simple value to
Flash. If that
seems to work, then the problem is in the JSP or
Actionscripting coding.
Check you can load the JSP script repeatedly using a direct
call to it on
the browser line using
http://.
Lon Hosford
www.lonhosford.com
Flash, Actionscript and Flash Media Server examples:
http://flashexamples.hosfordusa.com
May many happy bits flow your way!
"srikanth_s_india" <[email protected]> wrote
in message
news:e6obld$lfb$[email protected]..
> Thanks for the article link.
>
> I can't provide the URL as it is within our application
which requires
> logging
> in. However, one more interesting thing about it is that
it always works
> for
> the first time (in the browser/machine) but not from the
next time.
>
> My doubt is whether it is because of the caching? When
it loads for the
> first
> time, the HTML and SWF files load from our server and
hence are allowed to
> communicate with our JSP. However, when it loads the
subsequent times, it
> probably loads from the cache and hence considered as a
local file and not
> allowed to communicate with our JSP file which is on the
Internet.
>
> Can anybody tell me how to enable a local SWF file to
load SWF files from
> the
> Internet & access URLs from the Internet in Flash 8
pluggin?
> -
Load SWF file in main SWF with parameters
Hello everybody,
I recently got a new flash Application which is a Photo Gallery.
This App is made of multiple folders (source files), a FLA file, a SWF with its javascript SWFObject and an Html page which instantiate this App with some parameters (size, config file path, ...).
It needs an XML file to find all the Photos it displays, to do it I need to configure my application in the HTML Page and give it the "xml_path" :
var so = new SWFObject("index.swf", "gallery", "249", "249", "10", "#111111");
so.addVariable("xml_path","load/config.xml"); // this line is adding the path to the xml file make sure that it's name is xml_path
so.addParam("allowfullscreen","true");
so.write("flashcontent");
By the way, I have a second application, the WebSite, which have to display the Gallery SWF in its "Gallery" page.
Here is how I do it at the moment (in ActionScript3) :
var swfRequest:URLRequest = new URLRequest("C:/......../Galerie/index.swf");
var swfLoader:Loader = new Loader();
//Charge le SWF Galerie dans le SWF Site
swfLoader.load(swfRequest, context);
container1.addChild(swfLoader);
//Positionne le SWF
swfLoader.x=10;
swfLoader.y=120;
It successfully loads the Gallery application but It shows an error telling me it doesn't find the XML configuration file... In the HTML file I simply had to write the "so.addVariable("xml_path","load/config.xml");" to tell where the XML file is...
So, my question is : How can I integrate my SWF application giving it some parameters like above, in Action Script 3?
Thank you ,
PatrickNo, nothing with HTML.
I have 2 SWF applications. One is the Gallery, and the second is my Main Page.
My Main Page must integrate the Gallery module in one of its page.
The problem is when I try to integrate it, I think I must give de future loaded SWF some parameters like this :
(My Main SWF loading in HTML)
var so = new SWFObject("WebSite.swf", "flashcontent", "520", "700", "10", "#111111");
so.addParam("allowfullscreen","true");
so.addParam("allowScriptAccess","always");
so.addParam("menu","false");
so.addParam("wmode","opaque");
so.addParam("bgcolor","#000000");
so.setAttribute("id","flash");
so.write("flashcontent");
It was for the Main App. For my Gallery SWF I had to load it like this (in HTML) :
var so = new SWFObject("Gallerie.swf", "gallery", "249", "249", "10", "#111111");
so.addVariable("xml_path","Galerie/config.xml"); // this line is adding the path to the xml file make sure that it's name is xml_path
so.addParam("allowfullscreen","true");
so.write("flashcontent");
So at the beginning I had 2 different projects with an HTML page for each.
Now I wan't to directly integrate the Gallery SWF into the Main SWF. And as you have seen I must give it some parameters such as the "xml_path" and "allowfullscreen". This must be done in ActionScript 3 and I don't know how...
