Load external swf and consume your lybrary
dear friends flashers,
I need to load a swf into another swf and access objects that are in the library.
load a swf into another is not my problem the problem is to create an instance of an audio exported to action script contained in the child swf.
Has anyone had this problem? help me?
Thanks.
Marcio.
I founded by myself, I just created a movie clip of this button and here is my code in case someone has the same problem...
import flash.events.MouseEvent;
import flash.display.Loader;
import flash.net.URLRequest;
var loader:Loader = new Loader();
loader.load(new URLRequest("MyInDesignSwf.swf"));
addChild(loader);
addChild(home_front);
home_front.addEventListener(MouseEvent.CLICK,playClickedExit)
stop();
function playClickedExit(event:MouseEvent):void
removeChild(loader);
gotoAndPlay(90);
Similar Messages
-
Loading External SWF and setting variables
Hello Everyone.
I'm sure you are all a where of the FlashVars attribute for
Flash embeds which holds variables for SWF's when they are
rendered. I'm attempting to load an External SWF dynamically
from within my own SWF and need to provide it with the values
normally stored in the FlashVars. For the example below I
wait until the External SWF is completely loaded using the
onLoadInit event from moviecliploader and then i attempt to
set the required variables that the loaded SWF needs. This works
great in test and debug mode (ie. Test Movie and Debug Movie
from the Control menu), but when i publish my FLA to SWF and run
the SWF the variables will NOT get set in the loaded External SWF.
From my readings ive people have mentioned that the player is only
able to access Methods of an External SWF. If this is the case then
how do they expect people to set the FlashVars of dynamically
loaded SWFs? I investigated the loadVariables procedure as well and
had the same results in test mode and was wasn't reliable because
of timing issues.
The sample source is below... if anyone has any ideas or has
come across this issue before, I would really appreciate some
insight.
Thank you in advance for your time.
var loader_mc:MovieClipLoader = new MovieClipLoader();
var mclListener:Object = new Object();
loader_mc.addListener(mclListener);
mclListener.onLoadProgress = function(target_mc:MovieClip,
numBytesLoaded:Number, numBytesTotal:Number) {
// DO NOTHING
mclListener.onLoadComplete = function(target_mc:MovieClip) {
// DO NOTHING
mclListener.onLoadInit = function(target_mc:MovieClip) {
// WORKS IN TEST MODE NOT IN PUBLISH/SWF MODE
target_mc._root.param1 = "value1";
// WORKS IN TEST MODE NOT IN PUBLISH/SWF MODE
_level0.container_mc.param1 = "value1";
this.createEmptyMovieClip("container_mc",
this.getNextHighestDepth());
container_mc._lockroot = true;
loader_mc.loadClip("somecoolflash.swf", container_mc);I've tried that as well and it behaves the same as onLoadInit
... Works when i test but doesnt when i publish to a swf. I think
this is security related and the flash player just cant write to a
loaded swf and set variables. -
Loading external swfs and controlling their actionscript
I'm in need of some tutorials/examples for loading external
swfs placed in empty movie clips using loadmovie into the main
movie.
I have actionscript and alot of interactive features within
these loaded swf files and I'm having a heck of a time figuring out
how to code and path the AS from them to work in the main timeline.
I'm also open to using loadMovieNum and working with levels
if it might be easier, however I'd like to keep this as simple as
possible.
PLEASE ANY HELP!!!????I am by no means an expert however it is my understanding
that if you have a loaded swf within your main application and you
wish to control features on the main timeline you need to use the
_root function.
Without knowing exactly what type of controlling you need
it's hard to explain in great detail. -
How to load external swf and handle events of external swf by passing data .
Hi all
I have to laoad external swf (made in flash).On loading i have to pass data and hndle events which occurs on this swf.
Can any one suggest me how can I achieve this.
Regards
MuniraHere is one way:
http://help.adobe.com/en_US/flex/using/WS2db454920e96a9e51e63e3d11c0bf69084-7f9c.html
HTH, -
Loading external swf and object error
Hello Forum,
I have two swf files, Flash CS3, action script 3.
