I am facing a problem with FLVPlayback complete event with AS3 publishing for FlashPlayer 11.1
The trouble is that after a few seconds of the video starts the complete event is triggered and the problem always occurs only after a few hours of playing a playlist of videos.
Some code here:
var my_player:FLVPlayback = new FLVPlayback();
function makePlayer():void{
my_player.scaleMode = "exactFit";
my_player.x = video_x;
my_player.y = video_y;
my_player.width = video_width;
my_player.height = video_height;
if(bBordi)
my_player.mask = mask_mc;
video.addChild(my_player);
my_player.source = my_path + my_videos[nVideo].#URL;
my_player.addEventListener(fl.video.VideoEvent.COMPLETE, completePlay);
my_player.volume=video_volume;
}
function completePlay(e:fl.video.VideoEvent):void
{
if(!my_player.stopped)
return;
trace("VIDEO ENDED: " + my_path + my_videos[nVideo].#URL)
nVideo++;
if(nVideo >= my_total)
nVideo = 0;
playPlayer();
}
function playPlayer():void{
my_player.source=(my_path + my_videos[nVideo].#URL);
my_player.play();
}
Publishing for FlashPlayer 11.8 resolve the problem.
Related
I have created a music playing flash, it works great and all when I'm running it from my local storage i.e (opening the swf directly from my computer)
but when I open the swf from a server it doesn't load the file. I've added the input handler below.
function addTrack(){
var trackChecker: URLLoader = new URLLoader();
if (String(path.text).substr(-4, 4) == ".mp3") {
txtError.text = "";
trackChecker.load(new URLRequest(String(path.text)))
} else {
if (String(path.text).substr(-4, 1) == ".") {
txtError.text = "Wrong format, tried to open " + String(path.text).substr(-4, 4) + ", but the only currently supported format is .mp3";
} else {
path.appendText(".mp3");
txtError.text = "";
trackChecker.load(new URLRequest(String(path.text)))
}
}
trackChecker.addEventListener(Event.COMPLETE, addToList);
trackChecker.addEventListener(IOErrorEvent.IO_ERROR, onIOError);
}
function onIOError(e: IOErrorEvent) {
txtError.text = "No file found or file is damaged";
}
function addToList(e: Event) {
addedTrack = true;
tempSong = new Sound();
tempSong.load(new URLRequest(String(path.text)));
tempSong.addEventListener(Event.COMPLETE, tempData);
ActualArray[ActualArray.length] = ["Placeholder", "Placeholder", "Placeholder", "Placeholder", String(path.text)];
}
function tempData(e: Event) {
var tempTrackName;
var tempName: Array = tempSong.url.split("/");
if (String(tempSong.id3.songName) == "null") {
tempTrackName = String(tempName[tempName.length - 1].replace(".mp3", ""));
} else {
tempTrackName = (String(tempSong.id3.songName));
}
path.text = "";
for (var i: int = 3; i < tA.length - 1; i++) {
path.appendText(tempName[i]);
path.appendText("\\");
}
addToGrid(int(ActualArray.length - 1), tempSong.length, tempTrackName);
path.setSelection(path.text.length, path.text.length);
}
Worth noting that the script stops before it can change path.text, i.e. in the middle of "function tempData(e: Event)" or earlier. in stop i mean nothing happens, the other scripts work, but when you try to add a track nothing happens at all. but I can't recreate the glitch on my computer, because it only exists when the swf is hosted externally.
I am actually trying to check whether a game's score is a high score. And then if it is, the score will be added to the leaderboard.
However I got this error:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at FlashGame_fla::MainTimeline/checkBananaHS()
In my game, in that particular frame, this is the code that would link to the checkBananaHS():
function rpslsWon():void
{
gameOverBananaMC.visible = true;
bananaWinLose.visible = true;
bananaWinLose.text = "Kampai " + cPlayerData.pName + "! You are totally bananas!! \nYour Score: " + pBananaScore;
toMenuBtn.visible = true;
rollAgainBtn.visible = true;
toMenuBtn.addEventListener(MouseEvent.CLICK, Click_backtoMain);
rollAgainBtn.addEventListener(MouseEvent.CLICK, backtoBanana);
saveItBtn.addEventListener(MouseEvent.CLICK, checkBananaHS);
cPlayerData.pBananaScore = pBananaScore;
saveData();
tracePlayerData();
}
And this is the piece of code in the high score's frame:
var rpslsHighScore:int;
var rpslsHSName:String;
rpslsHighScore = 0;
rpslsHSName = "";
//rpslsHighScore = 0;
bananaWinnerDisplay.text = " ";
bananaScoreDisplay.text = "0";
function checkBananaHS(event:MouseEvent):void
{
if ((cPlayerData.pBananaScore > rpslsHighScore ||
rpslsHighScore == 0) && cPlayerData.pBananaScore > 0)
{
trace("There's a new high score for Banana");
rpslsHighScore = cPlayerData.pBananaScore;
rpslsHSName = cPlayerData.pName;
bananaScoreDisplay.text = "" + rpslsHighScore;
bananaWinnerDisplay.text = rpslsHSName;
saveData();
}
}
I just can't manage to fix the error. Can anyone help me out? Thanks alot!
