I'm having an issue with playing an external SWFs inside the main SWF. Everything loads great, except not on cue. I'm using a simple delay actionscript to pause the main timeline until the external SWFs load, but it doesn't always sync up when testing in browsers.
Is there an AS3 code that I can use to pause the main timeline until the external SWF is finish loading and playing?
I need to do this multiple times through the movie, btw...
Below is the delay and the loadmovie array I'm using.
<--------------//Timer//--------------->
var timer4:Timer = new Timer(1500, 1);
timer4.addEventListener(
TimerEvent.TIMER,
function(evt:TimerEvent):void {
play();
}
);
timer4.start();
<--------------//loadMovie//--------------->
function startLoad()
{
var mLoader:Loader = new Loader();
var mRequest:URLRequest = new URLRequest('flip/note_flip.swf');
mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onCompleteHandler);
mLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgressHandler);
mLoader.load(mRequest);
}
function onCompleteHandler(loadEvent:Event)
{
addChild(loadEvent.currentTarget.content);
}
function onProgressHandler(mProgress:ProgressEvent)
{
var percent:Number = mProgress.bytesLoaded/mProgress.bytesTotal;
trace(percent);
}
startLoad();
The load() method of the loader object is asynchronous. It means that the process will continue to execute next lines of code and loading is done independently. That's why you can see it's not on cue.
The simple way to fix your problem is to stop() all the loaded movies upon Event.COMPLETE and play() them once all the movies are loaded.
Use an array to store the loaded movies and address them once all movies are loaded.
And yeah, the timer hack is pointless, you won't know how long it will take the file to load, it can be different every time.
EDIT:
Let's assume that you've got N movie .swf files that makes a complete scene. You would like to load all of them, and once they're all loaded - play them.
Let's build a simple step-by-step logics:
1) First of all, we need a list of the URL pointing to where the external SWFs are.
2) Then we want to start loading the SWFs one by one (and not altogether) to prevent Flash Player bug of not loading some of the content AND keeping the order of movie clips aka z-index, depth, layer order etc.
3) On each loaded movie we count how many are still left to be loaded.
4) Once all movies are loaded, we play() all these movies.
Here's the code for you (written in a frame in case if you're not using classes and not familiar with OOP):
import flash.display.Loader;
import flash.net.URLRequest;
import flash.events.Event;
import flash.display.MovieClip;
var linkArray:Array = ["1.swf", "2.swf", "3.swf"];
var loadedMovieArray:Array = [];
var totalMovies:int = linkArray.length;
var loadedMovies:int = 0;
var urlRequest:URLRequest = new URLRequest();
var l:Loader = new Loader();
l.contentLoaderInfo.addEventListener(Event.COMPLETE, onMovieLoaded);
loadMovies();
function loadMovies():void
{
var movieIndex:int = loadedMovies;
var movieURL:String = linkArray[movieIndex];
urlRequest.url = movieURL;
l.load(urlRequest);
}
function onMovieLoaded(e:Event):void
{
var loadedMC:MovieClip = l.content as MovieClip;
loadedMC.stop();
loadedMovieArray.push( loadedMC );
loadedMovies++;
if (loadedMovies == totalMovies)
onAllMoviesLoaded();
else
loadMovies();
}
function onAllMoviesLoaded():void
{
for (var i:int = 0; i < loadedMovieArray.length; i++) {
var mc:MovieClip = loadedMovieArray[i];
addChild(mc);
mc.play();
}
}
Related
I have been looking for solutions around here but I can't seem to get it right.
Basically I am trying to load an external swf after clicking on a 'Next' button and it will automatically go to a specific frame eg. frame 8 instead of frame 1.
At first I've got an error of using of using MovieClip function in a Loader and such.
Here's my code
nextBtn.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_1);
var fl_Loader1:Loader;
var fl_ToLoad1:Boolean = true;
function fl_ClickToLoadUnloadSWF_1(event:MouseEvent):void
{
if(fl_ToLoad1)
{
fl_Loader1 = new Loader();
fl_Loader1.load(new URLRequest("projectnowd.swf"));
addChild(fl_Loader1);
var fl_Loader1:MovieClip = event.target.content as MovieClip;
fl_Loader1.gotoAndStop(8);
}
else
{
fl_Loader1.unload();
removeChild(fl_Loader1);
fl_Loader1 = null;
}
fl_ToLoad1 = !fl_ToLoad1;
}
You can access content of loaded swf only after event. Complete was dispatched while loading swf file on to the stage.
