Load swf with button
Hello!
I have this code which I got to work when I only had 2 buttons. Then when I added 3 more for a total of 5 the movie broke. I thought I had it. Can anyone see anything missing?? Basically there are 5 buttons on stage and when you click each one the new corresponding movie loads and previous one is removed.
Thanks! Sandra
Here is Code:
stop();
// Set up your buttons
button1_mc.buttonMode = true;
button2_mc.buttonMode = true;
button3_mc.buttonMode = true;
button4_mc.buttonMode = true;
button5_mc.buttonMode = true;
button1_mc.addEventListener (MouseEvent.CLICK, loadSwf1);
button2_mc.addEventListener (MouseEvent.CLICK, loadSwf2);
button3_mc.addEventListener (MouseEvent.CLICK, loadSwf3);
button4_mc.addEventListener (MouseEvent.CLICK, loadSwf4);
button5_mc.addEventListener (MouseEvent.CLICK, loadSwf5);
// Define your loader
// This will handle all loading of swfs
var loader:Loader = new Loader ();
loader.contentLoaderInfo.addEventListener (Event.COMPLETE, loaderComplete);
loader.load (new URLRequest ("swf1.swf"));
// Create our container for storing all our swfs
// Then add it to the display list
var container:Sprite = new Sprite ();
addChild (container);
// When our swf finishes loading add it to the container
function loaderComplete (e:Event):void {
// Add our loaded content to the container
container.addChild (loader);
// Remove the event listener
loader.contentLoaderInfo.removeEventListener (Event.COMPLETE, loaderComplete);
// When you click button1 we remove our loaded content from the container
// then load in the new swf
function loadSwf1 (e:MouseEvent):void {
removeLoader ();
loadSwf ("swf1.swf");
// When you click button2 we remove our loaded content from the container
// then load in the new swf
function loadSwf2 (e:MouseEvent):void {
removeLoader ();
loadSwf ("swf2.swf");
// When you click button3 we remove our loaded content from the container
// then load in the new swf
function loadSwf3 (e:MouseEvent):void {
removeLoader ();
loadSwf ("swf3.swf");
// When you click button4 we remove our loaded content from the container
// then load in the new swf
function loadSwf4 (e:MouseEvent):void {
removeLoader ();
loadSwf ("swf4.swf");
// When you click button5 we remove our loaded content from the container
// then load in the new swf
function loadSwf5 (e:MouseEvent):void {
removeLoader ();
loadSwf ("swf5.swf");
// This function takes a parameter that will be the path to our new swf
// Then loads in our new swf
function loadSwf (url:String):void {
loader.contentLoaderInfo.addEventListener (Event.COMPLETE, loaderComplete);
loader.load (new URLRequest (url));
// Removes our loader and removes the content from the container
function removeLoader ():void {
loader.unload ();
container.removeChildAt (0);
yes I found it... had some empty frames in an old button. Finally I have code that works
Thanks Ned!
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Loaded swf with button , not communicating to main timeline
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another one "UIloaderTwo".
i have some buttons on the main stage which pull up some
images into the UILoaderOne.
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//BEGIN BUTTONCODE\\
//button to load image into loader "loaderOne" x01_btn and
x01_ldr, thumb image is "x01.jpg and main image is p01.jpg\\
//crop thumb image to size 50px tall by whatever wide and
resize loaderButton if needed, main image will resize
proportionatly\\
x01_btn.addEventListener(MouseEvent.CLICK, onClick);
function onClick(event:MouseEvent):void
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var myLabel:Label = new Label();
myLabel.text = ". . . . . X . . . . . ";
myLabel.autoSize = TextFieldAutoSize.LEFT;
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function progressHandler(event:ProgressEvent):void {
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int(event.currentTarget.percentComplete) + "%");
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event.bytesTotal + " bytes loaded.";
myLabel.text = ("progress:", event.bytesLoaded,
event.bytesTotal, int(event.currentTarget.percentComplete) + "%")
//myLabel.text =
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myProgressBar.removeEventListener(Event.COMPLETE,
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//end BUTTONCODE\\
//end BUTTONCODE\\
the second Loader "UILoaderTwo" auto loads another swf file
with the INTENT to load from buttons, images into the ULLoader
"UILoaderOne" which is on the main timeline.
this part is failing
the error i get in Output window is
TypeError: Error #1009: Cannot access a property or method of
a null object reference.
