I need to put some thumbnails on the stage. they have different width and I need to get the width after They are loaded.I used the listener to find the width but the function which listener should call doesnt run.
why my code doesn't enter to the function of loadThumbs?
function makeScroller():void
{
for (var item:uint = 0; item < 7; item++ )
{
var thisOne:MovieClip = new MovieClip();
var blackBox:Sprite = new Sprite();
var thisThumb:Sprite = new Sprite();
var imageLoader:Loader = new Loader();
imageLoader.load(new URLRequest(thumbList[item]));
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,loadThumbs);
function loadThumbs (e:Event):void
{
blackBox.graphics.beginFill(0xFFFFFF);
blackBox.graphics.drawRect(-1,-1,imageLoader.width,imageLoader.height);
thisOne.addChild(blackBox);
thisOne.blackBox = blackBox;
thisOne.x = tsX;
thisThumb.addChild(imageLoader);
thisOne.addChild(thisThumb);
tsX += imageLoader.width;
scroller.addChild(thisOne);
}
}
}
I have just tried a more simplified version of your code without any issues, maybe try this:
NOTE: Best practice is to add the COMPLETE listener BEFORE you call load also...
function makeScroller():void
{
var imageLoader:Loader = new Loader();
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadedHandler);
imageLoader.load(new URLRequest("http://images.imagecomics.com/c/2012/IMG120350.jpg"));
function loadedHandler(e:Event):void
{
trace("loaded");
}
}
makeScroller();
Related
I recently have been converting an as2 fla to as3 (new to AS3) and have the entire thing working on export, but I am getting an error when I try to remove previously loaded swf's before a new swf is loaded
ArgumentError: Error #2025: The supplied DisplayObject
must be a child of the caller.
at flash.display::DisplayObjectContainer/removeChild()
at MethodInfo-11()
I know the error relates to my removeChild code here:
`stage.addEventListener(MouseEvent.CLICK, removeSWF);
function removeSWF (e:MouseEvent):void
{
if(vBox.numChildren !=0){
// swfLoader.unloadAndStop();
vBox.removeChild(swfLoader);// empty the movieClip memory
}
}`
However, I cannot seem to find a suitable rewrite for this code that will work and not have an error. This code IS working, so I'm not sure if it would be worth my time to fix this error, or just leave it. I've already messed with it for a couple days, so at this point it's just frustrating me that I cannot fix it.
The stage mouse click listener is useful in this case because I have a back button not shown in this code that clears the loaded swf's before moving to another scene.
Does anyone see a simple solution for this, or do you think it is unnecessary to pursue since the code does what I require?
ENTIRE CODE:
function launchSWF(vBox, vFile):void {
var swfLoader:Loader = new Loader();
var swfURL:URLRequest = new URLRequest(vFile);
swfLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgressHandler);
swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadProdComplete);
swfLoader.load(swfURL);
function loadProdComplete(e:Event):void {
trace("swf file loaded");
vBox.removeChild(preLoader);
vBox.addChild(swfLoader);
currentSWF = MovieClip(swfLoader.content);
currentSWF.gotoAndPlay(1);
currentSWF.addEventListener(Event.ENTER_FRAME , checkLastFrame);
swfLoader.x = 165;
swfLoader.y = 15;
function checkLastFrame(e:Event):void {
if (currentSWF.currentFrame == currentSWF.totalFrames) {
currentSWF.stop();
// trace("DONE");
}
}
}
var preLoader:loader = new loader();
preLoader.x = 450;
preLoader.y = 280;
vBox.addChild(preLoader);
function onProgressHandler(event:ProgressEvent){
var dataAmountLoaded:Number=event.bytesLoaded/event.bytesTotal*100;
//preLoader.bar.scaleX = dataAmountLoaded/100;
preLoader.lpc.text= int(dataAmountLoaded)+"%";
//trace(preLoader.bar.scaleX );
}
//NEW ERRORS BUT WORKING
stage.addEventListener(MouseEvent.CLICK, removeSWF);
function removeSWF (e:MouseEvent):void
{
if(vBox.numChildren !=0){
// swfLoader.unloadAndStop();
vBox.removeChild(swfLoader);// empty the movieClip memory
}
}
}
var container:MovieClip = new MovieClip();
var currentSWF:MovieClip = new MovieClip();
fall_b.addEventListener(MouseEvent.CLICK, fall_bClick);
function fall_bClick(e:MouseEvent):void {
var swfFile:String = 'load/fall.swf';
launchSWF(container, swfFile);
addChild(container);
}
face_b.addEventListener(MouseEvent.CLICK, face_bClick);
function face_bClick(e:MouseEvent):void {
var swfFile:String = 'load/face.swf';
launchSWF(container, swfFile);
addChild(container);
}
rott_b.addEventListener(MouseEvent.CLICK, rott_bClick);
function rott_bClick(e:MouseEvent):void {
var swfFile:String = 'load/rottgut.swf';
launchSWF(container, swfFile);
addChild(container);
}
//MORE SWFS...
