Movieclip in Front of include .flv - actionscript-3

I made a .swf Application which goes automatic to the fullscreenmode with the functions
stage.displayState = StageDisplayState.FULL_SCREEN_INTERACTIVE;
stage.scaleMode = StageScaleMode.NO_SCALE;
So what i wanted to do is to start a .flv video and in front of this .flv include, i want to have a Movieclip, which is in front of the .flv Video.
That doesn't work, in the Fullscreen mode. If i minimize the windwow. The Movieclip goes in front of the flv- included video.
So what i need is, to have something like a z-index function in the fullscreenmode.
Can anybody help me
Thanks
Flash Player: 11.4

Assuming you have a reference to every Display Object, you could use swapChildren to swap the depth or the z index:
var index1=this.getChildIndex(child1);
var index2=this.getChildIndex(child2);
this.swapChildren(index1,index2)
where child1 & child2 could be any display object including video player.

I'm not in front of Flash right now so I can't test the problem but I'm sure its considered bad practice to have an app that goes auto-fullscreen by itself on loading. Adobe considered it a security risk and they may have taken security steps that conflict with what you're doing... just a guess though.
"That doesn't work, in the Fullscreen mode. If i minimize the windwow.
The Movieclip goes in front of the flv- included video."
My advice is to make a button somewhere on the screen for going in/out of fullscreen. So when it looks okay in the window mode, click that button to go fullscreen again and then tell me if its okay now or is the problem still happening?
A) If its okay then you need to lose auto-fullscreen and just start with a button on stage. Give it text label like "Start App" or something like that so users know what to do (much better than just throwing them in fullscreen with some unexpected loud video etc).. Anyway when in fullscreen thats when your function should addChild the flv container MC and then your other MC. Use removeChild commands when F.S mode is exited. Make the "Start" button visible or hidden depending on screen mode (F.S is hidden, Window is visible etc).
B) If its not okay you have other problems.. I'm off to sleep but will check later if there's a reply. Peace..

I made my own solution :
var container:Sprite = new Sprite();
container.addChild(logo);
container.addChild(startVideo);
container.swapChildren(logo, startVideo);
this.addChild(container);
Whith this Sprite object it works fine.

Related

How to put music in individual scenes and have it change when i select a new scene

Alright I've managed to make an almost web page style thing in flash. I have all the coding to navigate the pages finished, but now I'm having the issue of when I change pages my main page music continues while the other pages music begins. I.,m unsure of how to code this. can anyone help? also I already have click sound effects going for my buttons and they seem to be working fine. Don't know if that helps at all. I'm also using flash cs6 and don't want to go to cc, because the removal of the bone tool.
To stop a sound, you will need to use a SoundChannel object when you tell the sound to play. Then, with the reference to the SoundChannel, you can stop the sound before you exit the section.
// save this reference for later so you can stop the sound when you want..
var mySoundChannel:SoundChannel = mySound.play(); // Get a sound channel.
// Call this later
mySoundChannel.stop();
Without a SoundChannel to control it, the sound object will do its default behavior, which is to play to completion.
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/media/SoundChannel.html

Flash CS3 (AS3) is giving my graphics (buttons and movieclips) outlines

So, I'm pretty much a beginner in Flash and Actionscript (using AS3, as I said in the title), and I'm trying to make a basic escape the room game. I haven't gotten far, and right now that's because every time I test my game (or publish preview it) the graphics get this annoying outline. Here it is when tested: http://i305.photobucket.com/albums/nn228/chokingondrama/flash.png
Every outline corresponds to some object present in the game, most of which have an alpha component of 0 since they're on different sides of the room. This didn't happen before, but once I added the code that allowed the player to change their view with the arrow (each viewpoint/wall is a different frame) these appeared.
It's a little different when published to HTML, basically it just gives each image a white background: http://i305.photobucket.com/albums/nn228/chokingondrama/html.png
Also, it would be nice if somebody could give me advice on how to make sure importing to flash won't result in lower quality.
Thanks in advance. If needed, I'll post any part of the code.
Some tips:
Don't set alpha to 0, instead use the visible property, setting movieclip.visible = false will make it a lot more efficient.
As for the importing and quality, after you import to stage or library, bring up the library (ctrl + l), and right click on the file you imported, go to properties. If it's an image, set compression to lossless, and allow smoothing.
For audio, go to file-> publish settings, and change audio stream and audio event (whichever you might use) to 128kbps.
As for your main question, I need more info, if you want you can post your source. It might be because of how you are placing your graphics on the stage.
For each of your MovieClips in question:
Try disabling button mode and see if the rectangles go away.
movieClipName.buttonMode = false;
If that doesn't help, or you really want button mode, try setting
movieClipName.tabEnabled = false;
There's a chance that since you added keyboard interaction each of your MovieClips are now expecting to be selected by the user when they press the tab key, much like any normal web form.
tabEnabled in the docs
You could also try
movieClipName.focusRect = false;
focusRect in the docs

