synchronous image loading action script 3 flash - actionscript-3

I am having a problem with my flash/as3 application. I've created most of it and at the moment I'm struggling to get my external resources work.
My application consists of a Controller class, that takes control of an application flow. At the beginning it initializes AppInitializer class, that loads / generates the whole app content (it is a simple point'n'click game).
In AppInitializer I create an array of items available in a game. Item's constructor takes path as a parameter (String) to the resource (image). Then, inside the constructor I call a static method of my AssetsLoader class which looks like that:
public static function loadImage(path:String):BitmapData
{
completed = false;
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, function(e:Event){completed = true;
trace("Loading completed");
e.target.removeEventListener(Event.COMPLETE, check);});
if (path == "")
loader.load(new URLRequest("images/default.png"));
else
loader.load(new URLRequest("images/" + path));
//while (!completed);
var image:Bitmap = new Bitmap((loader.content as BitmapData));
return image.bitmapData;
}
Where completed is a static variable of AssetsLoader.
First problem is: I create many Item objects in a row, so the method loadImage should not be static I guess (same with completed variable), since that may cause problems when loading.
Second problem is: At the moment I'm unable to return the bitmapData (or bitmap, it does not really matter), because the return statement will always return null - because the resource is loaded asynchronously and is not loaded at the time application reaches return statement. If I uncomment the wile loop, the complete event is never called.
I would like to ask more experienced ActionScript developers to point out any solutions that would require minimal changes to the rest of my app and would solve those problems. (I think first problem can be eliminated by using some sort of queueing method for the loader, but I'm stuck with the second problem for few days so far and came up with no possible solution).
I could also consider changes in my logic, so I could preload all image resources into "somewhere" and after that just make copies of these images for my purposes. If that's easier to do.

So as I suggested in the comments, a minimal change resolution could simply be to pass a function to call as part of the parameters for loadImage(). This is known as a callback function, and it would look something like this:
First create the callback function:
public function addImage( bitmapData:BitmapData ):void {
//do something with the bitmapData returned
}
Next adjust your loadImage() local function to use the callback with the bitmap data when the event has completed:
public static function loadImage(path:String, callback:Function):BitmapData {
completed = false;
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, function(e:Event){completed = true;
trace("Loading completed");
var image:Bitmap = new Bitmap((loader.content as BitmapData));
callback( image ); //call the callback with the bitmap
e.target.removeEventListener(Event.COMPLETE, check);});
if (path == "")
loader.load(new URLRequest("images/default.png"));
else
loader.load(new URLRequest("images/" + path));
}
Then just you make the call to loadImage() like so:
loadImage( myPathToImage, addImage );
That is a simply resolution and does exactly what you need it to.

Super, you commented that insane line of code with while ;)
Here for you, simple QueueLoader (It loads items one by one, when you add item to the queue, you can store id of item in queue), that will help you with your task:
package {
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
public class StackOverflow extends Sprite {
public function StackOverflow() {
addEventListener(Event.ADDED_TO_STAGE, onAdded);
}
private function onAdded(e:Event):void {
removeEventListener(Event.ADDED_TO_STAGE, onAdded);
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
setup();
}
private function setup():void {
//Store somewhere reference on QueueLoader to reuse it, and use queue
var loader:QueueLoader = new QueueLoader();
loader.addEventListener(QueueLoaderEvent.COMPLETE, onCompleteItem);
//Add as many images to load as you want, and store Id's of items that
//will be loaded in future, if you want...
