Strip Timeline from compiled swf

Hello,
I am using a shared .fla file for my games with similar design and shared modules (lobby, etc.). To only export those classes that I need per game, I disabled "export to first frame" in the game specific definitions and instead add them to the timeline.
Now it seems that adding stuff to the timeline causes performance impact, even if you call gotoAndStop() on loading. So I was wondering, is it possible to remove all timeline definitions after the swf is compiled, so that I end up with a swf that contains only the class definitions, so that I can later load them through getDefinitionByName()

Thank you! you're brilliant!
For people with the same problem:
If you use CS5 and you have a TLF text on the stage, it doesnt work... I think it's a bug. But when I converted my TLF textfield to classic and everything works fine!

Similar Messages

  • Control main timeline from loaded swf.

    Hi,
    I'm using a textfield for debug information.
    I'm loading an swf on the main timeline and I'm showing the status in the debug textfield.
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    That works.
    But,
    I'm loading a png file in the loaded swf. , I'm trying to show the status of the png file as I showed the status of the swf.
    function pngLoaderCompleteHandler(event:Event)
         MovieClip(parent).Debug.text += "Png loaded.";
    I can't control the main swf from inside the loaded swf. Even gotoAndStop or calling a function doesn't work.
    Do I need to add something when I load the swf, saying it's a MovieClip or something?
    Here's a fla too. http://flashfocus.nl/forum/attachment.php?attachmentid=9885&d=1282509233

    Thank you! you're brilliant!
    For people with the same problem:
    If you use CS5 and you have a TLF text on the stage, it doesnt work... I think it's a bug. But when I converted my TLF textfield to classic and everything works fine!

  • Moving the timeline from a loaded swf file

    Hi,
    I have been at this problem for awhile now.
    I have a two swf files, whic are loaded using ths code as an example:
    stop();
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    function imageLoaded(event:Event):void {
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    The first one is triggerrd by a MC button that is on the timeline.
    That first swf loads fine.
    At the end of that file(which is short animation)
    I have code that says:
    MovieClip(parent).gotoAndStop("frameThree");
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    and/MovieClip(parent).nextFrame();
    I have also tried placing this. or root. into the code.
    I am not talking to the timeline from this swf file.
    Once the timeline moves to the next Frame the new swf file can load.
    My solution was to combine both swf files into one, which loads from the timeline button.
    It works and I can gt by but I really woud like to learn how to load a swf and talk to the timeline fro more flexibilty.
    I'm out of strategies.
    Is my code in the wrong place(at the last frame of the animation?
    Should it be written on the timeline by creating a new var that has a function once the animation is completed.
    Any suggestions and/or commens would be greatly appreciated.
    Thanks.

    Thanks,
    I finally had a chance to get back to this project and used your suggestions, whichare definitiley helpful. I also, created a new and very basic version of the project so I could easily see what was happening.
    This is the code that works:
    stop();
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    trace(container_mc);
    I'm still trying to understand how the child parent relationship is working but this will get me going in the right direction.

  • Controlling a Movie Clip on the Main Timeline from a loaded SWF?

    Is it possible to control a MovieClip on the main timelne from another loaded clip?
    I see posts that control loaded clips, but most are all from the loader in the main timeline.  I have a moviclip on the main timeline that I want to make visible or invisible depending on what keyframe is playing in another loaded swf.
    If I try to call the movieClip from the loaded SWF I get "error #1119.  Access of possibly undefined property...." because it doesn't exist in the loaded SWF, just the main timeline. 
    The old AS2 way just used "_root".  Since "_root" doesn't exist any more, how do you control items on the main TimeLine from a loaded SWF?

    I am not clear what you mean because you are saying you are trying to target a movieclip that does not exist where you are trying to target it.
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    The other approach I mentioned earlier is the more OOP-correct approach if you would rather try that way.  Here's a rough outline of it...
    AS3 - Dispatch Event
    http://forums.adobe.com/thread/470135?tstart=120
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    Add something to trigger the event in the child (your loaded swf):
    dispatchEvent(new Event("eventTriggered")); (
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    In your loading/parent swf, listen for the complete event on the Loader.contentLoaderInfo.  In the complete event handler, add a listener for the event on the loaded swf.
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    function loaderCompleteHandler(event:Event) {
        MovieClip(event.currentTarget.content).addEventListener("eventTriggered", eventHandler);
    function eventHandler(event:Event):void {
        trace("event dispatched in loaded swf");
       // this is where your main file can set the visible property of your movieclip

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    Dear Adobe community,
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    thank you,
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    I create a movieclip button, and I want to change main timeline from it. what should I do ?
    Is it useful to use MovieClip(root).gotoAndPlay(...) ; ?
    Is there any other way to change main timeline?

    Example:
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    Alright I take that back. While the compression does make the compiled SWF file a lot smaller, when trying to load time image data I keep getting invalid data errors:
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    //        loadedImage.y= 0;
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        trace("height: " + xImage.height);
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    height: 704
    ratio: NaN
    rRatio: NaN
    newRatio: NaN
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    height: 704
    ratio: NaN
    rRatio: NaN
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    retio and rRatio are NaN even though they are the Quotient of numbers.

    First, it is too much code to go through so I don't think I will give a complete answer. I assume this is a timeline code.
    Here is what I was able to notice:
    1. You declare the variables outside the scopes of the functions:
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    var rRatio:Number;
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    rRatio = xImage.width/xImage.height;
    var newRatio:Number;
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    I suspect that you anticipate that when code hits these lines - swf is already loaded but IT IS NOT. Flash executes ALL THE CODE to the end NOT WAITING for swf to load - this is one of the premises of asynchronous event model.
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    Declare variable at the top of the code before you start loading:
    var ratio:Number;
    var rRatio:Number;
    var newRatio:Number;
    Calculate values in event handler:
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            ccurrentPage = swfLoader.content;
            var loadedImage = currentPage.onStage;
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            ratio = xImage.height/xImage.width;
            rRatio = xImage.width/xImage.height;
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    2. Nested functions are evil and I would like to suggest you reconsider using them and bring them outside of other methods' scopes. I am talking about positionContent handlers you use.

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    Message was edited by: Wes Cox

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