How to load an external swf in actionscript - actionscript-3

I've encountered a problem, which drives me crazy!
I have two flash files, and I want to load the second flash file into the first after a button click.
So I have a button listener and i am jumping to a specific frame where my code is.
var loader_mc : Loader = new Loader();
var urlRequest : URLRequest = new URLRequest("2.swf");
loader_mc.load(urlRequest);
addChild(loader_mc);
For debugging purpose I've labeled the frame where it get executed and made it a few seconds long with some text on the stage.
If I comment this out, after I clicked on the button it jumps to that frame and the test text is shown for a few seconds, then the movie restarts.
If I uncomment it, it seems that it loads the swf, BUT then it seems the movie restarts, pretty fast and the test text is shown. So the second swf isn't loaded. It seems it loads the first flash file and replays it, but with the test text, which is only in the end?!

Related

Cannot free memory of or unload flash swf

I'm using Adobe Animate CC with AS3. I'm having the following problem with my project (which has a lot of animation in it and hence is quite heavy)
There are 4 swf files which are in the same folder. The first one is like a blank container which loads the second swf automatically upon run. The second one has got a few buttons in it along with some animation. When the animation gets over, there is a button that loads the third swf. Now this 3rd swf has got a next button to load the next swf. The 4th swf has got back button to load the previous swf. The 3rd swf has in turn a home button that loads the 2nd swf.
Now, the problem is that when the next button is pressed, say on 2nd swf, not only should the 3rd swf open but the 2nd swf should get unloaded and the memory occupied by it should be freed. And same with the 3rd and the 4th swf.
However, the unloaded swf should open again when the back button is clicked.
If anyone could provide a link to or code for back button and load-unload, that'd be greatly appreciated.
I think it is much easier to load them all at once and then switch their visibility/attachment to the stage. However, if they are indeed too heavy to reside in the memory at once, you need a little trick to load them into a separate ApplicationDomain so they could be removed without anything left behind.
import flash.display.Loader;
import flash.net.URLRequest;
import flash.system.LoaderContext;
import flash.system.ApplicationDomain;
var aLoader:Loader = new Loader;
// Loading an SWF so it can be fully unloaded.
aLoader.load(new URLRequest("external.swf"), new LoaderContext(false, new ApplicationDomain));
// Unloading the loaded SWF.
aLoader.unloadAndStop(true);

as3 Air - AddChild works but is slooooooooooow

I am creating an app where when a button is pressed a very large picture is added to the stage (it is larger than the screen but can be dragged around by the user)
When the button is pressed the picture (well, movieClip) does come up and it able to be dragged fine, buttons inside it work.
The problem though is that there is a pause of about 6 seconds between the button press and the image appearing. I am using one .fla file for publishing and compiling (let's just call it Main.fla for now), and another one to hold all the graphics. The graphics are then added with this embed command:
[Embed (source = "assets/graphic.swf", symbol = "Content")]
private var Content:Class;
private var _content:*;
I have these lines where all the variables are declared (in between the class definition and the constructor function) I was under the impression that embedding it like this was equivalent to loading it at compile time. Is this true? What could be causing this lag when the button is pressed?
If I can't cut out the lag, another idea I had was to make some spinning circle or something to tell the user, "hey, don't worry. It's loading!"
If the slowness is at addChild you can add the asset to the stage much earlier and set it's visiblility to false, then when the button is clicked set it back to true. Obviously this is a small hack but might be sufficient for what you are doing.
var asset:MovieClip;
private function init():void
{
asset = new Content();
assset.visible = false;
addChild(asset);
button.addEventListener(MouseEvent.CLICK, onMouseClick);
}
private function onMouseClick(e:MouseEvent):void
{
asset.visible = true;
}
Embedding your SWF is probably not what is causing the delay.. or rather it would not likely be better if you imported the SWF into your FLA. Is this on a device? Chances are you would either have to devise a different way of loading your asset, or be satisfied with a loading animation.
If the main K size is coming from a large image, you could consider loading it in segments, starting with the part that is initially visible.