loader.addItem("someUrl1");
loader.addItem("someUrl2");
var importantId:int = loader.addItem("someUrl3");
loader.addItem("someUrl4");
loader.addItem("someUrl6");
}
private function onCompleteItem(e:QueueLoaderEvent):void {
trace("Item loaded");
}
}
}
import flash.display.Loader;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.events.IEventDispatcher;
import flash.net.URLRequest;
internal class QueueLoader extends EventDispatcher {
private var _list:Array;
private var _cursor:int;
private var _loading:Boolean;
public function QueueLoader(target:IEventDispatcher = null) {
super(target);
_list = [];
}
public function addItem(url:String):int {
var item:Object = {url: url, id: ++_cursor};
_list.push(item);
loadNext();
return item.id;
}
override public function dispatchEvent(evt:Event):Boolean {
if (hasEventListener(evt.type) || evt.bubbles) {
return super.dispatchEvent(evt);
}
return true;
}
protected function loadNext():void {
if (_list.length > 0 && !_loading) {
var loader:Loader = new Loader();
var data:Object = _list[0];
var request:URLRequest = new URLRequest(data.url);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete, false, 0, true);
loader.load(request);
_loading = true;
}
}
private function onComplete(e:Event):void {
var data:Object = _list.shift();
data.content = e.currentTarget.content;
dispatchEvent(new QueueLoaderEvent(QueueLoaderEvent.COMPLETE, data.id, data));
_loading = false;
loadNext();
}
}
internal class QueueLoaderEvent extends Event {
public static const COMPLETE:String = "queueLoaderEventComplete";
private var _id:int;
private var _data:Object;
public function QueueLoaderEvent(type:String, $id:int, $data:Object, bubbles:Boolean = false, cancelable:Boolean = false) {
_id = $id;
_data = $data;
super(type, bubbles, cancelable);
}
override public function clone():Event {
return new QueueLoaderEvent(type, id, data, bubbles, cancelable);
}
public function get id():int {
return _id;
}
public function get data():Object {
return _data;
}
}
Your loadImage mehtod will look at the end:
public static function loadImage(path:String):int
{
return queueLoader.addItem(path);
}

Related

Object Loading Issue

I am developing an application that consists of several different objects working together. Everything seems to work great, however, when I play this on a web server I notice the graphics and assets that are being loaded in from an external source are taking some time to load I'm not really sure what is going on I was hoping someone might provide some insight. Example, sometimes the graphic assets will not load at all, but audio seems to be loading in ok. Here is an example of my image loading class:
GFXReg.as
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.net.URLRequest;
import flash.display.Loader;
import flash.display.Sprite;
import flash.text.TextField;
public class GFXReg extends Sprite {
private var mc: MovieClip = new MovieClip();
private var loader: Loader = new Loader();
private var setW: Number;
public var setH: Number;
public var theH: Number;
private var bool: Boolean = false;
public function GFXReg(setSize: Boolean, W: Number, H: Number) {
bool = setSize;
if (bool) {
setW = W;
setH = H;
}
}
private function loadData(e: Event) {
if(loader.contentLoaderInfo.bytesLoaded == loader.contentLoaderInfo.bytesTotal){
addChild(loader);
}else{
var text:TextField = new TextField();
text.text = "Loading..."
addChild(text);
}
if (bool) {
loader.width = setW;
loader.height = setH;
}
}
public function theData(file: String): void {
loader.load(new URLRequest(file));
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadData);
}
public function getBytes(str:String):int{
var num:int = 0;
switch(str){
case "loaded":
num = loader.contentLoaderInfo.bytesLoaded;
break;
case "total":
num = loader.contentLoaderInfo.bytesTotal;
break;
}
return num;
}
public function removeData():void{
loader.unloadAndStop(false);
trace("unload?");
}
private function unloadData(e:Event):void{
}
}
}
Main.as Sections(This loads in all the appropriate sections when prompted):
public function Main() {
xmlLoader = new XMLReg("config.xml", processXML);
}
private function processXML(e: Event): void {
theXML = new XML(e.target.data);
dir = theXML.MASTER.#DIRECTORY;
//BACKGROUND
bgGFX.theData(dir + theXML.MAINBG.#IMG);
//INITIALIZE
add(bgGFX,intro);
//INTRO WAS INSTANTIATED IN THE BEGINNING OF THIS CLASS
intro.start();
/*start method adds objects to stage, to test as a solution*/
addChildAt(header, numChildren);
//...