Any advice anyone has is appreciated
First of all function launchSWF(vBox, vFile):void { isn't closed. You've also got function inside functions which is easy enough for you to solve if you click the lines the curly brackets start and end on to track them.
I can't see anything wrong with the code you said has an error but I'm guessing this isn't all the code. If you using Flash Professisonal you can use permit debugging to show the line the error is on.
EDIT: Please note this hasn't been tested as I'm on my mobile writing out code. That being said this should now work:
var container:MovieClip;
var currentSWF:MovieClip;
var swfFile:String;
var swfLoader:Loader;
var preLoader:Loader;
var swfURL:URLRequest;
init();
function init():void {
preLoader = new Loader();
preLoader.x = 450;
preLoader.y = 280;
vBox.addChild(preLoader);
container = new MovieClip();
currentSWF = new MovieClip();
fall_b.addEventListener(MouseEvent.CLICK, fall_bClick);
face_b.addEventListener(MouseEvent.CLICK, face_bClick);
rott_b.addEventListener(MouseEvent.CLICK, rott_bClick);
stage.addEventListener(MouseEvent.CLICK, removeSWF);
}
function launchSWF(vBox, vFile):void {
swfLoader = new Loader();
swfURL = new URLRequest(vFile);
swfLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgressHandler);
swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadProdComplete);
swfLoader.load(swfURL);
}
function loadProdComplete(e:Event):void {
trace("swf file loaded");
vBox.removeChild(preLoader);
vBox.addChild(swfLoader);
currentSWF = MovieClip(swfLoader.content);
currentSWF.gotoAndPlay(1);
currentSWF.addEventListener(Event.ENTER_FRAME , checkLastFrame);
swfLoader.x = 165;
swfLoader.y = 15;
}
function checkLastFrame(e:Event):void {
if (currentSWF.currentFrame == currentSWF.totalFrames) {
currentSWF.stop();
// trace("DONE");
}
}
function onProgressHandler(event:ProgressEvent) {
var dataAmountLoaded:Number = (event.bytesLoaded / event.bytesTotal * 100);
//preLoader.bar.scaleX = dataAmountLoaded/100;
preLoader.lpc.text = int(dataAmountLoaded)+"%";
//trace(preLoader.bar.scaleX );
}
function removeSWF (e:MouseEvent):void {
if(vBox.numChildren !=0){
//swfLoader.unloadAndStop();
vBox.removeChild(swfLoader);// empty the movieClip memory
}
}
function fall_bClick(e:MouseEvent):void {
swfFile = 'load/fall.swf';
launchSWF(container, swfFile);
addChild(container);
}
function face_bClick(e:MouseEvent):void {
swfFile = 'load/face.swf';
launchSWF(container, swfFile);
addChild(container);
}
function rott_bClick(e:MouseEvent):void {
swfFile = 'load/rottgut.swf';
launchSWF(container, swfFile);
addChild(container);
}
I have this rewritten. I could not get the vBox errors cleared in the original code, and I was getting many other errors with what was posted. The vBox code was seen on a tutorial. I think it was supposed to reference the loader for the preloader and the swf, and vFile was for the actual .swf. The following code preloads multiple swfs and clears them with no errors. I appreciate your help AntBirch. I'm beginning to understand loaders in as3 a little more now.
