I have a Scaleform movie that I want to serve as the container for my game's user interface. I want it to be able to load and unload other swf files that will serve as different HUDs and menus. And when I load a swf, I need Actionscript to register the name of the DisplayObject, so the game will know which "view" (i.e., HUD, pause menu, shop menu, etc.) just loaded.
I am able to load other swfs using Loader.load(), but for some reason I can't change their names. I keep getting error 1074.
[Edit: Adding more info on the error. "Error #1074: Illegal write to read-only property." Apparently I'm trying to write to a read-only property. So how do I make that property not-read-only? name isn't read-only in any other UIComponents I'm loading.]
public function loadView(viewName:String, movieFileName:String):void
{
var loader:Loader = new Loader();
var url:URLRequest = new URLRequest(movieFileName);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loaderComplete);
loader.name = viewName;
loader.load(url);
}
private function loaderComplete(e:Event):void
{
var loader:Loader = e.currentTarget.loader as Loader;
var content:DisplayObject = LoaderInfo(e.target).content; // This returns the content I'm looking for, but I always get error 1074 if I try changing its name
// var content:DisplayObject = loader.getChildAt(0); // This also returns the content I'm looking for, but it also gives me error 1074 if I try changing its name
// content.name = loader.name; // This line always gives me error 1074
// var newView:View = View(content); // Even if I try casting the content as a custom .as class...
// newView.setName(loader.name); // public function setName(newName:String):void { this.name = newName; } // ...I still get error 1074
addChild(content);
}
Am I just not allowed to change the name property of swf movies that get returned? Can I set the name in the document class of the swf? I tried that too, but no matter where I change the name inside the document class (their class extends scaleform.clik.core.UIComponent, and I try setting the name in the constructor and in configUI), it always seems to get overwritten when I addChild().
[And another edit. Apparently there is some confusion over the "name" property. Here's how it works...]
I start off with this code. I just put it in frame 1 of my movie.
import TestUIComponent;
var testUIComponent:TestUIComponent = new TestUIComponent();
testUIComponent.name = "Something something";
trace("This is the testUIComponent's name: " + testUIComponent.name);
addChild(testUIComponent);
This is the class TestUIComponent:
package {
import scaleform.clik.core.UIComponent;
public class TestUIComponent extends UIComponent {
public function TestUIComponent() {
}
override protected function configUI():void {
super.configUI();
enableInitCallback = true;
}
}
}
Nothing fancy there. It's just an Actionscript 3 scaleform.clik.core.UIComponent (need to specify that because I think there are at least 3 different UIComponents in different packages). enableInitCallback is a property that used to be visible in Flash's properties panel, but now in AS 3, it seems you can only change it in code.
So I run that code, and this is what I see:
This is the testUIComponent's name: Something something
CLIK Load: root.Something something
If I comment out the line
// testUIComponent.name = "Something something";
and then run the code, this is what I see:
This is the testUIComponent's name: instance1
CLIK Load: root.instance1
Going back to my original problem, the text that comes after "CLIK Load:" is the name that is getting sent from the UI to the game. I need that name to be something meaningful so the game knows what just got loaded. The swf files I am trying to load have Document Classes that are children of scaleform.clik.core.UIComponent, so I thought their name properties would work the same way as the TestUIComponent above. Apparently it doesn't. And as you can see all the way back up at the top, I even cast the loader.content as a View (which is a child of UIComponent), and I still can't change the name.
This is what I meant in the comments. Try something like this:
//... where you declare your variables, make them public to use in other functions...
public var myString = "";
//... later where you declare functions...
public function loadView(viewName:String, movieFileName:String):void
{
var loader:Loader = new Loader();
var url:URLRequest = new URLRequest(movieFileName);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loaderComplete);
//loader.name = viewName;
myString = viewName; //# 1) update String here to re-access in next function...
loader.load(url);
}
private function loaderComplete(e:Event):void
{
var content:DisplayObject = LoaderInfo(e.target).content; // This returns the content I'm looking for, but I always get error 1074 if I try changing its name
// content.name = loader.name; // This line always gives me error 1074
content.name = myString; //# 2) set content name to whatever myString holds (ie the viewName)...
addChild(content);
}
I am attempting to use the 'File' function in ActionScript 3 to save the following information:
I have varying draggable display objects in the scene, the amount and type can vary. I want to save the amount and their position and then load them back in a future session.