Also in my Main.as class I have a private method transition which loads in the appropriate sections after the previous sections have been completed these assets usually take a few seconds to load in I've noticed when working on a web server.
private function transition(e: Event): void {
//If intro is on the stage instantiate a new QuestionAnswer Object
if (intro.stage) {
header.enableMenu(true);
qa = new QuestAnswer(feedBool,nameCounter,nameVar);
qa.addEventListener("unload", transition);
qa.addEventListener("addFeed", setFeedFalse);
qa.addEventListener("addFeedTrue", setFeedTrue);
qa.addEventListener("enableHelp",enableHelp);
qa.addEventListener("getName",getName);
addChildAt(qa, numChildren-1);
remove(intro);
} else if (qa.stage) {
//If QuestionAnswer is on the Stage instantiate a new Results Object
header.enableMenu(true);
header.enableHelp(false);
results = new Results(qa.resultBundle());
results.addEventListener("unload", transition);
results.addEventListener("addFeed", setFeedFalse);
results.addEventListener("addFeedTrue", setFeedTrue);
results.addEventListener("setName",setName);
addChildAt(results, numChildren-1);
remove(qa);
} else if (results.stage) {
//If Results is on the stage loop back and instantiate a new QuestionAnswer Object
header.enableMenu(true);
header.enableHelp(false);
intro.enableAsset(true);
qa = new QuestAnswer(feedBool,nameCounter,nameVar);
qa.addEventListener("unload", transition);
qa.addEventListener("addFeed", setFeedFalse);
qa.addEventListener("addFeedTrue", setFeedTrue);
addChildAt(qa, numChildren-1);
trackAsset = true;
remove(results);
}
}

How to remove a event listener with an unknown function in as3?

My idea in a small upload software is to use always the same object for all tasks (defined before), I just add and remove the events and make the requests, since the parameters are always the same (same method, same url...).
Any time the request is completed, I remove the listeners so the same object can be used again.
The problem is when some error occurs, than the listener call the the function ioerror, but I don't know what function should be called instead if there was no error:
private function ioerror(e:IOErrorEvent){
e.target.removeEventListener(Event.COMPLETE, unknownfuncion);
e.target.removeEventListener(IOErrorEvent.IO_ERROR, ioerror);
msg("Error somewhere ("+e.text+")");
}
How to get the name of "unknownfunction" ? My fear is to leave events behind...
You could set up a couple of simple classes to manage a collection of event listeners. Lets call the collection EventBatch, which could look like this:
public class EventBatch
{
private var _items:Vector.<EventBatchItem> = new <EventBatchItem>[];
public function addListener(target:IEventDispatcher, type:String, callback:Function):void
{
var item:EventBatchItem = new EventBatchItem(target, type, callback);
_items.push(item);
target.addEventListener(type, callback);
}
public function removeAll():void
{
for each(var i:EventBatchItem in _items)
{
i.target.removeEventListener(i.type, i.callback);
i.dispose();
}
_items = new <EventBatchItem>[];
}
}
And here's the accompanying model to represent an item:
internal class EventBatchItem
{
private var _target:IEventDispatcher;
private var _type:String;
private var _callback:Function;
public function EventBatchItem(target:IEventDispatcher, type:String, callback:Function)
{
_target = target;
_type = type;
_callback = callback;
}
internal function dispose():void
{
_target = null;
_callback = null;
}
internal function get target():IEventDispatcher{ return _target; }
internal function get type():String{ return _type; }
internal function get callback():Function{ return _callback; }
}
This way, you can add your event listeners like this:
var batch:EventBatch = new EventBatch();
batch.addListener(urlLoader, Event.COMPLETE, completeHandler);
batch.addListener(urlLoader, SecurityErrorEvent.SECURITY_ERROR, securityErrorHandler);
batch.addListener(urlLoader, IOErrorEvent.IO_ERROR, ioErrorHandler);
And in any of those listener functions, simply use the .removeAll() method:
batch.removeAll();
If you known all the functions that could possibly be added as a Listener, you can just remove all of them. Using removeEventListener() with a method that is not actually listening do nothing. So you could use something like that :
private function ioerror(e:IOErrorEvent){
// I know that Event.COMPLETE could be listened by function1, function2 or function3
// I remove all of them
e.target.removeEventListener(Event.COMPLETE, function1);
e.target.removeEventListener(Event.COMPLETE, function2);
e.target.removeEventListener(Event.COMPLETE, function3);
e.target.removeEventListener(IOErrorEvent.IO_ERROR, ioerror);
msg("Error somewhere ("+e.text+")");
}
Another possibility is to keep track of the method(s) actually listening the event in a variable.