I think I have to use FlashVars but I don't know how. As I said before, I have tried using the loaderinfo.parameters, but it is in read-only...
Do you have an idea of how I can make it work ? -
How to unload externally loaded swf which contains 3D Carousel?
Hello to all
I am learning AS3 and have been taking on various tutorials found on the net. While learning about AS3 I came across a lesson on http://tutorials.flashmymind.com/2009/05/vertical-3d-carousel-with-actionscript-3-and-xml/ titled "Vertical 3D Carousel with AS3 and XML".
I completed the tutorial and all worked fine so I then wanted to load the swf into a existing project. The loading of the swf goes fine and when I unload my loader it is removed but only visually as in my output panel in flash CS5 I get an error as follows
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at carousel_c_fla::MainTimeline/moveCarousel()
this error repeats over and over again slowing my swf movie.
So does this mean my main flash movie trying to still play / find my unloaded 3D Carousel?
If so how do I unload remove all the AS3 that is trying to run from the 3D Carousel?
I have included the AS3 below from the tutorial page and I understand that this is what I have to remove to "break free" from the 3D Carousel swf when it is unloaded. This is where I am stuck as my knowledge of AS3 is limited - Can you guys / girls help?
//Import TweenMax
import com.greensock.*;
//The path to the XML file (use your own here)
// old var from tutorial - var xmlPath:String = "http://tutorials.flashmymind.com/XML/carousel-menu.xml";
var xmlPath:String = "carousel-menu.xml";
//We'll store the loaded XML to this variable
var xml:XML;
//Create a loader and load the XML. Call the function "xmlLoaded" when done.
var loader = new URLLoader();
loader.load(new URLRequest(xmlPath));
loader.addEventListener(Event.COMPLETE, xmlLoaded);
//This function is called when the XML file is loaded
function xmlLoaded(e:Event):void {
//Make sure that we are not working with a null variable
if ((e.target as URLLoader) != null ) {
//Create a new XML object with the loaded XML data
xml = new XML(loader.data);
//Call the function that creates the menu
createMenu();
//We need to know how many items we have on the stage
var numberOfItems:uint = 0;
//This array will contain all the menu items
var menuItems:Array = new Array();
//Set the focal length
var focalLength:Number = 350;
//Set the vanishing point
var vanishingPointX:Number = stage.stageWidth / 2;
var vanishingPointY:Number = stage.stageHeight / 2;
//We calculate the angleSpeed in the ENTER_FRAME listener
var angleSpeed:Number = 0;
//Radius of the circle
var radius:Number = 128;
//This function creates the menu
function createMenu():void {
//Get the number of menu items we will have
numberOfItems = xml.items.item.length();
//Calculate the angle difference between the menu items (in radians)
var angleDifference:Number = Math.PI * (360 / numberOfItems) / 180;
//We use a counter so we know how many menu items have been created
var count:uint = 0;
//Loop through all the <button></button> nodes in the XML
for each (var item:XML in xml.items.item) {
//Create a new menu item
var menuItem:MenuItem = new MenuItem();
//Calculate the starting angle for the menu item
var startingAngle:Number = angleDifference * count;
//Set a "currentAngle" attribute for the menu item
menuItem.currentAngle = startingAngle;
//Position the menu item
menuItem.xpos3D = 0;
menuItem.ypos3D = radius * Math.sin(startingAngle);
menuItem.zpos3D = radius * Math.cos(startingAngle);
//Calculate the scale ratio for the menu item (the further the item -> the smaller the scale ratio)
var scaleRatio = focalLength/(focalLength + menuItem.zpos3D);
//Scale the menu item according to the scale ratio
menuItem.scaleX = menuItem.scaleY = scaleRatio;
//Position the menu item to the stage (from 3D to 2D coordinates)
menuItem.x = vanishingPointX + menuItem.xpos3D * scaleRatio;
menuItem.y = vanishingPointY + menuItem.ypos3D * scaleRatio;
//Add a text to the menu item
menuItem.menuText.text = item.label;