One file can be considered to be the parent container, it
does have some objects on its stage.
The other file is a file that I would like to load into the
master file using the Loader object.
The file that I would like to load, works fine (or so it
seems) standalone. This file contains
a timer object, a loader object (which loads images from an
xml file), and XMLLoader feature,
and a button that I have created from a class that i have
created for a button. I can set the
label for the button from the swf like a property. This swf
is all Actionscript, using
addchild to get the various things on the stage.
I am using actionscript to load the objects on the stage in
the external file - as opposed to having
them on the timeline before hand.
When I try to load this external swf file in to a parent swf
file I get an error like this:
TypeError: Error #1009: Cannot access a property or method of
a null object reference.
at weekly_tasks_fla::MainTimeline/frame1()
This error happens whenever (in the external swf file) i add
an object
(like a button or a textfield) to the stage of the exteranl
swf file.
I am able to load other swf files ok (as long as I did not
create them!).
Confused Again,
eholz1I sat typing into the quick reply, but this isn't sorry.
The issue here is that when you roll over another object
within the application it assumes that you have moved out of the
current object even if the new object is within the container of
the current object.
Hope that makes sense upto now. I had the same problem and
had to do this...
On mouse Over pr Rollover on internal object I run the stop
propogation and then restart the mouse over of the parent
container.
private function stopGadget(e:MouseEvent):void
// Stops the current mouse over running the parent container
mouse over. Then reloads the parent container for the gadget bar
(BIT OF A HACK)
e.stopPropagation();
Application.application.showTheGadget(e);
I think my comment sums it up a BIT of a Hack. -
Loading external swf and Roll_OVER ROLL_OUT Events...
Hi.
Suppose the following scenario:
My application has some handlers attached for the rollover
and rollout events. the seem to work pretty fine. But i have to add
into my application an swf, so i add it using an Image Object. This
new Image Object containing my external swf file is into my
application. Now Roll_OUT event of my application fires when i
enter the swf Image Object, that is inside my application!!!
What am i doing wrong? I attach an example
Maybe that swf has events on it...
I am really confused about this behaviour in flexI sat typing into the quick reply, but this isn't sorry.
The issue here is that when you roll over another object
within the application it assumes that you have moved out of the
current object even if the new object is within the container of
the current object.
Hope that makes sense upto now. I had the same problem and
had to do this...
On mouse Over pr Rollover on internal object I run the stop
propogation and then restart the mouse over of the parent
container.
private function stopGadget(e:MouseEvent):void
// Stops the current mouse over running the parent container
mouse over. Then reloads the parent container for the gadget bar
(BIT OF A HACK)
e.stopPropagation();
Application.application.showTheGadget(e);
I think my comment sums it up a BIT of a Hack. -
Loading External SWF - Problem
Hi,
Using MovieClipLoader I want to load external SWFs - and it
is working fine
if external swf doesn't have anything outside it's stage,
otherwise it shows
everything - that's the problem.
For example, external swf's stage dimensions are 100x150, but
it has some
timeline animation (some objects scrolling through the stage,
some bouncing
text animation that sometimes goes off-stage, etc..).
So when I load this external movie (banner.swf), I can see
all these objects
that were bouncing outside this 100x150 area (the stage of
banner). Even
more - the size of loaded movie is larger than 100x150px
(because of these
off-stage objects that are now visible). This way I'm getting
positioning
problems, too.
var mcl:MovieClipLoader = new MovieClipLoader();
mcl.loadClip("banner.swf", holder);
mcl.addListener(listener);
holder._x = Stage.width/2 - holder._width/2;
holder._y = Stage.height/2 - holder._height/2;
Thanks in advance,
B.Hi kglad,
Does doing that takes only into account width and height of the stage, or also considers off stage items (as in the initial question)?