public function doSomething() {
loader.addEventListener(Event.COMPLETE, onCompleteSomething);
listeningComplete= onCompleteSomething;
}
public function doSomethingElse() {
loader.addEventListener(Event.COMPLETE, onCompleteSomethingElse);
listeningComplete= onCompleteSomethingElse;
}
private function ioerror(e:IOErrorEvent){
e.target.removeEventListener(Event.COMPLETE, listeningComplete);
e.target.removeEventListener(IOErrorEvent.IO_ERROR, ioerror);
msg("Error somewhere ("+e.text+")");
}
private var listeningComplete:Function;
Assuming the handler is reset and an instance to the object is retained, you could simply set useWeakReference to true in your addEventListener() function for garbage collection.
However, a better design pattern is to abstract service methods to a class.
Then, calling dispose can remove all handlers.
package
{
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.events.IOErrorEvent;
import flash.events.SecurityErrorEvent;
import flash.net.URLLoader;
import flash.net.URLRequest;
import flash.net.URLRequestMethod;
public class AbstractService extends EventDispatcher
{
public var data:Object;
public var requestMethod:String = URLRequestMethod.GET;
public var url:String;
protected var urlLoader:URLLoader;
protected var urlRequest:URLRequest;
public function AbstractService()
{
super();
urlLoader = new URLLoader();
urlLoader.addEventListener(Event.COMPLETE, completeHandler);
urlLoader.addEventListener(SecurityErrorEvent.SECURITY_ERROR, securityErrorHandler);
urlLoader.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler);
}
/**
*
* #param url
* #param data String or URLVariables
*/
public function load(url:String=null, data:Object=null, requestMethod:String=URLRequestMethod.GET):void
{
if (url)
this.url = url;
if (data)
this.data = data;
if (requestMethod)
this.requestMethod = requestMethod;
urlRequest = new URLRequest(this.url);
urlRequest.data = this.data;
urlRequest.method = this.requestMethod;
urlLoader.load(urlRequest);
}
protected function completeHandler(event:Event):void
{
}
protected function ioErrorHandler(event:IOErrorEvent):void
{
}
protected function securityErrorHandler(event:SecurityErrorEvent):void
{
}
public function dispose():void
{
urlLoader.removeEventListener(Event.COMPLETE, completeHandler);
urlLoader.removeEventListener(SecurityErrorEvent.SECURITY_ERROR, securityErrorHandler);
urlLoader.removeEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler);
}
}
}
Take a look at my previous answer to Is There A Way To Remove Events Easier?. Basically, there is no easy way to do it. In that answer, I put together a simple way to track events that are added to a class by simply overriding the event listener methods. Using that method, you could just call removeAllEventListeners() and be done with it. It works fairly well, so long as you consistently remember to call that function (otherwise things will never get removed from memory).
This is overkill for the majority of situations, however. I'm currently using it for a massive application and it has helped immensely, but for something simple, it is just going to add extra computations and memory consumption to your app that is unneeded.