//Add a "linkTo" variable for the URL
menuItem.linkTo = item.linkTo;
//We don't want the text field to catch mouse events
menuItem.mouseChildren = false;
//Assign MOUSE_OVER, MOUSE_OUT and CLICK listeners for the menu item
menuItem.addEventListener(MouseEvent.MOUSE_OVER, mouseOverItem);
menuItem.addEventListener(MouseEvent.MOUSE_OUT, mouseOutItem);
menuItem.addEventListener(MouseEvent.CLICK, itemClicked);
//Add the menu item to the menu items array
menuItems.push(menuItem);
//Add the menu item to the stage
addChild(menuItem);
//Assign an initial alpha
menuItem.alpha = 0.3;
//Add some blur to the item
TweenMax.to(menuItem,0, {blurFilter:{blurX:1, blurY:1}});
//Update the count
count++;
//Add an ENTER_FRAME listener for the animation
addEventListener(Event.ENTER_FRAME, moveCarousel);
//This function is called in each frame
function moveCarousel(e:Event):void {
//Calculate the angle speed according to mouseY position
angleSpeed = (mouseY - stage.stageHeight / 2) * 0.0002;
//Loop through the menu items
for (var i:uint = 0; i < menuItems.length; i++) {
//Store the menu item to a local variable
var menuItem:MenuItem = menuItems[i] as MenuItem;
//Update the current angle of the item
menuItem.currentAngle += angleSpeed;
//Calculate a scale ratio
var scaleRatio = focalLength/(focalLength + menuItem.zpos3D);
//Scale the item according to the scale ratio
menuItem.scaleX=menuItem.scaleY=scaleRatio;
//Set new 3D coordinates
menuItem.xpos3D=0;
menuItem.ypos3D=radius*Math.sin(menuItem.currentAngle);
menuItem.zpos3D=radius*Math.cos(menuItem.currentAngle);
//Update the item's coordinates.
menuItem.x=vanishingPointX+menuItem.xpos3D*scaleRatio;
menuItem.y=vanishingPointY+menuItem.ypos3D*scaleRatio;
//Call the function that sorts the items so they overlap each other correctly
sortZ();
//This function sorts the items so they overlap each other correctly
function sortZ():void {
//Sort the array so that the item which has the highest
//z position (= furthest away) is first in the array
menuItems.sortOn("zpos3D", Array.NUMERIC | Array.DESCENDING);
//Set new child indexes for the item
for (var i:uint = 0; i < menuItems.length; i++) {
setChildIndex(menuItems[i], i);
//This function is called when a mouse is over an item
function mouseOverItem(e:Event):void {
//Tween the item's properties
TweenMax.to(e.target, 0.1, {alpha: 1, glowFilter:{color:0xffffff, alpha:1, blurX:60, blurY:60},blurFilter:{blurX:0, blurY:0}});
//This function is called when a mouse is out of an item
function mouseOutItem(e:Event):void {
//Tween the item's properties
TweenMax.to(e.target, 1, {alpha: 0.3, glowFilter:{color:0xffffff, alpha:1, blurX:0, blurY:0},blurFilter:{blurX:1, blurY:1}});
//This function is called when an item is clicked
function itemClicked(e:Event):void {
//Navigate to the URL that's assigned to the menu item
var urlRequest:URLRequest=new URLRequest(e.target.linkTo);
navigateToURL(urlRequest);Hi Ned thanks for the reply,
Ok so I have a button in my main movie that loads the external swf
stop();
var my_loader:Loader = new Loader();
var my_btn:Button = new Button();
var my_pb:ProgressBar = new ProgressBar();
my_pb.source = my_loader.contentLoaderInfo;
my_btn.addEventListener(MouseEvent.CLICK,startLoading);
function startLoading(e:MouseEvent):void{
my_loader.load(new URLRequest("carousel.swf"));
addChild(my_pb);
my_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, finishloading);
function finishloading(e:Event):void{
addChild(my_loader);
my_loader.addEventListener("killMe",
killLoadedClip);
removeChild(my_pb);
function killLoadedClip(e:Event):void {
my_loader.removeEventListener("killMe",
killLoadedClip);
my_loader.unloadAndStop();
removeChild(my_loader);
Then I have a button in my loaded swf that closes the loader
This is spread over 2 frames
Frame1
function closeIt(e:MouseEvent):void {
parent.dispatchEvent(newEvent("killMe"));
Frame 2
back_btn.addEventListener(MouseEvent.CLICK, closeIt);
Frame 2 also holds all the code for the carousel
Thanks for your time and help in advance people ; ) -
I've created a 'plugin' SWF file in CS3 using actionscript 3.