I am also looking at this issue and we can't have all the content providers modify their pre-existing flash applications to be displayed in the appropiate scale. We are looking to any of the following:
find a way to get adobe air/flash to not consider the off stage elements on the width/height we set to the movie.
find a way to get the stage size from the external movie and use that to auto calculate the resize needed.
any other alternative that allows to have the same end result, which is loading up the external content at the size we specify and displaying well. We can actually hide content outside the stage, but we still need to know the appropiate scale / size to apply to the movie so what's visible matches the are where we want to show the content. -
I want to load external swf in movieclip and next external swf should load Automatically
I want to load external swf in movieclip and next external swf should load Automatically when current swf is finished in AS3.
How can we can check total frame and current frame of imported swf in a movie clip.
any help will be appreciated
regards,
Jatin Demblain as3 you use the loader class (not movieclips) to load external swfs.
you can use an Event.COMPLETE event listener (applied to the loader's contentLoaderInfo property) to check when loading is complete and start the next swf loading.
you can use the loader's content property (caste as a movieclip) to determine info (including totalFrames) about the loaded swf's main timelnie (once loading is initialized, for the totalFrames, or complete, for some other properties like height and width).
var loader:Loader=new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE,loadcompleteF);
loader.load(new URLRequest("swf1.swf"));
var loadedSWF:MovieClip;
function loadcompleteF(e:Event):void{
loadedSWF=MovieClip(loader.content);
trace(loadedSWF.totalFrames); -
Bring loaded external swf to the front
Hi,
I am now implementing to create a website using side scrolling platform game approach. Since the player/actor (character that moves according to keyborad events) should always be at the top layer, I am having difficulties to get my loaded swf on top of the player. I am currently using Flash cs6 (as3).
Basically, in my main stage, there are 3 layers. 1 for actionscript, the scond one for player and lastly for background.
Layer player contains player mc and background mc.
Background mc contains visual and collisions layers.
Anything that got to do with visual, i have to put it in visual layer.
In visual layer i have backgroundcontainer mc
So, as i put the button in the backgroundcontainer mc to call the external swf, the loaded external swf appears in the container.
(I am using load/unload snippet code to call the external swf)
I want the external swf to appear on top of the player.
for (var fl_ChildIndex_2:int = 0;
fl_ChildIndex_2 < this.numChildren;
fl_ChildIndex_2++)
this.getChildAt(fl_ChildIndex_2).addEventListener(MouseEvent.CLICK, fl_ClickToBringToFront_2);
function fl_ClickToBringToFront_2(event:MouseEvent):void
this.addChild(event.currentTarget as DisplayObject);
Any help would greatly appreciatedIf you want an object to move atop all others you can just use addChild(thatobject), where thatobject is the item you want to move atop anything else. I don't know what object(s) your loop is attempting to act on, but it appears to be trying to change the index of all child objects rather than just one.
-
Loaded external swfs with transitions
I need help getting my loaded swf files to play the "out" transition before the next movie loads. I have a main swf with 5 buttons (movie clips) that load external swf onto the stage.