Initialize Assets after Preload

Whenever I export the .swf file of my Flash game, I am receiving "TypeError: Error #1009: Cannot access a property or method of a null object reference.", along with a Runtime Shared Library Preloading Warning for my preloader. I have my timeline organized so that the first and third frames are both empty along with a stop(); command in the Actions layer. The second frame contains a single MovieClip that contains all of my exported assets, which are going to be initialized in the third frame of the timeline. None of my assets, except for the preloader, are exported in the first frame. What changes should I make to my Document Class for it to initialize the assets in the third frame?
Document Class:
package com.gameEngine.documentClass
{
import flash.events.*;
import flash.display.*;
import flash.geom.Point;
import com.gameEngine.assetHolders.*;
import com.gameEngine.assetHolders.Levels.*;
public class Document extends MovieClip
{
private static var _document:Document;
private var preloader:Preloader;
public var mcMain:Player;
public var restartButton:RestartButton;
public var spawnArea:SpawnArea;
public var level_1:Level_1;
public var level_2:Level_2;
public var level_3:Level_3;
public function Document()
{
addEventListener(Event.ADDED_TO_STAGE, init);
_document = this;
preloader = new Preloader(390, this.loaderInfo);
this.addChild(preloader);
preloader.addEventListener("loadComplete", loadAssets);
preloader.addEventListener("preloaderFinished", showLogo);
mcMain = new Player(this);
restartButton = new RestartButton(this);
spawnArea = new SpawnArea();
level_1 = new Level_1(this);
level_2 = new Level_2(this);
level_3 = new Level_3(this);
this.addChild(restartButton);
this.addChild(spawnArea);
this.preloader.x = 400;
this.preloader.y = 250;
restartButton.x = 822.95;
restartButton.y = 19;
spawnArea.x = 400;
spawnArea.y = 250;
trace ("Document Class Initialized");
// constructor code
}
public static function getInstance():Document
{
return _document;
}
private function loadAssets(event:Event):void
{
this.play();
}
private function showLogo(event:Event):void
{
this.removeChild(preloader);
}
public function init(event:Event)
{
if (stage.contains(spawnArea))
{
addChild(mcMain);
}
mcMain.x = spawnArea.x;
mcMain.y = spawnArea.y;
}
}
}
Preloader Class:
package com.gameEngine.assetHolders
{
import com.gameEngine.documentClass.*;
import flash.display.*;
import flash.events.*;
public class Preloader extends MovieClip
{
private var fullWidth:Number;
public var loaderInfo:LoaderInfo;
public function Preloader(fullWidth:Number = 0, loaderInfo:LoaderInfo = null)
{
this.fullWidth = fullWidth;
this.loaderInfo = loaderInfo;
addEventListener(Event.ENTER_FRAME, checkLoad);
}
private function checkLoad (event:Event):void
{
if (loaderInfo.bytesLoaded == loaderInfo.bytesTotal && loaderInfo.bytesTotal != 0)
{
dispatchEvent(new Event("loadComplete"));
phaseOut();
}
updateLoader(loaderInfo.bytesLoaded / loaderInfo.bytesTotal);
}
private function updateLoader(num:Number):void
{
progressBar.width = num * fullWidth;
}
private function phaseOut():void
{
removeEventListener(Event.ENTER_FRAME, checkLoad);
progressBar.gotoAndPlay(2);
if (progressBar.currentFrame == progressBar.totalFrames)
{
phaseComplete();
}
}
private function phaseComplete() : void
{
dispatchEvent(new Event("preloaderFinished"));
}
}
}
You have a lot of race conditions going on here. Many of these events could occur at relatively random times in relation to one another . . . you have to think asynchronously. That is, there can be no assumption that any object exists. E.g., in Document.init(), you check is if the spawnArea exists, but it is almost guaranteed not to at that point, and you never check for it again.