I am struggling to use File to save anything, I have searched the Adobe documentation and cannot get my head round how to use it.
I have not yet developed any code using it.
Any help would be appreciated.
Thank you.
You are trying to write a DisplayObject into the file directly, this is prevented by Flash engine due to the way Flash handles default serialization of any object. In order to save a DisplayObject into the external resource, you need to employ IExternalizable on that object's class and any class of objects you will plan to store as well. The implementation of writeExternal should save all data required to rebuild the said object from scratch, and readExternal should also employ methods to restore the integrity of said DisplayObject by performing addChild() on nested display objects, or adding them into other internal structures that object might contain.
Note, other answers contain valid points for doing a custom serialization with XML or JSON, and also contain links to requires import, in particular, flash.utils.registerClassAlias and flash.utils.getDefinitionByName are gravely needed to recreate the structure from a serialized data chunk.
An example: Let's say you have a drawing board in a Board class, and a set of rectangles that you can drag by using mouse, that differ by size and color. Rectangles are custom made MovieClips and don't have a class of their own, but each MovieClip is also assigned a color property to simplify their distinction. This means you need to implement IExternalizable on Board class only. Let's also assume Board class has a pieces array that contains all links to nested rectangles, and a method to create a new properly sized rectangle based on width, height and color supplied as parameters. (There might be more requirements to the data structure of Board to meet in your case, so watch closely) So, the process of serializing Board will be to collect all the data from nested MCs and stuff it in order into IDataOutput supplied, and the process of restoring an instance of Board should retrieve stored data, parse it to find what is where, create the nested MCs to be the same like they've been stored, position them properly, addChild() to self and rebuild thepieces` array.
public class Board extends Sprite implements IExternalizable {
private var pieces:Array;
public function createRectangle(_width:Number,_height:Number,color:uint):MovieClip {
var mc:MovieClip=new MovieClip();
mc.graphics.beginFill(color);
mc.graphics.drawRect(0,0,_width,_height);
mc.graphics.endFill();
mc.color=color;
pieces.push(mc);
return mc;
}
A refinement to data structure is already visible - you need to store the passed _width and _height in the MC somewhere, because the actual width of that MC will differ from what's passed by the default line thickness (1, 0.5 on either side). x and y are properly retrieved from MC's properties, though. So, adding both lines into createRectangle is necessary.
mc._width=_width;
mc._height=_height;
With this, serializing the Board becomes more easy.
public function writeExternal(output:IDataOutput):void {
var pl:int=pieces.length; // cache
output.writeInt(pl); // assuming we keep this array in integral state
for (var i:int=0;i<pl;i++) {
var _mc:MovieClip=pieces[i];
output.writeDouble(_mc.x); // this is usually not rounded when dragging, so saving as double
output.writeDouble(_mc.y);
output.writeDouble(_mc._width);
output.writeDouble(_mc._height);
output.writeInt(_mc._color);
}
// if anything is left about the "Board" itself, write it here
// I'm assuming nothing is required to save
}
To restore, you need to read the data out of IDataInput in the very same order as it was written in writeExternal and then process to rebuilding the display list we've stored.
public function readExternal(input:IDataInput):void {
// by the time this is called, the constructor has been processed
// so "pieces" should already be an instantiated variable (empty array)
var l:int;
var _x:Number;
var _y:Number;
var _width:Number;
var _height:Number;
var _color:uint;
// ^ these are buffers to read data to. We don't yet have objects to read these into
input.readInt(l); // get pieces length
for (var i:int=0;i<l;i++) {
input.readDouble(_x);
input.readDouble(_y);
input.readDouble(_width);
input.readDouble(_height);
input.readInt(_color);
// okay we got all the data representing the rectangle, now make one
var mc:MovieClip=createRectangle(_width,_height,_color);
mc.x=_x;
mc.y=_y;
addChild(mc); // createRectangle does NOT have addchild call
// probably because there are layers for the parts to be added to
// I'm assuming there are no layers here, but you might have some!