The purpose of this file is to be included as a postroll in the
open source flash media player JW FLV/Media Player (
http://www.jeroenwijering.com/?item=JW_Media_Player).
I have heavily customized the media player libraries to do
various new things/alter how things worked, and now want to be able
to include the SWF file within this into a child sprite/movie clip.
HOWEVER, the problem lies in that the media player is written
completely in AS2, and therefore I have to use the MovieClipLoader
class to load in the SWF. Updating the source to AS3 isn't an
option unfortunatly, and downgrading the AS3 SWF to AS2 isn't an
option either, mainly due to the fact I've learnt AS3, not AS2, and
find it frustrating trying to find the AS2 equivalent to the AS3
methods I know.
The problem though lies in that MovieClipLoader does not like
my SWF at all. Initially I was presented with a load of sandbox
errors from when it was loaded in, which I then resolved so that no
security errors are produced. However, whenever I load in the clip,
the target sprite/clip is empty. I have gone through checking that
no errors occur on load, and it reports that the loaded SWF has
been initialized, yet I see nothing. Also, the code loading the SWF
is not at fault as it loads any other SWF (even another AS3 SWF
which just creates a rectangle) no problem.
Oddly enough, using the MovieClip.loadMovie method works in
one situation - when you load it into the root of the AS2 file.
When loading it into an empty movie clip, the same problem of a
blank clip occurs. The problem is not specific to the media player
either, as it happened in any AS2 file where I was testing how to
load in the AS3 SWF.
If it is of any use, the sandbox errors produced by the AS3
file when loaded into AS2 swf I had to resolve where to do with
stage access for getting the stage height and width, and a
Loader.content error when pulling out the BitmapData. These were
resolved via setting the allowed domains policy and eliminating any
reference to stage.stageHeight/With.
Does anyone have any ideas on how to solve this? The only
possible solution I've been able to think of so far since the AS3
swf won't display is to play with the LocalConnection class as
tests showed I can communicate between the AS2 and AS3 files, but
this would have to be a last resort, and is less than ideal when
there can be multiple instances of the player running (I would need
to use unique connection names for each instance so as to prevent
player A interacting with player B, and also as only one of the
players can listen on the connection at once).I have the component in the top level also,
I get this error:
TypeError: Error #2007: Parameter child must be non-null.
at flash.display::DisplayObjectContainer/addChildAt()
at fl.controls::BaseButton/drawBackground()[C:\Program Files (x86)\Adobe\Adobe Flash CS5\Common\Configuration\Component Source\ActionScript 3.0\User Interface\fl\controls\BaseButton.as:615]
at fl.controls::LabelButton/draw()[C:\Program Files (x86)\Adobe\Adobe Flash CS5\Common\Configuration\Component Source\ActionScript 3.0\User Interface\fl\controls\LabelButton.as:724]
at fl.core::UIComponent/drawNow()[C:\Program Files (x86)\Adobe\Adobe Flash CS5\Common\Configuration\Component Source\ActionScript 3.0\User Interface\fl\core\UIComponent.as:1343]
at fl.controls::List/drawList()[C:\Program Files (x86)\Adobe\Adobe Flash CS5\Common\Configuration\Component Source\ActionScript 3.0\User Interface\fl\controls\List.as:594]
at fl.controls::List/draw()[C:\Program Files (x86)\Adobe\Adobe Flash CS5\Common\Configuration\Component Source\ActionScript 3.0\User Interface\fl\controls\List.as:474]
at .tree::TreeList/draw()
at fl.core::UIComponent/callLaterDispatcher()[C:\Program Files (x86)\Adobe\Adobe Flash CS5\Common\Configuration\Component Source\ActionScript 3.0\User Interface\fl\core\UIComponent.as:1532]
I've checked the definitions for the tree component,
The LabelButton and List I don't have much control over.