package
import flash.display.MovieClip;
import flash.display.SimpleButton;
import flash.display.Loader;
import flash.net.URLRequest;
import flash.events.MouseEvent;
import flash.events.*;
public class V2 extends MovieClip
private var sections_array:Array;
private var section_buttons_array:Array;
private var loader:Loader;
private var sectionHolder : MovieClip;
private var swf:String;
private var currentSection:int=0;
private var nextSection:int;
private var id:int=0;
private var homeLoc = "./swfs/home.swf";
public function V2()
init();
private function init():void
stop();
stage.frameRate=31;
preloader_mc.visible=false;
preloader_mc.fill_mc.width=0;
sectionHolder = new MovieClip();
sectionHolder.x = 37;
sectionHolder.y = 42;
addChild( sectionHolder );
sections_array = new Array('./swfs/section1.swf',
'./swfs/section2.swf',
'./swfs/section3.swf',
'./swfs/section4.swf',
'./swfs/section5.swf');
section_buttons_array = new Array(btn1,btn2,btn3,btn4,btn5);
addMenuListener();
addMenuEvents();
loadHome();
private function addMenuListener():void
for(var i:int=0;i < section_buttons_array.length;i++)
section_buttons_array[i].id=i;
section_buttons_array[i].addEventListener(MouseEvent.MOUSE_DOWN,loadSectionHand ler);
private function loadHome():void
swf=homeLoc;//sections_array[0];
var request:URLRequest=new URLRequest(swf);
loader=new Loader();
initListeners(loader.contentLoaderInfo);
loader.load(request);
id=0;
private function changeSection(m:MouseEvent):void
id=m.currentTarget.id+1;
loader.unload();
sectionHolder.removeChild(loader);
removeListeners(loader.contentLoaderInfo);
loadSection(m.target.parent.id+1);
private function loadSectionHandler(evt:MouseEvent)
id = evt.currentTarget.id;
loadSection(id);
private function loadSection(n:int):void
swf=sections_array[id];
var request:URLRequest=new URLRequest(swf);
initListeners(loader.contentLoaderInfo);
loader.load(request);
private function initListeners(dispatcher:IEventDispatcher):void
dispatcher.addEventListener(Event.OPEN,start);
dispatcher.addEventListener(ProgressEvent.PROGRESS,atLoading);
dispatcher.addEventListener(Event.COMPLETE,completed);
private function removeListeners(dispatcher:IEventDispatcher):void
dispatcher.removeEventListener(Event.OPEN,start);
dispatcher.removeEventListener(ProgressEvent.PROGRESS,atLoading);
dispatcher.removeEventListener(Event.COMPLETE,completed);
private function start(event:Event):void
preloader_mc.visible=true;
private function atLoading(event:ProgressEvent):void
var n:uint=(event.bytesLoaded/event.bytesTotal)*100;
preloader_mc.fill_mc.width=n;
private function completed(event:Event):void
sectionHolder.addChild(loader);
preloader_mc.visible=false;
private function stopAll():void
for(var i:int=0;i < section_buttons_array.length;i++)
section_buttons_array[i].stop();
sections_array[i].stop();
private function addMenuEvents():void
for(var i:int=0;i < section_buttons_array.length;i++)
section_buttons_array[i].mouseChildren=false;
section_buttons_array[i].buttonMode=true;
section_buttons_array[i].id=i;
section_buttons_array[i].isPressed=false;
section_buttons_array[i].addEventListener(MouseEvent.MOUSE_OVER,setOver);
section_buttons_array[i].addEventListener(MouseEvent.MOUSE_OUT,setOut);
section_buttons_array[i].addEventListener(MouseEvent.MOUSE_DOWN,setDown);
section_buttons_array[i].addEventListener(MouseEvent.MOUSE_UP,setUp);
private function setOver(evt:MouseEvent):void
if(evt.target.isPressed==false)
evt.target.gotoAndStop(2);
private function setOut(evt:MouseEvent):void
if(evt.target.isPressed==false)
evt.target.gotoAndStop(1);
private function setDown(evt:MouseEvent):void
nextSection=evt.target.id;
checkState(evt.target.id);
evt.target.gotoAndStop(3);
loadSection(1);
currentSection=evt.target.id;
private function setUp(evt:MouseEvent):void
if(evt.target.isPressed==false)
evt.target.gotoAndStop(1);
private function checkState(n:int):void
for(var i:int=0;i < section_buttons_array.length;i++)
if(i==n)
section_buttons_array[i].isPressed=true;
else
section_buttons_array[i].isPressed=false;
section_buttons_array[i].gotoAndStop(1);
private function removeSWF(e:Event):void
loader.unload();
removeEventListener("removeMe", removeSWF);
var request:URLRequest = new URLRequest(swf);
loader.load(request);
private function onClick(e:MouseEvent):void
targetID = e.currentTarget.id;
addEventListener("removeMe", removeSWF);
MovieClip(loader.content).play();
private function removeSWF(e:Event):void
loader.unload();
removeEventListener("removeMe", removeSWF);
The loaded swf has a stop() an intro animation and on the last frame have.
dispatchEvent(new Event("removeMe", true));your isse begins here ..
loadSection()
you use the same loader to not only load files but you are tyring to use it to target the movieClip you also want to play.