// pieces array is populated inside createRectangle, so we leave it alone
}
// read all the data you have stored after storing pieces
}
In case your nested MCs have a class that also implements IExternalizable, you can save the entire array in a single instruction, writeObject(pieces), this will make Flash walk through the array, find all data it contains and call writeObject on any nested object, essentially calling that class's writeExternal function for each of the instance in the array. Restoring such an array should include rebuilding the display list by walking the array and calling addChild() on each of the restored instances.
And last but not the least, registerClassAlias() should be called prior to doing any serialization or deserialization of custom objects. Best place to call these is probably your main object's constructor, as this will surely be called before any other code your application contains.
Assuming all your objects to save belong to the same parent, you could dosomething along these lines:
First, create a class file (let's call is SaveData.as and put it in the root of your project directory). This will describe the data you want to save:
package
{
import flash.geom.Rectangle;
public class SaveData
{
public var bounds:Rectangle; //to save where an object is on the stage
public var classType:Class; //to save what kind of object it is
//you could add in more proterties, like rotation etc
public function SaveData() {
}
}
}
Next, on your save function, do something like this:
//this will hold all your data
//a vector is the same as an array only all members must be of the specified type
var itemList:Vector.<SaveData> = new Vector.<SaveData>();
//populate the array/vector with all the children of itemContainer
var tmpItem:SaveData;
//loop through all children of item container
for (var i:int = 0; i < itemContainer.numChildren; i++) {
tmpItem = new SaveData(); //create a new save record for this object
tmpItem.bounds = itemContainer.getChildAt(i).getBounds(itemContainer); //save it's bounds
tmpItem.classType = getDefinitionByName(itemContainer.getChildAt(i)) as Class; //save it's type
itemList.push(tmpItem); //add it to the array
}
//Now you have an array describing all the item on screen
//to automatically serialize/unserialize, you need this line (and you need to register every class nested in SaveData that isn't a primitive type - which would just be Rectangle in this case
registerClassAlias("SaveData", SaveData);
registerClassAlias("flash.geom.Rectangle", Rectangle);
//create a new File to work with
var file:File = File.applicationStorageDirectory; //or whatever directory you want
file.resolvePath("saveData.data"); //or whatever you want to call it
var fileStream:FileStream = new FileStream();
fileStream.open(file, FileMode.WRITE);
fileStream.writeObject(itemList); //write the array to this file
fileStream.close();
Now, to load it back in:
var itemContainer:Sprite = new Sprite(); //however you initialize this
addChild(itemContainer);
var file:File = File.applicationStorageDirectory;
file.resolvePath("saveData.data");
var fileStream:FileStream = new FileStream();
fileStream.open(file, FileMode.READ);
var itemList:Vector.<SaveData> = fileStream.readObject() as Vector.<SaveData>;
fileStream.close();
//now that you've read in the array of all items from before, you need to recreate them:
var tmpItem:DisplayObject;
var tmpClass:Class;
//loop through all items in the array, and create a object
for (var i:int = 0; i < itemList.length; i++) {
tmpClass = itemList[i].classType; //The type of item
tmpItem = new tmpClass() as DisplayObject; //create the item
//now move the item to it's former position and scale
tmpItem.x = itemList[i].x;
tmpItem.y = itemList[i].y;
tmpItem.width = itemList[i].width;
tmpItem.height = itemList[i].height;
//add the item back to the parent
itemContainer.addChild(tmpItem);
}
If you're not sure of the imports, here they are:
import flash.filesystem.File;
import flash.filesystem.FileMode;
import flash.filesystem.FileStream;
import flash.net.registerClassAlias;
import flash.utils.getDefinitionByName;
import flash.utils.getQualifiedClassName;
var bytes:ByteStream;
var filename:String = "mySaveFile.sav";
//[...] //initialize byte stream with your data
//get a reference to where you want to save the file
//(in this example, in the application storage directory,
//which is fine if you don't need to move the save file between computers
var outFile:File = File.applicationStorageDirectory;
outFile = outFile.resolvePath(fileName);
//create a file output stream, which writes the byte stream to the file
var outStream:FileStream = new FileStream();
outStream.open(outFile, FileMode.WRITE);
outStream.writeBytes(bytes, 0, bytes.length);
outStream.close();
//to load the file:
var inFile:File = File.applicationStorageDirectory;
inFile = inFile.resolvePath(fileName);
bytes = new ByteArray();
var inStream:FileStream = new FileStream();
inStream.open(inFile, FileMode.READ);
inStream.readBytes(bytes);
inStream.close();
I usually use SharedObject, by saving the number of objects with their locations ,scale ,rotation , .. etc. as an array (usually multidimensional array).