I'm not sure how to fix this. The xml is correct and loads easily if it's in the root document.
The list component doesn't load the labels, It stops on the first one.
What do I do next? -
Using the DateField in an Externally loaded SWF
Hello,
I have been having major trouble trying to get a basic PHP
contact form to work within an externally loaded SWF file inside of
a parent SWF. When I test the movie on its own it seems to work
fine (example: I'm able to select a date from the DateField
component). However, when I open up the parent SWF file and call
the external SWF file with the form the DateField is basically
unusable (example: when you click on it nothing happens, no
calendar pops up to select a date).
I have no ActionScript on it yet, simply because I figure I
need it to work before I tell it what to do with the PHP file. The
instance name on the DateField is "theDate". Any help is very much
appreciated. Thank you.
Also, I have just successfully used the contact form on the
web. But, the only user interface components I am able to edit are
the input text boxes, not the DateField or the ComboBox I have in
it as well. This is very odd, I was not aware that anything special
had to be done using these UI components within an external file.
ElijahHello 2m,
Maybe if you were to see it, it may help you out a bit. If
you
click
here for the external file you will see that the components are
working. However, if you
click
here for the parent file and then click on "Meetings" on the
top menu you will see that they do not work at all. However, if
someone were to hit the "send" button, the PHP code would actually
interact with the form. Let me know if that helps at all. Thanks
again for replying.
Elijah -
Calling functions / setting variables in loaded SWF
You know how you can create a Movieclip object, add a
function or variable to it, then call that function or change that
variable from within the SWF that includes it? I wanna be able to
do that, only with SWFs that are loaded at run time.
My "main" SWF is simply a menu-type thing. The user clicks a
button in my MAIN.SWF, and the MAIN.SWF then loads the SWF that's
associated with that button, using the AS 3.0 prescribed
Loader()-URLRequest()-addChild() method that everyone always asks
about.
This works great. But now I've got some custom objects and
such (ie., not just strings) within my MAIN.SWF that I'd like to be
able to share with the loaded SWFs. Preferably, I'd like to use an
accessor-type function (ie.,
LoadedSWF.GiveMeTheCoolObject(MyCoolObject);), though at this point
I'm willing to hack into the object itself (ie.,
LoadedSWF.CoolObject.CoolField = MyCoolObject.CoolField;) if that's
what it takes.
I've tried just calling the functions and setting the fields,
but the AS 3.0 compiler doesn't care for that sort of nonsense on
it's generically-defined objects. Notice also that, at run time, a
call to LoadedSWF.hasOwnObject("GiveMeTheCoolObject") returns true.
So my big-brained colleagues, what's the magic?
In advance, thanks for the help!
ScottKglad,
quote:
Originally posted by:
kglad
from that error message it appears your function is expecting
a member of the MyCoolObject class, correct?
and MyCoolObject is not an instance of that class. so, you
need to fix that. ie, create a member of that class and use that
class member as the function parameter.
Heh, that's what the error message says all right. But the
object actually IS a MyCoolObject class object. I stared at this
thing for hours, and MyCoolObject IS an instance of that class. I
tried various casting combinations (including casting it to an
Object and passing that) but had no luck whatsoever.