AS3: add event listeners to loaded AS2 SWF

What I am trying to do is - simply load an external SWF into my AS3 code.
I then want to show it on my stage - and be able to catch the 'ROLL_OVER', 'ROLL_OUT' and 'MOUSE_CLICK' events that happen with the SWF, meaning - I want to know when the user hovers over the loaded SWF and when he clicks on it.
If I load an external AS3 SWF - it all works fine, and I can trace the events successfully.
If I load an external AS2 SWF - in some types of AS2 banners I can catch the events, and in some - I can't.
It is important to note that I cannot control the loaded SWFs and I cannot code them in a different manner.
The way I load the external SWFs is like this:
.
var loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE,onLoaded);
loader.load(new URLRequest(externalSwfURL));
function onLoaded(evt:Event):void
{
// The reason I don't create the MovieClip like this is because I need to support
// both AS2 and AS3 that will be loaded, and loaded AS2 cannot be casted to 'MovieClip'
//var mc:MovieClip = MovieClip(evt.target.content);
// This method allows me to load both external AS2 and AS3 SWF files
var mc:MovieClip = new MovieClip();
mc.addChild(loader);
// Add the events that I want to track
mc.addEventListener(MouseEvent.ROLL_OVER , onMouseEnterSWF);
mc.addEventListener(MouseEvent.ROLL_OUT , onMouseLeaveSWF);
mc.addEventListener(MouseEvent.CLICK , onMouseClickSWF);
mc.x = 100;
mc.y = 100;
stage.addChild(mc);
}
.
What I have found out is that if the loaded AS2 SWF has a transparent button on top of it (a lot of them have that) - then the mouse events aren't fired back up to my AS3 code ! They are somehow 'swallowed' inside the loaded AS2 SWF and not bubbled up.
If I try to load an AS3 SWF that has a transparent button as the top layer - it works, and still bubbles up the mouse events to my AS3 code.
Can anyone tell me why this happens ?
PS - if I load an AS2 SWF that doesn't have a transparent button as a top layer - than the mouse events ARE bubbled up to my AS3 code.
Here is a link to an AS2 SWF file that has the 'transparent button' that blocks the events from bubbling up to the AS3 code:
link to AS2 SWF
ActionScript 2 runs in a different virtual machine and is not compatible with ActionScript 3. Communication between the two SWFs ist not even not easy, but works only with a local connection. ActionScript 2 also doesn't have an event system so this would be the second part to take care of.
-> it can't work as you expect it to.

How to play two swf files in as3

hai i want play two swf files in my action script project.In this two files one swf file works on the detection face in front of the system.Other swf plays the flv file.when face is detected player must be stooped if not player must be plays the flv file.
I know how to load the swf file but i cant handle the functionality regarding starting and stoping player.
the snippet of code shows how can i load external swf file .and i will explain each line of code in comments
public function videos(view:Sprite)
{
this.box = view;//IT GETS Sprite object from other class because of need to display the player also.
request = new URLRequest("Untitled-1.swf");
currentSWF=new MovieClip();
loader= new Loader();
loader.load(request);
box.addChild(loader);
currentSWF = MovieClip(loader.content);
loader.addEventListener(Event.COMPLETE,loadComplete);
//addChild(loader);
currentSWF.gotoAndPlay(1);//when i put this line of code in comments it plays the external swf also.
}
I hope u understand my doubt .can any one explain how to handle my things .i am new to this action script.please help me
Loaded files automatically play, unless you tell them explicitely not to. You’ll have to listen to the Event.INIT event, and stop the movie there:
loader.AddEventListener(Event.INIT, initLoader);
function initLoader (event:Event)
{
MovieClip(event.currentTarget.content).stop();
}
This will stop the movie before it is attached to the stage, and before it starts playing—so it won’t do that unless you start it again.
Note that you shouldn’t access loader.content in any way before the INIT or COMPLETE events, as it’s very likely that the content isn’t loaded then. As such you should put all your manipulating actions into the COMPLETE event:
box.addChild(loader);
loader.addEventListener(Event.COMPLETE, loadComplete);
function loadComplete (event:Event)
{
// Now it’s safe to access the `content` member:
currentSWF = MovieClip(loader.content);
// Of course this one would play the movie again, so you probably want
// to call that later on a button click or something.
currentSWF.gotoAndPlay(1);
}

How to ENTIRELY remove an flvplayback from stage when going to another flvplayback on another frame?