this example is tested :
first make a movie clip giving it "mc" as a name in the ActionScript Linkage
add any graphics you like
(this MovieClip will be the objects to be saved later )
then add the following script
////////// get random values for each object
var speed:Number ;
var yPosition:Number ;
var size:Number ;
this.width = size;
this.height = size;
this.y = yPosition ;
//// Moving the MovieClip from Left to right
function moving(e:Event):void
{
this.x += speed ;
if(this.x > 550)
{
this.removeEventListener(Event.ENTER_FRAME,moving);
MovieClip(parent).removeChild(this);
}
}
this.addEventListener(Event.ENTER_FRAME,moving);
in the root stage of the project add :
import flash.events.MouseEvent;
import flash.display.MovieClip;
var num:int = 0 ;
var mmc:MovieClip ;
var mySharedObj:SharedObject = SharedObject.getLocal("SavingStatus"); //// SharedObject to save info
function init()
{
if (!mySharedObj.data.savedArray)
{
///// first run No datat saved
this.addEventListener(Event.ENTER_FRAME,addingmcs)
}else {
///// Laoding previusly saved data
loading();
}
}
init() ;
/////////////// adding MovieClips to stage /////
function addingmcs(e:Event):void
{
num +=1 ;
if(num > 20){
num = 0 ;
mmc = new mc ;
mmc.speed = 2 + (5 * Math.random()) ;
mmc.yPosition = 500 * Math.random() ;
mmc.size = 50 + 10 * Math.random() ;
this.addChild(mmc);
}
}
///////////////////////////////////////////
///////////////////////////////////////////////
var obj:* ; //// to hold children MovieClips of the stage
var savingArr:Array = new Array ; //// the array to be saved , Contains all info of the children
////////////// Save all MovieClips with their parameters ////////////
function saving(e:MouseEvent):void
{
this.removeEventListener(Event.ENTER_FRAME,addingmcs)
for (var i:int=0;i<this.numChildren;i++)
{
if (this.getChildAt(i)is MovieClip) { ///// add all MovieClips of the stage to the array with their info (position - size - speed ... etc)
obj = this.getChildAt(i);
savingArr.push([obj , obj.x , obj.y , obj.speed , obj.size]); //// add the info in 3 dimentional array
obj.speed = 0 ;
}
}
////////////////saving array externally
mySharedObj.data.savedArray = savingArr ;
mySharedObj.flush ();
}
save_btn.addEventListener(MouseEvent.CLICK,saving)
////////////// Load all saved parameters ////////////
load_btn.addEventListener(MouseEvent.CLICK,loading)
function loading(e:MouseEvent =null):void
{
savingArr = mySharedObj.data.savedArray ;
for (var i:int=0;i<savingArr.length ; i++)
{
mmc = new mc ;
mmc.x = savingArr[i][1] ; ///// Get saved x
mmc.yPosition = savingArr[i][2] ; ///// Get saved y
mmc.speed = savingArr[i][3] ; ///// Get saved speed
mmc.size = savingArr[i][4] ; ///// Get saved size
addChild(mmc);
}
this.addEventListener(Event.ENTER_FRAME,addingmcs) ;
}
You already have some answers here but from your question, maybe you are missing the larger context.