One of your variables within checkBananaHS() are not set when it is called. So when you try to access a property of that object, it errors out because nothing exists.
Wit that in mind, that means one of the following objects are not yet set in your function:
cPlayerData
bananaScoreDisplay
bananaWinnerDisplay
Run a trace on each of those, one at a time at the beginning of your function, and see which one doesn't return [Object object]
Im trying too load new messages every second, but new messages are doubled everytime they are loaded, I suppose because the timer is completed before the php is executed?
so I tried to add
if (checker != "" + idstored + "done") {
checker = "" + idstored + "done";
so that once the timer completes, it changes the checker so that when the timer restarts and finishes again it would not execute again... but it stopped checking for all new messages... any tips??
var count:Timer = new Timer(1000, 1);
count.addEventListener(TimerEvent.TIMER_COMPLETE, onTimerComplete);
count.start();
var checker;
function onTimerComplete(event:TimerEvent):void{
if (checker != "" + idstored + "done") {
checker = "" + idstored + "done";
var variables_cc:URLVariables = new URLVariables();
var varSend_cc:URLRequest = new URLRequest("chat.php");
varSend_cc.method = URLRequestMethod.POST;
varSend_cc.data = variables_cc;
var varLoader_cc:URLLoader = new URLLoader;
varLoader_cc.dataFormat = URLLoaderDataFormat.VARIABLES;
varLoader_cc.addEventListener(Event.COMPLETE, completeHandler_cc);
function completeHandler_cc(event:Event):void{
if (event.target.data.statusline == "is_new") {
stored_id_txt.text = "" + event.target.data.stored_id;
status_txt.text = "" + event.target.data.statusline;
returnline.text = "" + event.target.data.returnBody;
checker.text = checker;
splitByDelimiter(event.target.data.returnBody);
idstored = event.target.data.stored_id;
checker = "refresh";
}
}}
// ready the last_refresh_time variable for sending to PHP
variables_cc.requester = "chat_check";
variables_cc.stored_id = idstored;
varLoader_cc.load(varSend_cc);
count.reset();
count.start();
}
You get errors becouse you sometimes try to start new download when the previous is not finished. It's not wise to do something latency dependent every 1 second real time. You need to start something, wait for it to finish, and then start it again.
removeEventListener of the timer after it launches (inside onTimerComplete function) and stop the timer and reset it. qddEventListener to the timer and start it after the data is downloaded (inside completeHangler_cc function).
I need to determine which connection type a device is using.
Distinguishing between WIFI and 3G doesn't seem to be a problem on iOS (using the NetworkInfo ANE) and Android (using the native NetworkInfo class) but I've got no clue how to further distinguish between a fast (3G, 4G) and slow (EDGE) connection.
Is there a way to do this with Adobe Air?
Try this for detecting Mobile vs. Wifi on iOS. This requires the Adobe native extension "NetworkInfo"
import com.adobe.nativeExtensions.Networkinfo.InterfaceAddress;
import com.adobe.nativeExtensions.Networkinfo.NetworkInfo;
import com.adobe.nativeExtensions.Networkinfo.NetworkInterface;
var vNetworkInterfaces:Object;
if (flash.net.NetworkInfo.isSupported)
{
vNetworkInterfaces = getDefinitionByName('flash.net.NetworkInfo')['networkInfo']['findInterfaces']();
mytrace("fall 1" );
}
else
{
vNetworkInterfaces = getDefinitionByName('com.adobe.nativeExtensions.Networkinfo.NetworkInfo')['networkInfo']['findInterfaces']();
mytrace("fall 2" );
}
var hasWifi: Boolean = false;
var hasMobile: Boolean = false;
for each (var networkInterface:Object in vNetworkInterfaces)
{
if ( networkInterface.active && (networkInterface.name == "en0" || networkInterface.name == "en1") ) hasWifi = true;
if ( networkInterface.active && (networkInterface.name == "pdp_ip0" || networkInterface.name == "pdp_ip1" || networkInterface.name == "pdp_ip2") ) hasMobile = true;
mytrace( "active: " + networkInterface.active );
mytrace( "displayName: " + networkInterface.displayName );
mytrace( "name: " + networkInterface.name );
mytrace( "hwAddress: " + networkInterface.hardwareAddress );
mytrace( "--------------------" );
}
mytrace( "has Mobile Internet: " + hasMobile );
mytrace( "has Wifi Internet: " + hasWifi );
I dunno if there's a solution a direct solution but when you're downloading a file you could check the speed at which file is downloaded, by using getTimer function in conjunction with loaded bytes and a ratio of total bytes.