//LOAD FIRST PIECE ON OPEN (required to removeChild later)
var swfLoader:Loader = new Loader();
var defaultSWF:URLRequest = new URLRequest("load/fall.swf");
swfLoader.load(defaultSWF);
swfLoader.x = 165;
swfLoader.y = 15;
addChild(swfLoader);
//PRELOADER
var preLoader:loader = new loader();
preLoader.x = 450;
preLoader.y = 280;
function loadProdComplete(e:Event):void {
trace("swf file loaded");
removeChild(preLoader);
addChild(swfLoader);
}
function onProgressHandler(event:ProgressEvent){
var dataAmountLoaded:Number=event.bytesLoaded/event.bytesTotal*100;
preLoader.lpc.text= int(dataAmountLoaded)+"%";
}
//BUTTONS
function btnClick(event:MouseEvent):void {
swfLoader.unloadAndStop();
removeChild(swfLoader);
swfLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgressHandler);
swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadProdComplete);
addChild(preLoader);
var newSWFRequest:URLRequest = new URLRequest("load/" + event.target.name + ".swf");
swfLoader.load(newSWFRequest);
swfLoader.x = 165;
swfLoader.y = 15;;
addChild(swfLoader);
}
// BUTTON LISTENERS
fall.addEventListener(MouseEvent.CLICK, btnClick);
face.addEventListener(MouseEvent.CLICK, btnClick);
rott.addEventListener(MouseEvent.CLICK, btnClick);
angel.addEventListener(MouseEvent.CLICK, btnClick);
ratts.addEventListener(MouseEvent.CLICK, btnClick);
metal.addEventListener(MouseEvent.CLICK, btnClick);
//etc...
//BACK BUTTON
BB3.addEventListener(MouseEvent.CLICK, BB3Click);
function BB3Click(e:MouseEvent):void {
swfLoader.unloadAndStop();
removeChild(swfLoader);
this.gotoAndPlay(1 ,"Scene 2")
}
I have created a container(or a movieclip) that will add the photos in order and display on the stage. however, because of the different file size, it will add the smallest file size photo first. how i can solve this issue. please see the sample code below
// image0.jpg -> 3k
// image1.jpg -> 2k
// image2.jpg -> 1k
// image3.jpg -> 2k
// image5.jpg -> 1k
var photoPath:Array = new Array();
var photoContainer:MovieClip = new MovieClip();
photoPath.push('image0.jpg');
photoPath.push('image1.jpg');
photoPath.push('image2.jpg');
photoPath.push('image3.jpg');
photoPath.push('image4.jpg');
for(var i = 0; i < photoPath.length; i++)
{
var loader:Loader = new Loader();
loader.load(URLRequest(photoPath[i]));
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, photoLoaded);
}
function photoLoaded(e:Event):void
{
photoContainer.addChild(e.target.content);
}
//output will looks like (image2,image5,image1,image3,image0) instead of 0,1,2,3,4,5
There are quite a few ways to handle this issue, probably the easiest way to retrofit your current code is to add the Loader to the displaylist as it is instantiated. This will guarantee that they're placed in the photoContainer in the correct order. If you absolutely need the bitmap itself to be in the displaylist as opposed to the loader itself, you can address this in your photoLoaded method:
import flash.display.Loader;
var photoPath:Array = new Array();
var photoContainer:MovieClip = new MovieClip();
photoPath.push('image0.jpg');
photoPath.push('image1.jpg');
photoPath.push('image2.jpg');
photoPath.push('image3.jpg');
photoPath.push('image4.jpg');
for(var i = 0; i < photoPath.length; i++)
{
var loader:Loader = new Loader();
photoContainer.addChild(loader); //add the loader to photoContainer
loader.load(new URLRequest(photoPath[i]));
//you only actually have to listen for complete below if you want to replace the loader with its contents
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, photoLoaded);
}
function photoLoaded(e:Event):void
{
var loader:Loader = e.target.loader;
var index:int = photoContainer.getChildIndex(loader);
// this will add the contents of the loader in the same order the loader was originally added
photoContainer.addChildAt(loader.content, index);
photoContainer.removeChild(loader);
}
Simply loads and adds the photos to the container in the order given in the array:
var photoPath:Array = new Array();
var photoContainer:MovieClip = new MovieClip();
var i:int = 0;
photoPath.push('image0.jpg');
photoPath.push('image1.jpg');
photoPath.push('image2.jpg');
photoPath.push('image3.jpg');
photoPath.push('image4.jpg');
loadPhoto(i);
function loadPhoto(i:int):void
{
var loader:Loader = new Loader();
loader.load(new URLRequest(photoPath[i]));
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, photoLoaded);
}
function photoLoaded(e:Event):void
{
photoContainer.addChild(e.target.content);
trace(e.target.url); // Verify
if(i<photoPath.length-1) loadPhoto(++i);
}
Output:
image0.jpg
image1.jpg
image2.jpg
image3.jpg
image4.jpg
When I mouse over the buttonSprite, it adds displaySprite to the stage, and when I mouse out buttonSprite, the displaySprite is removed.