Define event handler method to start from 8 th frame
function loaderCompleteHandler(evt:Event):void {
var loadedMovie:MovieClipp = evt.currentTarget.content as MovieClip;
loadedMovie.gotoAndStop(8);
}
Replace if block with below lines of code
if(fl_ToLoad1)
{
fl_Loader1 = new Loader();
fl_Loader1.contentLoaderInfo.addEventListener(Event.COMPLETE, loaderCompleteHandler);
fl_Loader1.load(new URLRequest("projectnowd.swf"));
addChild(fl_Loader1);
}
Happy coding :)
I want to loop a swf file that has been loaded with via the Loader class in AS3.
My code looks as following:
public class MyLoader extends MovieClip {
public function MyLoader() {
var myLoader:Loader = new Loader();
var url:URLRequest = new URLRequest("external-movie.swf");
myLoader.load(url);
myLoader.contentLoaderInfo.addEventListener("complete", function() {
});
addChild(myLoader);
}
}
From what I understand the Loader has no event for when the embedded movie is finished? Is there a way to figure that out? It must not be a AS3 implementation. I just want a movie that has been exported from Indesign to run in a loop. Thanks in advance
Especially when you have little experience programming you should avoid dirty shortcuts as they'll only get you a lot of trouble. So avoid anonymous function and avoid using string in place of static event variables.
This being said, if your loaded movie has its own timeline then it will be converted into a MovieClip. Also that movie is not embedded but loaded and that's a big difference.
Keep a reference of that movie and the loader:
private var theLoadedMovie:MovieClip;
private var myLoader:Loader;
Listen for the INIT event instead of the COMPLETE event (movies with timeline start to play when their first frame is loaded "INIT", the COMPLETE event fires when the whole movie is loaded).
myLoader = new Loader();
var url:URLRequest = new URLRequest("external-movie.swf");
myLoader.load(url);
myLoader.contentLoaderInfo.addEventListener(Event.INIT, handleInit);
In your handleInit method keep a reference of that movie:
theLoadedMovie = myLoader.content as MovieClip;
addChild(theLoadedMovie);
theLoadedMovie.addEventListener(Event.ENTERFRAME, handleEnterFrame);
in your handleEnterFrame method check the movie progress to know when it has ended:
if(theLoadedMovie.currentFrame == theLoadedMovie.totalFrames)
{
//movie has reached then end
}
why this code in Action Script 3 not working when i publish it in html
its worke when i test it in flash program put when i publish it in html not working
some function not working
import flash.events.MouseEvent;
import flash.events.Event;
import flash.display.DisplayObjectContainer;
// The player SWF file on www.youtube.com needs to communicate with your host
// SWF file. Your code must call Security.allowDomain() to allow this
// communication.
Security.allowDomain("www.youtube.com");
// This will hold the API player instance once it is initialized.
var player:Object;
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.INIT, onLoaderInit);
loader.load(new URLRequest("http://www.youtube.com/apiplayer?version=3"));
function onLoaderInit(event:Event):void {
addChild(loader);
loader.content.addEventListener("onReady", onPlayerReady);
}
function autoClick():void
{
//=========================
//Some nested children, we need to dig through a bit to get to the LargePlayButton
var safeLoader:DisplayObjectContainer = (loader.content as DisplayObjectContainer).getChildAt(0) as DisplayObjectContainer;
var videoApplication:DisplayObjectContainer = safeLoader.getChildAt(0) as DisplayObjectContainer;
var largePlayBtn:DisplayObjectContainer = videoApplication.getChildAt(6) as DisplayObjectContainer;
//=========================
//And finally dispatching our event to this button. It will think that a person has clicked it
largePlayBtn.dispatchEvent(new MouseEvent(MouseEvent.CLICK,
true,
true,
stage.stageWidth / 2,
stage.stageHeight / 2));
}
function onPlayerReady(event:Event):void {
// Event.data contains the event parameter, which is the Player API ID
trace("player ready:", Object(event).data);
// Once this event has been dispatched by the player, we can use
// cueVideoById, loadVideoById, cueVideoByUrl and loadVideoByUrl
// to load a particular YouTube video.
player = loader.content;
// Set appropriate player dimensions for your application
player.setSize(300, 250);
player.cueVideoById("zlOB8nPdPG8",0);
//====================================================
//As long as player is loaded we can call our function
autoClick();
}
pleas help me to solve this problem fast
I tried your code, and HTML does work.