Example
function init()
{
startTime = getTimer();
loader = new Loader();
loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onLoaderInit);
loader.load("some-site.com/myasset.png");
}
function onLoaderInit(e:ProgressEvent)
{
$timePassed = (getTimer() - startTime) * 0.001; //it's in millisecounds convert to secounds
$newBytes = loader.contentLoaderInfo.bytesLoaded - oldBytes;
var $rate:Number = $newBytes * $timePassed; //returns a value of bytes per sec.
startTime = getTimer();
oldBytes = loader.contentLoaderInfo.bytesLoaded;
}
Nice... if it works... dunno if there's a solution a direct solution but when you're downloading a file you could check the speed at which file is downloaded, by using getTimer function in conjunction with loaded bytes and a ratio of total bytes
I followed this tutorial Loading Facebook Profile Picture Into Flash SWF Using Graph API to get the users profile picture to show in my flash game, but I'm having some issues.
import com.facebook.graph.Facebook;
import com.facebook.graph.data.FacebookSession;
import com.facebook.graph.net.FacebookRequest;
import flash.events.Event;
import flash.events.IOErrorEvent;
//place your APP ID here
const APP_ID:String = "app_id";
//Initialize facebbok library
Facebook.init(APP_ID, HandleLogin);
function HandleLogin(response:Object, fail:Object):void
{
if(Facebook.getSession().accessToken)
{
LoadMyInfo();
LoadMyPicture();
}
}
function LoadMyInfo():void
{
Facebook.api("/me", MyInfoLoaded);
}
function MyInfoLoaded(response:Object, fail:Object):void
{
nameTextField.text = response.name;
}
function LoadMyPicture():void
{
debug.text = "Entered loadMyPicture() function ";
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, MyPictureLoaded, false, 0, true);
var request:URLRequest = new URLRequest("facebookProxy.php");
var variables:URLVariables = new URLVariables();
variables.path = Facebook.getImageUrl(String(Facebook.getSession().uid), 'large');
debug.appendText(" \nvariables.path: " + String(variables.path));
request.data = variables;
debug.appendText(" \nrequest.data: " + String(request.data))
loader.load(request);
debug.appendText(" \n" + String(loader.load(request)));
}
function MyPictureLoaded(event:Event):void
{
debug.appendText(" \nEntering MyPictureLoaded");
var loader:Loader = event.target.loader;
loader.contentLoaderInfo.removeEventListener(Event.COMPLETE, MyPictureLoaded);
loader.contentLoaderInfo.removeEventListener(IOErrorEvent.IO_ERROR, MyPictureLoadError);
var bitmap = Bitmap(loader.content);
bitmap.smoothing = true;
//Note: picturePlaceholder is just a blank movie clip on the Stage
bitmap.x = picturePlaceHolder.x;
bitmap.y = picturePlaceHolder.y;
bitmap.width = picturePlaceHolder.width;
bitmap.height = picturePlaceHolder.height;
picturePlaceHolder.addChild(bitmap);
debug.appendText(" \nBitmap is null: " + String(bitmap == null) +
" \nBitmap X: " + String(bitmap.x) + " Bitmap Y: " + String(bitmap.y) +
" \nBitmap width: " + String(bitmap.width) +
" \nBitmap height: " + String(bitmap.height))
}
function MyPictureLoadError(e:IOErrorEvent):void
{
debug.appendText("Loading Error");
}
This is what my code looks like after following the tutorials on the link above. With the debug I noticed that the function MyPictureLoaded is never called.
They never specified where I would call the function LoadMyPicture. I assumed it would go together with LoadMyInfo so I placed it there. They have a working example but no source code, so I'm hope someone here would shed some light on this.
EDIT 1
Here is what it looks like when I put it up on facebook. The last line debug.appendText(" \n" + String(loader.load(request))); is outputting undefined. I also made a change in the variables.path = Facebook.getImageUrl(String(Facebook.getSession().uid), 'large'); I added (String(), 'large') because in the docs it saying to pass strings into there. Edit: I realized adding String() is pointless.
var request:URLRequest = new URLRequest("facebookProxy.php");
Did you do the part of the tutorial that writes a server-side PHP proxy loader on your server?
If you don't have a file named facebookProxy.php on your server where you run this it won't work (the code is requesting "./facebookProxy.php" which probably doesn't exist). If you want to run this in the debugger on your local machine, you will need to make that file in the same directory as your swf and make sure you have apache/php running on your localhost.
If that's too much work for you, I would suggest following some of the examples from the API' project page: http://code.google.com/p/facebook-actionscript-api/downloads/detail?name=GraphAPI_Examples_1_6.zip&can=2&q=