So the File class represents a path to a file on disk and the FileStream class enables reading and writing data to that file. These are easy to use and there are many examples on the web. Here is one tutorial from Adobe: Reading and writing files
But what data to write and what is the format and data type? Those are the more important and more interesting questions.
The simplest approach is to use a text based format like XML or JSON where you read and write whatever properties of Sprites (or other objects) you want. One advantage of this is that the resulting file is a human readable/editable text file. A minor disadvantage is that you need to specify which properties to save and restore and deal with simple data type conversions (string to int, etc).
A more robust approach is to use what is called Serialization where the state of an entire object is saved and restored. This is more complicated and while not hard, is probably overkill for your project needs. There are good examples and discussion here , here and here.
For your current project and skill level, I'd suggest using XML orJSON Here's a tutorial using XML: Loading and Processing External XML Files
i got a question , i create a new child, a circle but i dont know how can i give it an ID, so i can access it whenever i want, even if i move it , the problem is my function new_sond creates more than 1 object, so i want to give them the ID in the function for example for the 1 object "1" for the 2nd "2" and so on, i dont have any idea how to do it, i tried to search but didnt find anything, the trace(name) won`t be usefull becouse i create more objects with the same name...
here is the code for creating the object :
function new_sond(event:MouseEvent):void
{
if (i<9)
{
i++;
id[i]=i;
var btn:Sprite = new Sprite();
btn.graphics.beginFill(0x0066FF, 1);
btn.graphics.drawCircle(400, 300, 25);
btn.graphics.endFill();
var textField = new TextField();
textField.mouseEnabled=false;
textField.text = i;
textField.width = 10;
textField.height = 17;
textField.x = 395; // center it horizontally
textField.y = 292; // center it vertically
cx[i]=textField.x;
cy[i]=textField.y;
btn.addChild(textField);
this.addChild(btn);
}
}
And this is the code for moving the object :
this.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownH);
this.addEventListener(MouseEvent.MOUSE_UP, mouseUpH);
function mouseDownH(evt:MouseEvent):void {
var object = evt.target;
object.startDrag();
}
function mouseUpH(evt:MouseEvent):void {
var obj = evt.target;
obj.stopDrag();
}
The question is how do i give an ID to each created object so i can check it even if i move the object.
Thank you very much !!!!
You can set the name property on the Sprite class. This property is inherited from the DIsplayObject class. Here is a summary of the property from the documentation.
The property is a String and you set or retrieve it from its setter/getter implementations in DisplayObject:
public function get name():String
public function set name(value:String):void
This property is part of ActionScript 3.0 and is available in runtime versions starting with AIR 1.0, Flash Player 9, Flash Lite 4 (which means it is available in later version as well).
It can throw an IllegalOperationError though. This is thrown if you attempt to set the property on an object placed on the timeline via the Flash authoring tool.
Here is the example given in the DisplayObject#name property documentation. The example creates two Sprite objects and traces their names when they are clicked.
import flash.display.Sprite;
import flash.events.MouseEvent;
var circle1:Sprite = new Sprite();
circle1.graphics.beginFill(0xFF0000);
circle1.graphics.drawCircle(40, 40, 40);
circle1.name = "circle1";
addChild(circle1);
circle1.addEventListener(MouseEvent.CLICK, traceName);
var circle2:Sprite = new Sprite();
circle2.graphics.beginFill(0x0000FF);
circle2.graphics.drawCircle(140, 40, 40);
circle2.name = "circle2";
addChild(circle2);
circle2.addEventListener(MouseEvent.CLICK, traceName);
function traceName(event:MouseEvent):void {
trace(event.target.name);
}
If this does not work for you, you can always create your own class that is a sub-class of Sprite and add your own properties to track an "id" field for whatever purposes you seek.