The issue is loader. The loader can only reference one load at a time.. otherwise you screw up your listeners and the ability to unload files properly.
You should load all files in Your current system as its own variable so that while one loads you can still control a movie.
So what type of end transitions do your files have?
What exactly with this seems like youre getting an issue.. looking at it looks alright aside from the fact that some methods are not used at all by your class -
Let me immediately start out by saying that I do in fact have a current working solution for using embedded fonts, generated by fontswf and working in an AIR ActionScript mobile application, and also currently working fine with iOS.
My current app needs CFF fonts, so I currently use the fontswf tool to pre-generate the .swfs using:
fontswf -4 -a [SomeAlias] -o [SomeFont.swf] [SomeFont.ttf]
and then I am currently embedding them in my app source code .as for compilation using:
[Embed(source="/swf/SomeFont.swf", symbol="SomeAlias")]
public static var SomeFontClass:Class;
I then have no problem registering them using Font.registerFont(SomeFontClass) and everything works fine.
However, I would prefer to take the use of these swf fonts one step further and load them dynamically using a Loader so that I do not have to take the hit of having multiple CFF font swfs embedded in the main compiled SWF and so that I could even load an unknown future set of fonts without having to supply them as part of the app build.
Now I have seen and read many blogs and tutorials where people have exported font swf from Flash Builder where you add an explicit 'Class' name or even made standalone .as static files compiled into standalone swfs only including the two lines:
[Embed(source="/swf/SomeFont.swf", symbol="SomeAlias")]
public static var SomeFontClass:Class;
so that you also have a 'Class' involved. Then people use some form of appropriate applicationDomain.getDefinition("className") as Class
to pull out the class for the font registration.
My question is, how does one perform the same font loading and registration of fonts using a Loader only loading the .swfs produced directly from fontswf?
It seems only a DefineFont4 is tagged in the swf, there doesn't seem to be a 'Class' per se to call on.
More importantly, iOS apps cannot load external swfs with code in them, so my understanding is any extra wrapped swf that would contain a custom Class technique would fail the iOS requirement of only having one main SWF with any ActionScript compiled code.
Is there an alternative to the 'Class' technique by grabbing the DefineFont4 tagged resource from the swf and instantiating a proper working Font class from that? One that would still be compatible with the restrictions placed on AIR mobile apps running on iOS?Ironically, just after posting this, Adobe released AIR 3.5 beta onto labs, and added multiple SWF support for iOS.
While this new support makes it easier to manage your content across multiple SWFs and technically allows you to use the class based separate .swfs for each font if desired, the system still requires that all these SWFs be present at compile time when making the final app .ipa for iOS.
So this still doesn't solve trying to load fonts after the app is already built. For example, as part of a downloaded in-app purchase mechanism. -
Loading external swf movie to website - AS3
Hi, once again I am stuck because of AS3, it was sooo easy to load external swf in as2.
I have a very simple website where HOME does not want the external swf to show but all other pages should have the swf running as a main banner on left hand side.
My site is built with labels - if you click on any other page except "HOME" the swf should load and stay loaded while navigating on the "following pages", and when you navigate back to "HOME"the banner should unload.
Should be easy right? I browse the Internet for 2 days and find millions of code, but nothing that works.
Do I need a Loader placed on the following pages or an empty movie clip (with an instance name?)
I tried the below, but it only loads if you click on button "l'ambition" first, since this is the frame where the code is placed, and it is of course not unloading on "HOME. I have a keyframe on label "ambition" where I have a Loader box and the code (both running all over the following pages.
var request:URLRequest = new URLRequest("main_movie_241x700.swf");
var loader:Loader = new Loader()
loader.load(request);
addChild(loader);
Do I need an EventListener?