So I googled this particular runtime error message ("Error
#1034: Type Coercion failed: cannot convert ") and found a ton of
links to other people having a similar issue. Typically, the
problem was just as you said, someone passing a button as a string,
that kinda thing. But one guy had a problem with an object he
derived from the Event class. After hours spent trying to get it to
work, he tried overriding the base class' clone() method and got it
to work:
http://www.asserttrue.com/articles/2006/10/14/custom-events-in-actionscript-3-0
As for my project, I took a long hard look at the overall
architecture of my project and decided that it was best if all the
"real work" took place in the MAIN.SWF file. This approach would
solve a couple of other problems, and it just makes sense in a
"separate the display from the data" mentality.
So (and this is the interesting part) I changed the API for
the LOADED.SWF to accept String pairs (ie.,
LoadedSWF.AddToDisplay(Name:String, Data:String) ) instead of
accepting MyCoolObj. Ran it, and Viola, now we're working without
any run time exceptions. After that glorious moment, I created a
couple of other APIs that just accepted base classes (one an int
type, the other a function type) and was happily on my way.
From this, I gather that passing non-base class (ie, derived
class) objects to loaded MovieClips via custom function APIs is...
maybe not as straightforward as we'd expect. In the grand scheme of
things though, not a big deal: As far as I'm concerned AS3 rocks.
Again Kglad, thanks for all the help: Your input on how to do
this was the big push that I needed to get over the last technical
hurdle of this project.
To those who are reading this topic for the "how do I call
functions and/or set variables in a loaded SWF?"
The short answer is to cast the loaded SWF's content object
as a MovieClip and then call the function or alter the variable:
//Load the SWF (you've seen this code a million times)
var LoadedSWFObj:Loader = new Loader();
var MyURL:URLRequest = new URLRequest("LoadThisSWF.SWF");
LoadedSWFObj.load(MyURL);
//This is within your Event.COMPLETE handler:
//Cast it as a MovieClip object and work with that.
var LoadedSWF:MovieClip = LoadedSWFObj.content as MovieClip;
// or another way to cast it is:
var LoadedSWF:MovieClip = MovieClip(LoadedSWFObj.content);
//Call yer function:
LoadedSWF.CallMe(); -
How do I interact with a loaded swf?
Hi,
I have a "lesson" that I'm building that will display a series of "pages" based on an XML file. I have simple navigation buttons that work to page through the XML file. but I'd like to use load an external SWF file with buttons to use as my navigation panel. Everything is AS 3.0. The code to load the navigation movie looks like this:
// load navigator
navLoader = new Loader;
navLoader.contentLoaderInfo.addEventListener(Event.INIT, handleInit);
navLoader.x = 50;
navLoader.y = 200;
lessonSprite.addChild(navLoader);
navLoader.load( new URLRequest("Navigator1.swf"));
The loaded navigation movie has two buttons. How do I add an event listener to those buttons so that they call a function in the parent movie so I can detect when the user clicks on the button named "GoNext" in the loaded movie? I've tried several ways but I've had no luck. Could someone please point me in the right direction? This navigation panel is only one application of this sort of communication that I'll need in other parts of this type of lesson so I really need to figure out how to detect user interaction interaction with the loaded movie. Guess I need to know how to call a function in the parent movie from the loaded movie.
Thanks,
Peter H.Hey Pete,
The answer that you seek and the simplest one as well will be from the MouseEvent. that you will most likely have applied to your loaded swf.
As long as both swfs are in the same domain, you wont have any issues with security and therefor, the MouseEvent. which bubbles up, will be able to reach your swf file which has loaded it.
You can then write your code in your loaded swf to simply listen to the loadedMovieClip by targeting the contents of navLoader just like this,
navLoader.content.addEventListener(MouseEvent.MOUSE_DOWN,onDown)
protected function onDown(me:MouseEvent){
now providing you have given your two buttons names in your loaded swf, you will be able to perform addition tasks by receiving the name of the target.
protected function onDown(me:MouseEvent){
var btnClip:Movie= me.target as MovieClip
var btnName=btnClip.name
if(btnName==(button1)){
//do the following
}else{
//it was button two
button1 was just a random name in this case .