Or you could put your objects in an array and rely on their array position as an Id.
I just stumbled on this question and thought it relevant to point out that AS3 also has a built-in utility for generating unique names for Objects
NameUtil.createUniqueName
I'm using the following function to add some images from the library to the stage.
function AddImage(image_name:String):void {
if(image_count == 4) return;
// change the following line so it uses "image_name"
var defaultImage:added_1 = new added_1(100, 100);
var tmpImage:Bitmap = new Bitmap(defaultImage);
tmpImage.x = 124.5 + (108.5 * image_count);
tmpImage.y = 1511.9;
addChild(tmpImage);
image_count++;
}
What I'd like to be able to do is pass the image name as a string parameter to the function but can't seem to figure out how to do this.
Can someone help me out?
What you want to do is get the Class Definition via using getDefinitionByName so that you can create an instance, the following code is how you do that :
// you'll need to add this import to use getDefinitionByName
import flash.utils.getDefinitionByName;
function AddImage(image_name:String):void {
if(image_count == 4) return;
// this next line gets the class definition of the image_name
var imageClass:Class = getDefinitionByName(image_name) as Class;
// this is how you create an instance of that class
var defaultImage:BitmapData = new imageClass(100, 100);
var tmpImage:Bitmap = new Bitmap(defaultImage);
tmpImage.x = 124.5 + (108.5 * image_count);
tmpImage.y = 1511.9;
addChild(tmpImage);
image_count++;
}
The changes are the import :
import flash.utils.getDefinitionByName;
and these two lines :
var imageClass:Class = getDefinitionByName(image_name) as Class;
var defaultImage:BitmapData = new imageClass(100, 100);
Note ---
Also wanted to mention that in certain cases you might run into an issue if you are compiling with Flex as opposed to the Flash IDE, where you get the following error :
ReferenceError: Error #1065: Variable <YourImageClassName> is not defined.
The way to handle that situations is by declaring a variable in your class variable declarations for the compiler, so it recognizes that symbol.
So if your two images class names were image_1 and image_2, in your class declarations you would do something like :
private var forCompiler1:image_1;
private var forCompiler2:image_2;
If you have a ton of images, that might be a pain, but that's the only way I've found to get the compiler to recognize them. :/ haha
What I'm trying to do:
-Have objects in a toolbar, drag and dropable onto a movieclip (they then become a child of the movieclip). Once this is done, I want to be able serialize this object, so I can save it to a file. Then, I can reload this file, and continue draging/dropping things onto/off of this movieclip.
How I'm doing it:
public class Serialization {
public static function serializeToString(value:Object):String{
if(value==null){
trace("null isn't a legal serialization candidate");
}
var bytes:ByteArray = new ByteArray();
bytes.writeObject(value);
bytes.position = 0;
var be:Base64Encoder = new Base64Encoder();
be.encode(bytes.readUTFBytes(bytes.length));
return be.drain();
}
public static function readObjectFromStringBytes(value:String):Object{
var dec:Base64Decoder=new Base64Decoder();
dec.decode(value);
var result:ByteArray=dec.drain();
result.position=0;
return result.readObject();
}
}
This is where call the function/write it to the file:
var fr:FileReference = new FileReference;
fr.addEventListener(Event.COMPLETE, success);
var txtString:String = new String();
txtString = save.Serialization.serializeToString(pagePic);
trace(txtString);
fr.save(txtString, "test.txt");
Unfortunately, txtString appears to be blank. Am I approaching this wrong?
Side notes:
This is being developed for a mobile platform.
Unfortunately MovieClips, Sounds, and other resources cannot be serialized. My solution is to create a custom class that will store all my properties and reassign them upon loading, or just write to/parse a text file when saving/loading.