I am working with AS3.
I simply can't remember what eventListener to use if I want it to start my function up by it self (as in not a mouseevent.CLICK)
It is intended for a quick flash banner, that should just start up when ever a user enters the site where it is located.
You don't need to hook into an event for this.
When the site is loaded, the swf will load and play.
If the site is refreshed, then the swf will be reloaded (from cache) and be replayed
So any code that instanciates your app will be executed.
You can do loaderInfo.addEventListener(Event.COMPLETE, _YourFunctionToBeExecuted) if you want to do something when your swf file has been loaded completely
Or
You can do addEventListener(Event.ADDED_TO_STAGE, _YourFunctionToBeExecuted) if you want to run your code when the display object has been added to the stage
Related
I've got a swf with some js callbacks registered using ExternalInterface. I hide and show the swf repeatedly, and I've learned that ExternalInterface is not available when the swf is hidden. I also noticed that the swfs constructor is called every time it shows again, which I've used to make sure I don't try to call an ExternalInterface function before its available. This makes me wonder though if there is also some way to reliably tell from inside the swf when it is hidden? I know as3 classes don't have destructors, but is there anything similar that could be used to fire an ExternalInterface event right before the swf becomes unavailable again? REMOVED_FROM_STAGE doesn't seem to help out with detecting this as it doesn't fire at all.
I'm using several methods of hiding and showing btw. Sometimes using angular's ng-hide/ng-show and sometimes the swf is within a bootstrap modal window.
Also, I've noticed Flash Builder can somehow tell when the swf unloads. I can add a button that sets 'display: none' on the embedded <object> and I get the [Unload SWF] message in the console in Flash Builder. Is this just a feature of the debug player, or is there some secret event Flash Builder knows of that I have yet to find?
You can use this code to check if a SWF can call ExternalInterface:
if(ExternalInterface.available) {
ExternalInterface.call("console.log","hello browser");
}
I've made a project that uses a preloader in the scene 1 and the content continues in the scene 2. The preloader have the follow code:
stop();
this.loaderInfo.addEventListener(ProgressEvent.PROGRESS, loading);
this.loaderInfo.addEventListener(Event.COMPLETE, loaded);
function loading(e:ProgressEvent):void {
text_txt.text = "Loading... "+int((this.stage.loaderInfo.bytesLoaded/this.stage.loaderInfo.bytesTotal)*100)+"%";
}
function loaded(e:Event):void {
play();
}
When i tested in the local machine it worked, but when i upload to the server online the preloader shots to 100% and don't show the progress percent.
I've tried export classes to the frame 2 and error still continues. I'm using just only one TextField on the stage.
It's most likely one of the following two issues:
The .swf is delivered by the server gzipped. This prevents the swf from starting until the whole file has been downloaded. You can see if it's being gzipped by opening the Dev tools (F12) in Chrome, go to the "network" tab and select the .swf and check for "Content-Encoding:gzip" under the "Response headers" headline. Note that you need to clear the browser cache first to make the browser download the .swf from the server, otherwise the Response headers won't be visible. Here's a relevant thread talking about gzip and swf: Preloader flash AS3 it's no longer working [GZIP issue].
You embed the .swf on the html page with wmode parameter set to "transparent". It's a known bug several years old, so I would be surprised if that is still relevant today. But if you do embed with wmode it's a quick test to remove that parameter and see if the problem is resolved.
I have created a plugin-enabled flash which reads a configuration file and loads several other flash files. All the files have been created by Adobe Flash CS5 . Recently i had to create a flex application which i want to load on stage of the main flash.
this.addChild(this.movieLoader);
this.movieLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, LoadedM);
this.movieLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, loadError);
this.movieLoader.load(new URLRequest(fmovie));
The LoadedM(..) is triggered every time and the loaded flash is placed into stage and positioned in LoadedM(..) .
When i load a FlashCS5 created swf, the loader.content is of type [object MainTimeline] while when i load the Flex4 application the loader.content is of type [object _Main_mx_managers_SystemManager]
My problem is that the flex application is not visible on stage nor the initialized/created events of the flex app are triggered even thow debug shows full load of the file.
I have already tried this solution but didnt do any good. i've checked the Event.INIT event of the loaded instead of Event.INIT and it's being triggered. But the anthropod debugged doest not report the the initialization of the flex app take place.
What am i missing?
Thanks in advance
You can read more about the problem at http://old.troygilbert.com/2009/05/loading-flex-based-swfs-in-as3-only-swfs/
If the above does not work, make sure that you are publishing your swf for flashplayer 10.2+
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.
I am importing several external files using the Loader-class, and one of them is an swf-file. When doing so (I had done it successfully before, so did not expect any issues), I ran into all sorts of errors, and finally Flash crashed.
I put down a trace in the constructor function, and it didn't trace just once, but kept on tracing, suggesting that the constructor was stuck on loop. I guess the loading of too many of the same swf is what causes flash to eventually crash.
Here is my code (the swf im loading is now a simple test-file which contains an image and no code):
private var slides:Loader = new Loader();
public function DocumentClass()
{
trace(1)
slides.load(new URLRequest("Resources/Slides.swf"));
slides.contentLoaderInfo.addEventListener(Event.COMPLETE, SlidesComplete);
}
public function SlidesComplete(evt:Event):void
{
slides.contentLoaderInfo.removeEventListener(Event.COMPLETE, SlidesComplete);
addChild(slides);
}
This traces "11111111111..." and everything dies in the end.
HELP!
Try putting a stop() action at the top of the swf you load in (either in actionscript, or on the timeline). It's possible that the swf is being loaded in and is running a play and running on loop in the mean time (hence your code running over and over).
I would do a progress watch until the swf is fully loaded, then jump to your display frame:
Create a section for loading (your choice if you want to use a preloader)
Create another section (set of keyframes) for loaded content. I use keyframes because it's easy, but you could also wait to instantiate classes until loading is complete.
Below is a snippet I occasional build from:
// stop the playhead from moving ahead
stop(); // you can also use gotoAndStop("loading"); if you want
function loaderProgressHandler(event:Event):void {
// switch the framehead to main which will show your content
if(event.bytesLoaded >= event.bytesTotal) {
event.target.removeEventListener(Event.PROGRESS, this.loaderProgressHandler);
this.gotoAndStop("main");
}
}
this.loaderInfo.addEventListener(Event.PROGRESS, this.loaderProgressHandler);
Hope that helps!
I was just stuck on this same problem.
In my case it turned out that the problem was down to the swf having the same document class name as the swf that was loading it.
eg. Main.as was loading another swf that also had its document class called Main.as - Changing this to anything else solved the infinite loop.