Player changes size after external SWF is just loaded (but not used)

I have a flash player I am working on (developing in AS3).
The stage (and player) size are 640x979.
At the bottom of the player I have a control-bar, with play-pause buttons etc.
Here is an image of the player (image).
So far so good.
Now - on most external SWFs that I load - they load OK.
But on some - if I try to load them using the Loader class - the player goes crazy !
The control bar dissappears, and the video is stretched in a funky way. You can see this in the attached image (image).
What is really strange here is - this happens even if I don't add the Loader object as a child !
I just do this :
public function PlayerCtor()
{
swfUrlLoader = new Loader();
swfUrlLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onSwfReceived);
swfUrlLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onSwfIOError);
swfUrlLoader.load(new URLRequest(swfUrl));
}
private function onSwfReceived(e:Event):void
{
swfUrlLoader.contentLoaderInfo.removeEventListener(Event.COMPLETE, onSwfReceived);
swfUrlLoader.contentLoaderInfo.removeEventListener(IOErrorEvent.IO_ERROR, onSwfIOError);
}
.
That's it ! I don't do anything else besides just loading the external SWF !
The only things that I can think about are:
maybe the 'bad' SWF files have some code-behind in them that causes this behavior to happen ?
the 'bad' banners are supposed to be 906x340. I have noticed that
they have animations flying in from 'outside' those boundries ... (I
found this out by decompiling the SWFs using 'Flash Decomplier'
trial).
Here are the SWF banners that are OK and don't do any problems:
Adom-Adom SWF
Mama Off SWF
Here are the 'bad' banners that make my player go crazy:
Cheese SWF
Emek Cheese SWF
Can anyone help me figure out how to prevent this from screwing up my player, please ?
Thank you for everyone who can help !
it sounds like some of the secondary loads are changing the stageAlign and/or the stageScaleMode. see if changing stage.stageAlign and stage.stageScaleMode to the values you expect after the load is complete fixes the problem

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.

Flash video player scrubber dragging past progress bar fill

I'm trying to troubleshoot the scrubber for a custom video player and I'm coming across an issue with the scrubber being dragged past the progress bar fill if the flv hasn't fully loaded.
The player is here:
http://mindfilemultimedia.com/stage/portfolio.html
If you play the video you will see that while the flv is still downloading, when you move the scrubber past the yellow progress bar into the white part of the line, the video player will freeze. It is doing that because the user is telling it to seek to a part of the video that has not been fully downloaded yet. What I want it to do is determine if the flv is still downloading and restrict the user to only be able to drag the scrubber up until the width of the yellow progress bar. Right now I have set the code to retrieve the bytesLoaded and bytesTotal and what I want to do is to say something like (in actionscript 3):
if (videoPlayer.bytesLoaded < videoPlayer.bytesTotal) {
var newBounds:Rectangle = new Rectangle(0, 0, (videoPlayer.bytesLoaded/videoPlayer.bytesTotal) * MovieClip(root).SeekBar.SeekProgressBar.width, 0);
MovieClip(root).SeekBar.SeekBarHandle.startDrag(false, newBounds);
}
I am by no means an actionscript person, so that was my attempt at doing what I needed. I have a feeling that it is not working because I'm accessing the classes incorrectly for the progress bar and the scrubber handle, but I am just taking the default classes as the seekbar was a flash components. Well, I can just be completely wrong. Any help here would be appreciated.
Where are you putting this code? It needs to be put somewhere, where it is updated regularly. Depending on what type of video player you were using you could see what events it dispatches and use an event listener to regularly check how much has been buffered. You could also use the enter frame event although you would need to make sure you stopped listening once the buffer is complete as it would add extra overhead on every frame.
As a side note SeekBar and SeekBarHandle should probably be seekBar and seekBarHandle respectively, as it's standard practice to start instance names with a lowercase letter in actionscript.