Without making any specific changes, I can recommend a generic solution. For any object (objB) you want loaded after another object (objA) is loaded, have objB created in the objA's ADDED_TO_STAGE handler. A simple example would be:
var objA:Whatever;
var objB:WhateverElse;
[...]
objA = new Whatever();
objA.addEventListener(Event.ADDED_TO_STAGE, objAAddedHnd);
[...]
public function objAAddedHnd(event:Event)
{
// remove the event, if no longer needed:
objA.removeEventListener(Event.ADDED_TO_STAGE, objAAddedHnd);
objB = new WhateverElse();
objB.addEventListener(Event.ADDED_TO_STAGE, objBAddedHnd);
}
[...]
public function objBAddedHnd(event:Event)
{
// remove the event, if no longer needed:
objB.removeEventListener(Event.ADDED_TO_STAGE, objBAddedHnd);
// and so on . . .
}
At this point, it shows that you would need to plan the timeline of object creation.

sound stream stops loading

I have a little sound stream script here, but sometimes if you press play to the next track before the current has done loading the next track doesn't comeplete loading
package player {
import flash.events.Event;
import flash.display.Sprite;
import flash.external.ExternalInterface;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.net.URLRequest;
import player.Loader_bar;
public class Stream extends Sprite {
private var _Sound = null;
private var _Channel = null;
private var isLoading = false;
private var _Loader_bar = null;
public var loader_color = null;
public var loader_width = 0;
public var loader_height = 0;
private var i = 0;
public function Stream(){
this._Loader_bar = new Loader_bar();
addChild(this._Loader_bar);
}
public function cnstr(){
this._Loader_bar.color = this.loader_color;
this._Loader_bar.w = this.loader_width;
this._Loader_bar.h = this.loader_height;
this._Loader_bar.cnstr();
}
public function play(url){
this.stop();
this.close();
this._Sound = new Sound();
this.isLoading = true;
this.addEventListener(Event.ENTER_FRAME, listener_bytesLoaded);
this._Sound.addEventListener(Event.COMPLETE, listener_loadedComplete);
this._Sound.load(new URLRequest(url));
this._Channel = this._Sound.play();
}
public function stop(){
if(this._Channel){
this._Channel.stop();
}
}
private function close(){
if(this.isLoading){
this._Sound.close();
}
}
private function listener_loadedComplete(event){
this.close();
this.isLoading = false;
this.removeEventListener(Event.ENTER_FRAME, listener_bytesLoaded);
}
private function listener_bytesLoaded(event){
var float = this._Sound.bytesLoaded / this._Sound.bytesTotal;
this._Loader_bar.progress(float);
var data = {
i : this.i,
float : float,
loaded : this._Sound.bytesLoaded,
total : this._Sound.bytesTotal
};
ExternalInterface.call('swf2js', 'tst_progress', data);
this.i++;
}
}
}
close():void
Closes the stream, causing any download of data to cease.
try this:
create a boolean like hasLoaded, set it to false. When the sound successfully loads set it to true.
Then when you play a sound you can test for hasLoaded in your play() function. If you have called play() before your previous sound has loaded, hasLoaded will be false, in which case you call this._Sound.close() before creating and loading the new sound. The reason for testing instead of just calling close() is so if you have paused the stream you don't have to reload it to play it again.
ADDITION:
Concerning the load not reporting properly, you have your progress logic set up incorrectly. Try this:
1) import flash.events.ProgressEvent
2) For the listener, replace this.addEventListener(Event.ENTER_FRAME, listener_bytesLoaded); in your play() method with this._Sound.addEventListener(ProgressEvent.PROGRESS, listener_bytesLoaded);
3) Change your listener_bytesLoaded() method to the following:
private function listener_bytesLoaded(event:ProgressEvent)
{
var percent = event.bytesLoaded / event.bytesTotal;
this._Loader_bar.progress(percent);
var data = {
i : this.i,
float : percent,
loaded : event.bytesLoaded,
total : event.bytesTotal
};
ExternalInterface.call('swf2js', 'tst_progress', data);
this.i++;
}
4) Change this.removeEventListener(Event.ENTER_FRAME, listener_bytesLoaded);
in your listener_loadedComplete() method to this._Sound.removeEventListener(ProgressEvent.PROGRESS, listener_bytesLoaded); and then move it out of that method and place it inside the conditional in the close() method.