at sOne_fla::MainTimeline/onClickz()
the swf that loads is sOne.swf
and it has code of this
z01_btn.addEventListener(MouseEvent.CLICK, onClickz);
function onClickz(event:MouseEvent):void
import fl.containers.UILoader;
import fl.controls.Label;
import fl.controls.ProgressBar;
var url:String = "assets/xx.jpg";
var myUILoader:UILoader //= new UILoader();
myUILoader.unload();
myUILoader.autoLoad = false;
myUILoader.source = url;
//myUILoader.move(10, 10);
myUILoader.scaleContent = true;
myUILoader.load();
var myProgressBar:ProgressBar = new ProgressBar();
myProgressBar.source = myUILoader;
myProgressBar.setSize(100, 10);
myProgressBar.move(myUILoader.x+340, myUILoader.y+250)
myProgressBar.addEventListener(ProgressEvent.PROGRESS,
progressHandler);
myProgressBar.addEventListener(Event.COMPLETE,
completeHandler);
addChild(myProgressBar)
var myLabel:Label = new Label();
myLabel.text = ". . . . . X . . . . . ";
myLabel.autoSize = TextFieldAutoSize.LEFT;
myLabel.move(myProgressBar.x, myProgressBar.y +
myProgressBar.height);
addChild(myLabel);
function progressHandler(event:ProgressEvent):void {
//trace("progress:", event.bytesLoaded, event.bytesTotal,
int(event.currentTarget.percentComplete) + "%");
//myLabel.text = event.bytesLoaded + " of " +
event.bytesTotal + " bytes loaded.";
myLabel.text = ("progress:", event.bytesLoaded,
event.bytesTotal, int(event.currentTarget.percentComplete) + "%")
//myLabel.text =
Math.round((event.bytesLoaded/event.bytesTotal)*100) +"%";
function completeHandler(event:Event):void {
trace("complete:");
myProgressBar.removeEventListener(ProgressEvent.PROGRESS,
progressHandler);
myProgressBar.removeEventListener(Event.COMPLETE,
completeHandler);
removeChild(myProgressBar);
removeChild(myLabel);
//addChild(myUILoader);
//trace("typeMe");
//end BUTTONCODE\\
//end BUTTONCODE\\well, I'm such a novice to begin with.
the loader is actually placed on stage manually, and instance
named manually so a lot of that code is may not be needed,
i do a lot of trial and error technique
it is all personal stuff
one guess i have is to set up a listner as to when the sOne
is loaded, and then get a way to communicate to each other?
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-- Thanks --- SusanHi Jan
Apparently the update went into place on my personal laptop
overnight last night. I awoke this morning to discover it had
rebooted itself and it was patiently waiting for me to enter my
bootup password. Anyhoo, I happened to notice that today when I
hovered the mouse over my Captivate movie, I saw the dreaded
“click to activate and use this control” message that
popped up in a tooltip. What to do?
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fine. I then wondered what would be disabled. When my movie got to
the first button, the initial click was used to enable the control.
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</object>
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After:
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<image name="image 12" path="img/img12.jpg"
title="Lorem ipsum 12"
text="Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Morbi commodo 12" />
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// Use URLLoader to load XML
xmlLoader = new URLLoader();
xmlLoader.dataFormat = URLLoaderDataFormat.TEXT;
// Listen for the complete event
xmlLoader.addEventListener(Event.COMPLETE, onXMLComplete);
xmlLoader.load(new URLRequest("data.xml"));
stage.addEventListener( MouseEvent.MOUSE_WHEEL, onMouseWheel );
//———————————————EVENT HANDLERS
private function onXMLComplete(event:Event):void
// Create an XML Object from loaded data
var data:XML = new XML(xmlLoader.data);
// Now we can parse it
var images:XMLList = data.image;
for(var i:int = 0; i < images.length(); i++)
// Get info from XML node
var imageName:String = images[i].@name;
var imagePath:String = images[i].@path;
var titles:String = images[i].@title;
var texts:String = images[i].@text;
// Load images using standard Loader
var loader:Loader = new Loader();
// Listen for complete so we can center the image
loader.contentLoaderInfo.addEventListener(Event.COMPLETE,onImageComplete);
loader.load(new URLRequest(imagePath));
// Create a container for the loader (image)
var holder:MovieClip = new MovieClip();
holder.addChild(loader);
var button_main:Button_mr = new Button_mr(); /
holder.addChild(button_main);
var tooltip:ToolTip = new ToolTip();
tooltip.field.text = titles; //loads tooltip 1
tooltip.field2.text = texts; //loads tool tip 2
tooltip.x = -350;
tooltip.y = 0;
holder.addChild(tooltip);
// Same proceedure as before
holder.buttonMode = true;
holder.addEventListener( MouseEvent.CLICK, onMenuItemClick );
// Add it to the menu
circleMenu.addChild(holder);
many thanks for any help!!!!1. Be sure in main.swf there is no masking or layering hiding
the reflection area. A way to test quickly is to load in a plain
master swf that is much larger than the externals swf.