Just that it won't work if you double click to open it, it need to open it in a webserver. Do you have Apache / MAMP / XAMMP / Appserv installed on your machine?
I'm trying to load 3 different tickers in 3 different containers.
When I delete this line:
loader2.load(new URLRequest("http://tickers.playtech.com/jackpots/new_jackpot.swf?casino=cityclub&info=1&game=bl&font_face=Arial&bold=true&font_color=FFFFFF&bg_color=240000&font_size=24¤cy=eur"));
loader3.load(new URLRequest("http://tickers.playtech.com/jackpots/new_jackpot.swf?casino=cityclub&info=1&game=bl&font_face=Arial&bold=true&font_color=FFFFFF&bg_color=240000&font_size=24¤cy=eur"));
and load them separately they works fine:
but when i load them together, just as the written in this document in adobe, all three tickers showing the same number:
package {
import flash.display.MovieClip;
import flash.net.URLRequest;
import flash.display.Loader;
public class importExternalSWF extends MovieClip {
private var loader:Loader = new Loader();
private var loader2:Loader = new Loader();
private var loader3:Loader = new Loader();
public function importExternalSWF() {
loader.load(new URLRequest("http://tickers.playtech.com/jackpots/new_jackpot.swf?casino=cityclub&info=1&game=mrj-4&font_face=Arial&bold=true&font_color=FFFFFF&bg_color=240000&font_size=24¤cy=eur"));
loader2.load(new URLRequest("http://tickers.playtech.com/jackpots/new_jackpot.swf?casino=cityclub&info=1&game=bl&font_face=Arial&bold=true&font_color=FFFFFF&bg_color=240000&font_size=24¤cy=eur"));
loader3.load(new URLRequest("http://tickers.playtech.com/jackpots/new_jackpot.swf?casino=cityclub&info=1&game=grel&font_face=Arial&bold=true&font_color=FFFFFF&bg_color=240000&font_size=24¤cy=eur"));
ticker1.addChild(loader);
ticker1.width=50;
ticker1.height=20;
ticker2.addChild(loader2);
ticker2.width=50;
ticker2.height=20;
ticker3.addChild(loader3);
ticker3.width=50;
ticker3.height=20;
}
}
}
I cant find solution anywhere
Thanks
edit
I rewrite my code to this, and its still the same result
public class importExternalSWF extends MovieClip {
public function importExternalSWF() {
var url = "http://tickers.playtech.com/jackpots/new_jackpot.swf";
var urlParams:Array = ["grel", "bl", "game=mrj-4"];
var tickers:Array = [ticker1, ticker2, ticker3];
var tickerHeight:Number = 50;
var tickerWidth:Number = 50;
loadUrls();
function loadUrls():void {
for(var i:uint = 0; i<urlParams.length; i++)
{
var urlLoader = new Loader();
var flashvars:URLVariables = new URLVariables();
flashvars["casino"] = "cityclub";
flashvars["info"] = "1";
flashvars["game"] = urlParams[i];
flashvars["currency"] = "eur";
flashvars["font_face"] = "arial";
flashvars["bold"] = "true";
flashvars["font_size"] = "10";
flashvars["bg_color"] = "0x000000";
flashvars["font_color"] = "ffffff";
var request:URLRequest = new URLRequest(url);
request.data = flashvars;
urlLoader.load(request);
tickers[i].width=tickerWidth;
tickers[i].height=tickerHeight;
tickers[i].addChild(urlLoader);
}
}
}
I suspect that the external SWF file sets some variables on the root level. Therefore each load will override the previous values and you'll end up with the same score in all "tickers".
Most likely this interference can be resolved by loading each SWF into its own ApplicationDomain. By default, SWFs are being loaded into the same ApplicationDomain and share their code.