NOTE - I didn't actually compile this but I think its good to go. Hope that helps. :)

Run-time loading of external assets and re-using preloaded assets in actionscript 3?

I'm creating a 2d flash game (coded in flex/actionscript 3) where assets are downloaded when they are needed. Currently I have it setup like this:
AssetLoader.as
package
{
import flash.display.Loader;
import flash.net.URLRequest;
public class AssetLoader extends Loader
{
//set vars
private var url:String = "http://test.com/client/assets/";
public function AssetLoader(url:String)
{
Logger.log("AssetLoader request: " + this.url + url);
var request:URLRequest = new URLRequest(this.url + url);
this.load(request);
}
}
}
Then, where I want to load the asset I do the following:
var asset:AssetLoader = new AssetLoader("ships/" + graphicId + ".gif");
asset.contentLoaderInfo.addEventListener(Event.COMPLETE, onShipAssetComplete, false, 0, true);
private function onShipAssetComplete(event:Event):void
{
var loader:Loader = Loader(event.target.loader);
shipImage = Bitmap(loader.content);
shipImage.smoothing = true;
addChild(shipImage);
}
The thing is, that this method doesn't check for already downloaded assets, so it will redownload them the second time the same asset is being requested (I think).
So, what I need is an array where all downloaded assets are stored, and on request the name of this asset is checked for existance in the array. So if it has already been downloaded, that asset from memory must be returned rather than redownloaded.
I could make the assetloader a static class, but I have to wait for the event to fire when it's done downloading the image - so I can't simply let a static function return the corresponding image. Any idea how I should do this?
EDIT for an attempt after comments:
package
{
import flash.display.Loader;
import flash.events.Event;
import flash.net.URLRequest;
public final class AssetManager
{
private static var assets:Object = {};
private static var preUrl:String = Settings.ASSETS_PRE_URL;
public static function load(postUrl:String):*
{
if (assets[postUrl])
{ //when the asset already exists
//continue
}
else
{ //the asset still has to be downloaded
var request:URLRequest = new URLRequest(preUrl + postUrl);
var loader:Loader = new Loader();
loader.load(request);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
function(event:Event):void
{
var loader:Loader = Loader(event.target.loader);
assets[postUrl] = loader.content;
}, false, 0, true);
}
}
}
}
EDIT2: another attempt
package
{
import flash.display.Loader;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.net.URLRequest;
public final class AssetManager
{
private static var assets:Object = {};
private static var preUrl:String = Settings.ASSETS_PRE_URL;
public static function load(postUrl:String):*
{
if (assets[postUrl])
{ //the asset already exists
var dispatcher:EventDispatcher = new EventDispatcher();
dispatcher.dispatchEvent(new CustomEvent(CustomEvent.LOAD_COMPLETE, assets[postUrl]));
}
else
{ //the asset still has to be downloaded
var request:URLRequest = new URLRequest(preUrl + postUrl);
var loader:Loader = new Loader();
loader.load(request);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
function(event:Event):void
{
var loader:Loader = Loader(event.target.loader);
assets[postUrl] = loader.content;
var dispatcher:EventDispatcher = new EventDispatcher();
dispatcher.dispatchEvent(new CustomEvent(CustomEvent.LOAD_COMPLETE, assets[postUrl]));
}, false, 0, true);
}
}
}
}
Then, I try the following:
var asset:AssetManager = AssetManager.load("ships/" + graphicId + ".gif");
asset.addEventListener(CustomEvent.LOAD_COMPLETE, onShipAssetComplete, false, 0, true);
But get an error, "undefined method addEventListener by a reference of the type static AssetManager" (roughly translated).