I'm trying to create an EXE projector using flash 5.5 AS3 where I have a few videos (FLVs) to show (their location is right next to the exe file in the same directory) - each load in a different frame, and all of those videos should also have a full screen option to them. Those are original videos that people WILL want to watch in full screen. It's essential for the experience...
The problem(s) I currently have (after fixing the sound that didn't stop after going to a different video) are hard to describe, but I'll try really hard.
Ok, so when I click the full screen button on a video and watch it in full screen, I will eventually want to exit the full screen, so I click on the same icon at the bottom to exit full screen (or ESC button, it's the same) and then click the navigation button to go to the SECOND FLV's frame to watch the other video. After watching the second video in full screen and then exiting full screen, flash takes me to the FIRST video's frame and that is a big problem. Also, now the button that takes me BACK to the second video's frame won't work. It's like flash is stuck.
I use the Components --> FLVPlayback 2.5 from the componant menu (I don't really know AS3 programming) and I fix its properties in the component parameters.
Also, I don't think that any of the followings are the reason for the bug, but I use these 3 scripts to stop all sound when navigating away from one frame (with an FLVplayback) to
another frame with another FLVplayback:
MyFLV.stop();
SoundMixer.stopAll();
MyFLV.addEventListener(Event.REMOVED_FROM_STAGE,xyz);
function xyz(e:Event):void{
MyFLV.stop();
}
I've found these online where people asked help for the sound bug I described.
The third script was suppose to remove the FLVplayback from the stage before going to another frame, but it works only when NOT GETTING INTO FULL SCREEN. I need something that will COMPLETELY remove the previous video from the stage so after exiting the SECOND viewed video, flash won't take me to a video that from some reason is still in its memory. I have something like 30 videos in my project and I need to remove each and every one of them off of the stage before navigating to the next frame to open a new FLVPlayback.
I tried to add a link to a demo I made with the problem so you can look at it, but it triggered a "oops, something went wrong" error, probably anti spam mechanism...
I would recommend using only one frame and only one flvplayback instance. Otherwise you have to deal with weird bugs like the one you are getting (usually caused by misplaced or forgotten code). Of course, using only one frame requires using more code, but with the number of hard-fixes it looks like you were making for the bugs, you may end up with less code.
Don't worry, I'll walk you through everything!
Reasons to use code (as opposed to multiple frames):
Easier to keep track of:
Know where all your code is so you can easily find and fix any problems.
Make changes more easily
You want to switch an existing video? edit a file reference and you are done.
Want to add a video? no more dragging a new flvplayback instance onto a new frame just add some very simple code and a button and you're done.
More customization
Reasons to use multiple frames (and multiple flvplayback instances):
easier to place visually
Some people find it easier when they have an actual movieclip that they can visually place on the stage
Less code
Here we go:
//import flv library
import fl.video.*;
This allows you to use ActionScript to manipulate the flv player
//video playback code-----------------------//
var myVideo:FLVPlayback = new FLVPlayback();
this creates an instance of FLVPlayback called myVideo (referenced from now on in the code as myVideo)
this next chunk shows many of the customizable features of the flv player. It is not necessary to include them.
//places the video player on stage at x,y
myVideo.x = 115;
myVideo.y = -10;
//uses SkinOverPlayFullscreen.swf for controls
myVideo.skin = "SkinOverPlayFullscreen.swf";
//color of controls
myVideo.skinBackgroundColor = 0x333333;
//hide controls and time it takes controls to fade and reappear (milliseconds)
myVideo.skinAutoHide=true;
myVideo.skinFadeTime=300;
//add the player to the stage
addChild(myVideo);
And now comes the important part. I have made buttons and added them to the stage. I gave each of the buttons a different instance name (box1_btn, box2_btn, and box3_btn). When someone clicks on a button, an "event" will occur.
//button listener code-------------------------//
//when button 1 is clicked throw button 1 event
box1_btn.addEventListener(MouseEvent.CLICK, clicked1);
//when button 2 is clicked throw button 2 event
box2_btn.addEventListener(MouseEvent.CLICK, clicked2);
//when button 3 is clicked throw button 3 event
box3_btn.addEventListener(MouseEvent.CLICK, clicked3);
//play different videos for different buttons---------//
//when button 1 event is thrown
function clicked1($e:MouseEvent):void
{
//play video 1.flv
myVideo.source = "1.flv";
}
//when button 2 event is thrown
function clicked2($e:MouseEvent):void
{
//play video 2.flv
myVideo.source = "2.flv";
}
//when button 3 event is thrown
function clicked3($e:MouseEvent):void
{
//play video 3.flv
myVideo.source = "3.flv";
}
This code will not have any sounds that keep playing because two videos cannot play at the same time in one instance of the player. Nor will it have any mess-ups when you come out of fullscreen because there is only one frame for the video to go back to.
Some possible problems you may run into:
It doesn't work at all:
Make sure you have added an instance of FLVPlayback to the library by adding an instance to the stage from the components menu (window>>components or ctrl+F7) and then deleting it from the stage (it should still appear in the library).
The playback buttons I want aren't showing up:
There is a great explanation of how to use As3 to manipulate FLVPlayback here:
http://www.republicofcode.com/tutorials/flash/as3flvplayback/
find the section about "Applying a Skin to the FLVPlayback Component" and follow it to use an adobe playback skin. If you want to make your own unique skin I would recommend opening and editing one of the pre-made skins. I found mine in
C:\Program Files (x86)\Adobe\Adobe Flash CS6\Common\Configuration\FLVPlayback Skins\FLA\ActionScript 3.0
I hope this helps!
Below would be simplest way to unload the FLVPlayback
removeChild(MyFLV);
it works fine for me
flvPlayBack.stop();
removeChild(flvPlayBack);
stops the sound and removes the playback.