My problem is that when I swiftly mouse over and out the buttonSprite several times, the displaySprite is not be removed and an error message(Error #1009) is displayed. Even I type "displaySprite = null", it's still not working. Any suggestions? Thanks
var buttonSprite:Sprite = new Sprite();
addChild(buttonSprite);
buttonSprite.addEventListener(MouseEvent.MOUSE_OVER, overSprite);
var displaySprite:Sprite;
function overSprite(e:MouseEvent):void{
displaySprite = new Sprite();
addChild(displaySprite);
buttonSprite.addEventListener(MouseEvent.MOUSE_OUT, outSprite);
}
function outSprite(e:MouseEvent):void{
removeChild(displaySprite);
displaySprite = null;
}
There is no guarantee that the events will fire in order.
In your case you do not have to instantiate the displaySprite multiple times.
Just don't null it out and the object will be there.
var buttonSprite:Sprite = new Sprite();
addChild(buttonSprite);
buttonSprite.addEventListener(MouseEvent.MOUSE_OVER, overSprite);
//you only need to create it once.
var displaySprite:Sprite = new Sprite();
function overSprite(e:MouseEvent):void{
addChild(displaySprite);
buttonSprite.addEventListener(MouseEvent.MOUSE_OUT, outSprite);
}
function outSprite(e:MouseEvent):void{
removeChild(displaySprite);
}
How about this?
var buttonSprite:Sprite = new Sprite();
addChild(buttonSprite);
buttonSprite.addEventListener(MouseEvent.MOUSE_OVER, overSprite);
buttonSprite.addEventListener(MouseEvent.MOUSE_OUT, outSprite);
var displaySprite:Sprite;
addChild(displaySprite);
displaySprite.visible=false;
function overSprite(e:MouseEvent):void
{
displaySprite.visible = true;
}
function outSprite(e:MouseEvent):void
{
displaySprite.visible = false;
}
The problem is MouseEvent.MOUSE_OVER is dispatched multiple times when you mouse over a display object. What you should try is MouseEvent.ROLL_OVER and MouseEvent.ROLL_OUT those two events are dispatched once.
Something along the lines of :
var buttonSprite:Sprite = new Sprite();
addChild(buttonSprite);
buttonSprite.addEventListener(MouseEvent.ROLL_OVER, overSprite);
buttonSprite.addEventListener(MouseEvent.ROLL_OUT, outSprite);
var displaySprite:Sprite;
function overSprite(e:MouseEvent):void
{
if(!displaySprite)
{
displaySprite = new Sprite();
addChild(displaySprite);
}
}
function outSprite(e:MouseEvent):void{
if(displaySprite)
{
removeChild(displaySprite);
displaySprite = null;
}
}
With the code below I created some imgMcA and some imgMcB then I loaded images into imgMcA ones. ImgMcBs have no image at that moment. So if one of imgMcA is clicked the image should be transferred to one of the empty imgMcBs (may be randomly) and if imgmcB is clicked later the image should move back to its imgMcA back. I could not find out how I can accomplish this.
Thanks in advance
function imageList(mcname, img, index){
var imgMcA:MovieClip=new MovieClip();
imgMcA.graphics.beginFill(0x000000);
imgMcA.graphics.drawRect(0,0,imgWidth,imgHeight);
imgMcA.graphics.endFill();
imgMcA.name=lemma;
imgMcA.addEventListener(MouseEvent.CLICK, moveImage);
var imgMcB:MovieClip=new MovieClip();
imgMcB.graphics.beginFill(0x000000);
imgMcB.graphics.drawRect(0,0,imgWidth,imgHeight);
imgMcB.graphics.endFill();
imgMcB.name=index;
addChild(imgMcB);
var imgLoader:Loader = new Loader();
imgLoader.load(new URLRequest(img));
imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, changeProperties);
imgLoader.mouseEnabled=false;
imgMcA.addChild(imgLoader);
}
function moveImage(evnt:MouseEvent){
}
You could linked mcA & mcB by adding them to the same parent.
function createBlock():void
{
var imgLoader:Loader = new Loader();
//add the loading code here...
var mcA:Sprite = new Sprite();
var mcB:Sprite = new Sprite();
// add Click event listeners for both Mcs here...