You could add a static object (used as a dictionary with urls for assets as keys and the content for assets as values) in the AssetLoader class and in the same time keep using the class in the way you're using it right now.
private static var assets:Object = {};
The difference would be that your class would need to check against that static object if the URL for the content has already been requested previously. If it has, dispatch the complete event immediately. If it hasn't, follow the normal routine and don't forget to populate your static object with the newly loaded asset.
Update:
This is a quick example of what I meant. I haven't had time to test this, but it should work.
Note:
You must invoke the loadAsset() method of the AssetLoader instances you create in order to actually load the asset. This is consistent with the way the Loader class we're extending works.
You should always add all event listeners BEFORE invoking the loadAsset() method. In your question you're calling the load() method from within the constructor and only afterwards add the event listener for Event.COMPLETE. This could produce strange results.
Here's the code:
package
{
import flash.display.Loader;
import flash.events.Event;
import flash.net.URLRequest;
public class AssetLoader extends Loader
{
private static const BASE_URL:String = 'http://test.com/client/assets/';
public static var storedAssets:Object = {};
private var assetURL:String;
private var urlRequest:URLRequest;
private var cached:Boolean = false;
public function AssetLoader(url:String):void
{
trace('Loading: ' + url);
assetURL = url;
if (storedAssets[assetURL] != null)
{
cached = true;
trace('Cached');
}
else
{
trace('Loading uncached asset');
urlRequest = new URLRequest(BASE_URL + assetURL);
contentLoaderInfo.addEventListener(Event.COMPLETE, OnAssetLoadComplete);
}
}
public function loadAsset():void
{
if (cached)
loadBytes(storedAssets[assetURL]);
else
load(urlRequest);
}
private function OnAssetLoadComplete(event:Event):void
{
storedAssets[assetURL] = contentLoaderInfo.bytes;
trace('Loaded ' + contentLoaderInfo.bytesLoaded + ' bytes');
}
}
}
Update 2:
Here's how one would use the class above:
var assetLdr:AssetLoader = new AssetLoader("ships/" + graphicId + ".gif");
assetLdr.contentLoaderInfo.addEventListener(Event.COMPLETE, onShipAssetComplete);
assetLdr.loadAsset();
private function onShipAssetComplete(event:Event):void
{
var shipImage:Bitmap = Bitmap(event.target.loader.content);
// Do stuff with shipImage
}
Perhaps you should take a look at Bulk Loader. It does the kinds of things your looking to do. If you really want to use a custom solution, it would be a great point of reference, but why reinvent the wheel?
Tyler.
Here is an alteration of your load command to capture the resourceId
public function load(postUrl:String):*
{
var index:int;
if ((index = assetExists(postUrl)) != -1)
{
dispatchEvent(new CustomEvent(CustomEvent.LOAD_COMPLETE, asset[postUrl]));
}
else
{
//the asset still has to be downloaded
var request:URLRequest = new URLRequest(preUrl + postUrl);
var loader:Loader = new Loader();
loader.load(request);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
function(event:Event)
{
// NOTE: not sure on scoping here ...
// pretty sure you're this will be the Loader
// if not just read it off the event like you were before
assets[postUrl] = content;
dispatchEvent(new CustomEvent(CustomEvent.LOAD_COMPLETE, asset[postUrl]));
}, false, 0, true);
}
}
/* In a new file */
public class CustomEvent extends Event
{
public static const LOAD_COMPLETE:String = "CustomEvent_LoadComplete";
// If you know the type you should use it (e.g. Sprite/DisplayObject)
public var content:*;
public function CustomEvent(type:String, _content:*)
{
content = _content;
super(type);
}
}
Note: when you write an Event descendant you should also override the toString and clone methods. I've also cheated on the constructor since you may want to pass through weakReferences and things like that.