Anyone...? Please hand me complete code since that will help me a lot. You can see the test site here: http://www.gattadesign.fr/CSD/index.html
Thanks in avance!
Anna GattaThanks for taking your time! Much appreciated.
I like not complicated :-) So it is now loading from the start - stretching over the whole timeline. How do I controll the visibility during the "HOME" = that is invisible?
This is the code I use to load the external swf:
var Xpos:Number=0;
var Ypos:Number=0;
var swf:MovieClip;
var loader:Loader=new Loader();
var defaultSWF:URLRequest=new URLRequest("main_movie_241x700.swf");
loader.load(defaultSWF);
loader.x=Xpos;
loader.x=Ypos;
addChild(loader); -
Loading external swf (no code)
Hello
i have a strange issue since update of my app for ios 8: my app is loading external swf (doesnt containing code, its just pdf converted to swf using swftools)
while its working ok when debugging on device, these external swf don't show up since the app have been accepted on itunes. And i dont have any error message
what i don't understand is why it's working good with the debug version and not the production version. they are supposed to be exactly the same, and i don't see why it would be a crossdomain or applicationdomain issue. Did somebody experienced the same problem ?
the thing is its a bit hard to debug, as the prod version isnt firing any message, and the debug version is just fine...:/
thanks !hello
here is the command generated by flash builder 4.7 (flex 4.13, air 15.0.0.302)
java.exe -jar D:\SDK\Flex4.13_air15beta\lib\adt.jar -package -target ipa-app-store -provisioning-profile C:\Users\Gabriel\Adobe Flash Builder 4.7\WeesooMobile\libs\certificates\IOS\09102014\iConfDistri_09102014.mobileprovision -storetype pkcs12 -keystore C:\Users\Gabriel\Adobe Flash Builder 4.7\WeesooMobile\libs\certificates\IOS\09102014\CertificatsProd_0910214.p12 -storepass <Value cannot be displayed> WeesooMobile3.ipa WeesooMobile3-app.xml assets [email protected] [email protected] Default-Landscape.png [email protected] [email protected] [email protected] Default-Portrait.png [email protected] Default.png [email protected] WeesooMobile3.swf
i missed the "proloader" part...is it now mandatory to user proloader if loading external swf assets ? is it a normal behavior that the swf can be loaded with the debug version, and not the shop version ?
thanks for your help. by the way, i'm making a small video to show you the problem,as i'm not 100% sure you understand it in my case -
Unable to load external swf which has runtime sharing with another swf.
Hi,
I am getting issues on loading external swf say "importer.swf" file into another swf file say "loader.swf" for second time like
ReferenceError: Error #1065: Variable testSymbol is not defined. VerifyError: Error #1014: Class testClass could not be found.
at global$init()
In the external swf "importer.swf", i am trying to import the symbol "testSymbol" from another swf file say "exporter.swf", which exports through runtime sharing option for the symbols.
I am having some buttons in loader.swf file and on each button click i am loading different swf files into the loader.swf after unloading the previous one.
I am able to load and unload different swf files but unable to load the importer.swf file which is sharing symbols from external swf and that too for the second time i.e., when i click the button twice.
When trying to debug with flash debugger, all the other swf files are being unloaded before loading of another swf but the swf which is sharing symbols/classes with another swf is not getting unloaded.
Output when i am trying to load two files example and importer files into loader.swf file on two different button clicks. On first button click example.swf is loaded. On second button click , example.swf is unloaded and importer.swf is loaded which is successful. On first button click again importer.swf is unloaded and example.swf is loaded. On second button click again, example.swf is unloaded and importer.swf is loaded, here i am getting issues shown above.