This will do the trick -
How to create an xml to load swf files in sequence?
hello everyone
I'm new in web design... I know how to animate in flash, using timeline, frames, layers, twins and so on... But I want to move forward so I want to create a xml to load swf files in sequence and in loop. Each swf file has 8 seconds.You can see the example here in www.cm-seixal.pt.
I'm not a programmer but I understand how actionscript works... I hope you can help me
Cheers!
Anayou can use the urlloader class to load your xml file. use the loader's complete event and the loader's data property to retrieve the data in your xml file.
-
Loading external swf, how to deal with errors within the loaded swf?
I have a Flex app that basically lets you browse a bunch of thumbnails that represent swf files, when you click a thumbnail it opens a window that loads the actual swf into an image control. The problem I have is that these swfs can be uploaded by our clients, so they may have actionscript errors being thrown, etc. We can't really predict what they may do. Is there a way I can load these swf in such a way as to ignore any errors that the loaded swf may generate within itself.
For example, one such swf reads some text from a text file to display, but when they are viewing it in this manner the file isn't there so a stream error is generated. My parent Flex app doesn't care about this error and I don't want to see it thrown up in an actionscript error box (I have debug verison loaded on my PC obviously) or interfere with the parent app in any way.
Would application domains help at all? Would it make a difference if I loaded the swf into a separate domain? Or is there some way I can generically trap any error coming from the loaded swf and just ignore them?
Any help appreciated.
Thanks,
MarcusThere is no way to catch errors thrown at random times. Remember that most folks have the release player which does not show error dialogs.
Alex Harui
Flex SDK Developer
Adobe Systems Inc.
Blog: http://blogs.adobe.com/aharui -
TypeError: Error #1009 (loaded SWF)
I'm pulling out my hair on this one!
I'm just starting a site (full-Flash site) using CS3 and AS3.
I'm pretty much accustom to the new AS3 changes. I built a rough
structure to make sure the way I wanted to set the site up would
work (loading in external SWFs, etc.). The tests worked.
Now, I'm going in to make some things real, and I'm getting
this error as soon as an external SWF loads in:
TypeError: Error #1009: Cannot access a property or method of
a null object reference.
at test_fla::MainTimeline/test_fla::frame2()
I've tried narrowing it down, couldn't find the exact culprit
(had to remove every ounce of ActionScript before it started to
function again). So I started to rebuild that movie entirely --
cleared out the Library and deleted every layer. Didn't work.
Couldn't even add a stop(); action in Frame 1.
Then I started completely fresh File > New, rebuilt again.
I tested after every single change. I finally built it up to the
point where I first tested the original, and it worked. So, then I
added a couple more things tested again, and got the error again.
Ahh, so I removed EXACTLY what I had just added. Tested again. SAME
ERROR -- now it won't go away no matter what I remove!
Crazier yet is that I can still load in my other test SWF
files and they have actions in them, and they're set up the exact
same way -- but they work...
The whole site is new, so every SWF is CS3/AS3. I'm not even
doing anything crazy, so I'm getting pretty frustrated trying to
build an all AS3 site and I can't even do basic stuff....
I can upload/email the FLA files in question if anyone has
time to look...
Thanks,
BrandonWell, when I test the loaded SWF within the Flash environment
(by itself), it plays just fine.
Then, I try to play the root containing movie (both within
Flash and on the web server) and as soon as that section loads, is
when the error occurs.
I've tried tracing everything. even down to putting trace()
actions between every layer. Can't determine what causes it...