So instead of doing this:
urlLoader.load(request);
You should do soemthing like this:
// create a new LoaderContext with a spearate ApplicationDomain
var context:LoaderContext = new LoaderContext(false, new ApplicationDomain());
// load the request and use the context with the separate ApplicationDomain
urlLoader.load(request, context);
I have bad news, i tried everything, but I can't load correctly the swf files. So, I have started to investigate this, and i found that, first, your SWF has AVM1Movie format (new_jackpot.swf), so, I conclude that this SWF was created with version 1 or 2 of ActionScript. If you see the reference of AVM1Movie Class (here the link), says the following:
There are several restrictions on an AVM1 SWF file loaded by an AVM2 SWF file:
The AVM1 SWF file that is loaded by an AVM2 SWF file cannot load another SWF file into this. That is, it cannot load another SWF file over itself. However, child Sprite objects, MovieClip objects, or other AVM1 SWF files loaded by this SWF file can load into this.
Then, i tried too, with a library that implements Threads in Flex, and found this (here this link async-threading):
The Actionscript Virtual Machine (AVM) in the Flash Player is severely limited by only having one thread...
I have created several projects using Loaders, SWFLoaders, ByteArrays, etc, all this in actionscript 3 in Flex SDK 3.2.
Maybe if you create this project in a previous version could work, or try to use same library that implements threads.
Anyway if I find something more, will edit this answer with another solution that's right.
Try adding a 1 after «laoder» at these places:
private var loader:Loader = new Loader();
loader.load(new URLRequest("http://tickers.playtech.com/jackpots/new_jackpot.swf?casino=cityclub&info=1&game=mrj-4&font_face=Arial&bold=true&font_color=FFFFFF&bg_color=240000&font_size=24¤cy=eur"));
There was no solution to this issue due to lack of compatibility from third part company that provides the tickers.
I am working on a Flash scene that reads from an XML file to "build" up an animation itself.
Reading the XML is no problem, that works like a charm. My issue is when I come to placing the assets (images) on to the stage.
My code is below:
import flash.display.Sprite;
import flash.display.Loader;
import flash.net.URLRequest;
import flash.display.MovieClip;
var xmlLoader:URLLoader;
var builderXml:XML;
var container:MovieClip = new MovieClip();
var assetsArray:Array = new Array();
var bg:Sprite;
stage.addChild(container);
init();
function init():void
{
xmlLoader = new URLLoader();
xmlLoader.load(new URLRequest("build_me.xml"));
xmlLoader.addEventListener(Event.COMPLETE, processXML);
}
function processXML(e:Event):void {
builderXml = new XML(e.target.data);
for (var i:int = 0; i < builderXml.assets.*.length(); i++){
var image:MovieClip = new MovieClip();
var assetArray:Array = new Array();
image.x = builderXml.assets.asset[i].start.position.x;
image.y = builderXml.assets.asset[i].start.position.y;
trace(image.x);
assetArray.push(builderXml.assets.asset[i].source);
assetArray.push(builderXml.assets.asset[i].start.scale);
assetArray.push(builderXml.assets.asset[i].start.position.x);
assetArray.push(builderXml.assets.asset[i].start.position.y);
assetArray.push(builderXml.assets.asset[i].start.rotation);
assetArray.push(image);
assetsArray.push(assetArray);
var lc:LoaderContext = new LoaderContext();
lc.checkPolicyFile = false;
var loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onImageLoaded);
var _myURLRequest = new URLRequest(builderXml.assets.asset[i].source);
loader.load(_myURLRequest, lc);
function onImageLoaded(e:Event):void
{
loader.contentLoaderInfo.removeEventListener(Event.COMPLETE, onImageLoaded);
image.addChild(e.target.content);
}
container.addChild(assetsArray[i][5]);
}
trace(assetsArray);
}
My XML has 2 assets listed, one 1280 x 720 image for a backdrop and the other is a simple logo that I want to position, using set x and y coordinates.
The problem is that both assets are being added to the same movieclip, despite the fact I am creating a new MC instance inside the FOR loop.
How can I get the assets to adhere to separate movieclips that I can then store in the array (pretty sure I am storing the current MC properly in the array, just happens that the MC contains 2 images, not 1 a piece)
Also, why is it that I cannot access the variable "i" inside the "onImageLoaded" function? It sits inside the FOR loop...
You are using a global variable inside a listener, and expect it to not being changed when the listener would actually fire. Listeners are asynchronous, so you should track which of the loaders fired a Event.COMPLETE event so that you could retrieve a correct instance of image MC out of those prepared at the XML parsing step, and only then stuff the loader's content inside it. This my answer has a method of doing just that, the method you should use is similar to the one that's used to retrieve a corresponding progress bar over there.