var parent:Sprite = new Sprite();
//add Children
parent.addChild(mcA);
parent.addChild(mcB);
addChild(parent);
}
function mouseClickHandler(event:MouseEvent)
{
var dispatcher:Sprite = event.currentTarget as Sprite;
//if you added a Loader to it
if( dispatcher.numChildren > 0)
{
//retrieve the image
var img:Loader = dispatcher.getChildAt(0);
//identify the parent
var parent:Sprite = dispatcher.parent;
var index:int = parent.getChildIndex(dispatcher);
//identify the receiving MC
//of course this only works with two children!!!
if(index > 0)
var receiver:Sprite = parent.getChildAt(0) as Sprite;
else
receiver = parent.getChildAt(1) as Sprite;
//add the image to the other MC
receiver.addChild(img);
}
}
The rest is not too complicated to achieve. You will need to use a Boolean and add a TextField. If the TextField contains text, set the Boolean to true.
It may be worth looking at Classes or you could use an Object as a container for the MovieClips, the TextField and the Boolean, although a Class will give you more flexibility...
With a Class, you wouldn't have to iterate in order to find what does what. Your Click listener would look something like this:
private function mouseClickHandler(event:MouseEvent)
{
receiver.addChild( image );
if( hasText)
imageReturn();
}
I am running a loop to pull thumbs into a containing movieclip from an xml list. What I want to do is have the thumb's parent movieclip fade in after they are done loading, but I can't figure out how to reference the parent once it's loaded.
My code(which currently doesn't work the way I want it):
var vsThumb:articleBox;
var currentarticleX:Number = 0;
var articleLinkURL:String;
var articleImageURL:String;
var articleText:String;
var vsThumbLoader:Loader;
var next_x:Number;
next_x = 9;
var thumbAlphaTween:Tween;
var articlevsThumb:Array = new Array();
function loadarticleHeadlines():void
{
for (var i:int = 0; i < egarticleXml.articlelist.articleitem.length(); i++)
{
vsThumb = new articleBox();
vsThumb.alpha = 0;
vsThumbLoader = new Loader();
vsThumbLoader.load(new URLRequest(egarticleXml.articlelist.articleitem[i].articlethumbnail));
articleListContainter.addChild(vsThumb);
vsThumb.articleImage.addChild(vsThumbLoader);
vsThumb.articleTitle.text = egarticleXml.articlelist.articleitem[i].articletitle;
titleAutosize(vsThumb.articleTitle);
vsThumb.x = next_x;
next_x += 260;
articlevsThumb[i] = vsThumb;
vsThumbLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, showBox);
vsThumb.clickBtn.buttonMode = true;
}
function showBox(event:Event):void
{
thumbAlphaTween = new Tween(articlevsThumb[i],"alpha",None.easeNone,0,1,.25,true);
}
}
So how do I refer back to the loader's parent so I can fade in the whole movieclip? Can I pass a variable into the showBox function?
Don't use nested functions. They tend to make things more complicated.
i will always have the end value (articleitem.length()-1) in all of the event handlers you create, because its scope is the outer function, loadarticleHeadlines (it will increase by 1 on every iteration). That's probably why your code doesn't work.
The event will be fired on the loaderInfo of your loader, so you can find the loader's parent by using event.target.loader.parent:
function loadarticleHeadlines() : void
{
for (var i:int = 0; i < egarticleXml.articlelist.articleitem.length(); i++)
{
vsThumb = new articleBox();
vsThumb.alpha = 0;
vsThumbLoader = new Loader();
vsThumbLoader.load(new URLRequest(egarticleXml.articlelist.articleitem[i].articlethumbnail));
articleListContainter.addChild(vsThumb);
vsThumb.articleImage.addChild(vsThumbLoader);
vsThumb.articleTitle.text = egarticleXml.articlelist.articleitem[i].articletitle;
titleAutosize(vsThumb.articleTitle);
vsThumb.x = next_x;
next_x += 260;
articlevsThumb[i] = vsThumb;
vsThumbLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, showBox);
vsThumb.clickBtn.buttonMode = true;
}
}
function showBox(event:Event):void
{
thumbAlphaTween = new Tween(event.target.loader.parent,"alpha",None.easeNone,0,1,.25,true);
}
You don't need to pass a variable to your showBox, use the target property of the Event to retrieve the Loader:
function showBox(event:Event):void
{
var li:LoaderInfo=LoaderInfo(event.target);
// be nice remove your listener when your are done
li.removeEventListener(Event.COMPLETE, showBox);
var ldr:Loader=li.loader; // here is your loader
// do whatever you want with loader
thumbAlphaTween = new Tween(articlevsThumb[i],"alpha",None.easeNone,0,1,.25,true);
}