One thing I noticed (but I assume is a naming convention that
Flash uses), is in the error above you see "test_fla", well, lets
say I have these files:
test-container.fla
test-home.fla
I don't have a test_fla, but the error code refers to it
anyway... -
CellRenderer is not displaying icons in a loaded swf, throws null child addChildAt
I'm working with a component that extends List. It works fine unless it's loaded into another swf.
It cannot find the library symbols. I know the symbols exist in the loaded swf.
Is there a quick fix to this?I have the component in the top level also,
I get this error:
TypeError: Error #2007: Parameter child must be non-null.
at flash.display::DisplayObjectContainer/addChildAt()
at fl.controls::BaseButton/drawBackground()[C:\Program Files (x86)\Adobe\Adobe Flash CS5\Common\Configuration\Component Source\ActionScript 3.0\User Interface\fl\controls\BaseButton.as:615]
at fl.controls::LabelButton/draw()[C:\Program Files (x86)\Adobe\Adobe Flash CS5\Common\Configuration\Component Source\ActionScript 3.0\User Interface\fl\controls\LabelButton.as:724]
at fl.core::UIComponent/drawNow()[C:\Program Files (x86)\Adobe\Adobe Flash CS5\Common\Configuration\Component Source\ActionScript 3.0\User Interface\fl\core\UIComponent.as:1343]
at fl.controls::List/drawList()[C:\Program Files (x86)\Adobe\Adobe Flash CS5\Common\Configuration\Component Source\ActionScript 3.0\User Interface\fl\controls\List.as:594]
at fl.controls::List/draw()[C:\Program Files (x86)\Adobe\Adobe Flash CS5\Common\Configuration\Component Source\ActionScript 3.0\User Interface\fl\controls\List.as:474]
at .tree::TreeList/draw()
at fl.core::UIComponent/callLaterDispatcher()[C:\Program Files (x86)\Adobe\Adobe Flash CS5\Common\Configuration\Component Source\ActionScript 3.0\User Interface\fl\core\UIComponent.as:1532]
I've checked the definitions for the tree component,
The LabelButton and List I don't have much control over.
I'm not sure how to fix this. The xml is correct and loads easily if it's in the root document.
The list component doesn't load the labels, It stops on the first one.
What do I do next? -
Using Loader.loadBytes - specify SecurityDomain for loaded swf?
Hi i have a problem.
I use Loader.loadBytes to dynamically load a swf into my app (i use this method to load modules into the app). My trouble is that when I want to use ExternalInterface.addCallback to allow js calls on my app. When those functions get called a SecurityError gets thrown because I'm not in the right Security Domain. Trying to set the SecurityDomain of the loaded content via LoaderContext results in another error telling me that SecurityDomain can't be other than null. Is there a way to actually get my modules accessible from JS?
*Note:
I have set in my main ap (the one that instantiates the module controller that loads the modules) the following:
Security.allowDomain("*");
Security.allowInsecureDomain("*");
the loading code:
var _contextLoader : LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain);
_contextLoader.allowCodeImport = true;
_moduleLoader.loadBytes(moduleBytes, _contextLoader);
The error:
SecurityDomain 'null' tried to access incompatible context ...The loaded swf is at loader.content, but you can only access
it once the loading has completed and the loader has been added to
the display list. For example, CODE 1 will not work, but CODE 2
will.
//CODE 1
var myLoader:Loader = new Loader();
addChild(myLoader);
myLoader.load(new URLRequest("movie.swf"));
var loadedSwf:MovieClip = MovieClip(loader.content); //ERROR
//CODE 2
var myLoader:Loader = new Loader();
addChild(myLoader);
myLoader.load(new URLRequest("movie.swf"));
myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,
loadCompleted);
var loadedSwf:MovieClip;
function loadCompleted(ev:Event):void {
loadedSwf = MovieClip(loader.content);
trace(loadedSwf);
PS. I recommend using the Tweener library for tweening in
ActionScript. It is much better than the Adobe functions and there
is a tutorial at:
http://gotoandlearn.com/player.php?id=45
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