2. Know the weakness of loadMovie for timing issues that
require the external movie to be fully loaded before actions are
taken on it. I see a bunch of these in the code you posted. Best to
use
MovieClipLoader.onLoadInit
before you attempt to access the external swf properties or code or
add code.
3. Be sure the code is firing on load and all objects are
created. Add some trace statements for those objects.
4. I noticed you do not use BitmapData so this may not be
relevant but be sure to add
System.security.allowDomain("*");
to the main.swf as well as in external swfs and only if you
are using the BitmapData class.
5. As I started to look at the code a bit and noticed this
item:
There is no constructor for the Flash MovieClip class. You
will not see a compiler error message because you do not have the
code wrapped into a class.
var home:MovieClip = new MovieClip();
However it does not have impact on the code.
better would be
var home:MovieClip; -
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directory as the FLA file) into a new Flash CS3/AS3 file and, after
a bit of searching, found information that led me to add the script
shown below. This script seems to do the trick, in that the swf
plays in the new file when tested/published. However, the original
SWF includes audio, and when I publish and test this file, there is
no audio. Can anyone point me in the right direction to load the
SWF along with the audio, using ActionScript 3? Thanks!Thanks again.
Well, the FLA file that I am creating as well as the
resulting SWF file are located in the same directory as the SWF
that I am loading into my new file (test_swf.swf). As I am just
testing, this directory is simply on my C drive.
The question that I cannot answer is how test_swf is calling
the audio. In a nutshell, someone at my company has a small pile of
SWFs and wants to make EXEs out of them -- none of the FLAs are
available, so I know none of the details of these files. I am
creating new FLA files and loading the SWFs, and then planning to
write out as EXEs. However, I get no audio.
Let me ask you this....should there be another step involved
in getting the audio, or should the audio "normally" play when the
SWF is loaded? -
Loading SWFs with Mouse Actions?
I need to be able to load different SWF files into the same page depending on the button you click. Say I have these 3 buttons: carts, lights, and hobbies. I need to load the "carts.swf" file when the carts button is pushed within the GoLive page and then I need that to be removed when I push the "lights" button and the lights.swf file to be loaded, and so on. Is this possible?
You should be able to do it using the Show Hide Action and Layers. Each layer would have a different swf file in it, on click you can use 3 actions 1 to show the layer you want and 2 to hide the other 2 layers. I did a quick test in CS2 and it seems to function the way you'd like (at least on Mac FF and Saf).
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Communicating to a loaded .swf
So, I have finally figured out how to preload, and gotten my main movie to load an external swf properly. My last hang up, is how to speak to that loaded swf, with a button added above it in the main timeline.
So, my button is Nextbtn (added via addChild), and my swf is titled "about_mov.swf", when it is loaded, it goes to frame 10 and stops, what I want to happen, is when you click the NextBtn, that loaded swf advances to frame 11. Just not sure how to reference it properly, and hping i can get a quick solution on it. Thanks!if you want to load and display more than 1 swf at any given time, you'll need to use more than 1 loader. further, if you want to reference those swfs you'll need to use different references for the loaders.
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(AS3) Controlling Loaded SWF
I am trying to control a loaded .swf with the parent .swf. I
do not know how to call the loaded .swf. I know how to control the
parent with the child, but not the other way around. any
suggestions would be great. thanks!call on the Loader object where the movie is being held.
You'll need to typecast like this....
MovieClip(Loader.contentLoaderInfo.content). My recommendation is
to store that path to a variable
var myLoadedMovie:MovieClip = MovieClip(
varNameOfMyLoader.contentLoaderInfo.content);
change out the varNameOfMyLoader with the proper variable
name and you should be able to target the movieclip as you would
have done in AS2.
Maybe you are looking for
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