Attemping to launch and connect to Player using URL D:\runtime issue\loader.swf
[SWF] D:\runtime issue\ loader.swf - 8181 bytes after decompression
[SWF] D:\runtime issue\example.swf - 441708 bytes after decompression
[UnloadSWF] D:\runtime issue\example.swf
[SWF] D:\runtime issue\importer.swf - 1920 bytes after decompression
[SWF] D:\runtime issue\importer.swf - 441708 bytes after decompression
[SWF] D:\runtime issue\ example.swf - 441708 bytes after decompression
[UnloadSWF] D:\runtime issue\ example.swf
[SWF] D:\runtime issue\importer.swf - 1920 bytes after decompression
ReferenceError: Error #1065: Variable xxxxxx is not defined.
Debug session terminated.
Code i am using
b1.addEventListener(MouseEvent.CLICK, b1Clicked);
b2.addEventListener(MouseEvent.CLICK, b2Clicked);
var ldr:Loader;
function b2Clicked(e:MouseEvent)
if(ldr != null)
ldr.unloadAndStop(true);
ldr = new Loader();
ldr.load(new URLRequest("importer.swf"));
addChild(ldr);
function b1Clicked(e:MouseEvent)
if(ldr != null)
ldr.unloadAndStop(true);
ldr = new Loader();
ldr.load(new URLRequest("example.swf"));
addChild(ldr);
If i try to open the swf using IE, i am not getting any issues at all. But i need to open this loader.swf in a air application. Also when i use loaderContext for the loader instance i am able to get rid of this issue but i cant use it in my application.
So, please help me in resolving this issue.
ThanksI got my answer. I had to append the photo url to the 'movie' value of the javascript embed method. Like this:
<script language="JavaScript" type="text/javascript">
AC_FL_RunContent(
'codebase', 'http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=10,0,0,0',
'width', '550',
'height', '400',
'src', 'lesson2',
'quality', 'high',
'pluginspage', 'http://www.adobe.com/go/getflashplayer',
'align', 'middle',
'play', 'true',
'loop', 'true',
'scale', 'showall',
'wmode', 'window',
'devicefont', 'false',
'id', 'lesson2',
'bgcolor', '#ffffff',
'name', 'lesson2',
'menu', 'true',
'allowFullScreen', 'false',
'allowScriptAccess','always',
'movie', 'lesson2?photo=http://www.flash-mx.com/images/image1.jpg',
'salign', ''
); //end AC code
</script>
Thanks,
srb. -
Loading external swf not complete
Hi, I'm trying to load external swf (with more than one frame and actionscript 3 on every frame - I used there "timeline" coding) from my main swf.
code for loading external swf into main swf:
var loader01:Loader;
function openGame1(evt:Event):void
loader01 = new Loader();
var requestSWF01:URLRequest = new URLRequest("game01.swf");
loader01.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, processHandler);
loader01.contentLoaderInfo.addEventListener(Event.INIT, initHandler);
loader01.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, errorHandler);
loader01.load(requestSWF01);
addChild(loader01);
function processHandler(evt:ProgressEvent):void
var loaded:Number=evt.target.bytesLoaded;
var total:Number=evt.target.bytesTotal;
var stav:Number=loaded/total;
loaded_txt.text=(Math.round(stav*100))+" %";
function initHandler(evt:Event):void{
loaded_txt.text="";
function errorHandler(evt:IOErrorEvent):void
trace ("Error: " + evt.text);
I found out that this works only for loading swf, which has only one frame (and all actionscript on that frame)... It seems that if there are more frames, than it will not load complete swf (hmm maybe it is caused, because not all objects on frames are export in first frame). Preloading starts but after for example 20 % the event.INIT is fired and the external swf starts to play (and crashes..).
You can see this here http://bvyborcik.xf.cz/ If you click on the blue building on the left with blinking text "Start hry" you will see what happens - preloading is not completed and after clicking on first floor btn, the swf crashes...
Please is there a solution for this kind of problem? Any help or pointing is welcome.
regards Borisjust curious, is the file you want to load the swf into set up exactly the same way with the same stage size, fps, and layers?
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