I have loaded an external swf file which plays a flv file by default as swf is loaded. Now the problem is how do i remove the swf file from memory. my code :
var myLoader:Loader = new Loader();
var url:URLRequest = new URLRequest("ExternalSWF.swf");
myLoader.load(url);
detailMovieClip.movieHolder.addChild(myLoader);
I have tried many combinations of removeChild, unload and unloadAndStop but none works. I figure its all about not referencing correctly.
Update:
I went with the answer from Jegan, but it only work when i am testing in a dummy project which has only 1 numChildren, howver in real world code example numChildren reported 22 so i am not sure if that would be an issue. here is the real world code:
var myImageLoader:Loader;
var myImageRequest:URLRequest;
var theImagePath:String;
//part from xml processor function
theImagePath = "flash/"+myXML..item_video_link[n];
loadTheMovie(theImagePath);
function loadTheMovie(theImagePath):void{
myImageLoader = new Loader();
myImageRequest= new URLRequest(theImagePath);
myImageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,showMeTheVideo);
myImageLoader.load(myImageRequest);
}
function showMeTheVideo(evt:Event):void{
detailsMovieClip_mc.details_video_holder.dynamicVideoHolder.addChild(myImageLoader);
}
stopVideo(sectionname):viod{
if(detailsMovieClip_mc.details_video_holder.dynamicVideoHolder.numChildren !=0){
trace("what is the number of children: "+numChildren);
myImageLoader.unloadAndStop();
detailsMovieClip_mc.details_video_holder.
dynamicVideoHolder.removeChild(myImageLoader);
}
}
stage.addEventListener(MouseEvent.CLICK, removeSWF);
function removeSWF (e:MouseEvent):void
{
if(detailMovieClip.movieHolder.numChildren !=0){
myLoader.unloadAndStop();
detailMovieClip.movieHolder.removeChild(myLoader);// empty the movieClip memory
}
}
OR
Name your Loader instance and then search by using getChildByName
myLoader.name = "myloader";
function removeSWF (e:MouseEvent):void
{
if(detailMovieClip.movieHolder.numChildren !=0){
Loader(detailMovieClip.movieHolder.getChildByName("myloader")).unloadAndStop();
detailMovieClip.movieHolder.removeChild(detailMovieClip.movieHolder.getChildByName("myloader"));// empty the movieClip memory
}
}
I guess this is because you are adding the loader to the scene itsef.
Either you want to keep this behavior, in this case there is a quick fix, remove the loader from the MovieClip by using removeChild(), then set the reference to null, or use the delete keyword.
Either you want to do it properly, in this case, listen for the LOADED event, adds the MovieClip contained by the loader.content to the target MovieClip. Then, when you want to unload it, remove the clip from the container using removeChild(), then loader.unload().
Related
I have a swf file loaded into a main movie. When the child is finished playing, ie reaches its final frame, I would like the swf to unload. Can anyone tell me what bits I can add to this code?
//start button
start_button_aboriginal.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_3,false,0,true);
import fl.display.ProLoader;
var fl_ProLoader_3:ProLoader;
var fl_ToLoad_3:Boolean = true;
function fl_ClickToLoadUnloadSWF_3(event:MouseEvent):void
{
//ADDED APR02 START
fl_ProLoader_3.contentLoaderInfo.addEventListener(Event.INIT, childInitHandler);
fl_ProLoader_3.load(new URLRequest("myths/myth_aboriginal.swf"));
//ADDED APR02 END
if(fl_ToLoad_3)
{
fl_ProLoader_3 = new ProLoader();
fl_ProLoader_3.load(new URLRequest("myths/myth_aboriginal.swf"));
addChild(fl_ProLoader_3);
fl_ProLoader_3.x = 114;
fl_ProLoader_3.y = 41;
}
else
{
removeChild(fl_ProLoader_3);
fl_ProLoader_3.unloadAndStop();
fl_ProLoader_3 = null;
}
// Toggle whether you want to load or unload the SWF
fl_ToLoad_3 = !fl_ToLoad_3;
}
You could
1) Use the undocumented addFrameScript function defined in the MovieClip class to place a callback on the last frame of the child SWF. Useful if you don't have control over the code in your loaded SWF.
addFrameScript() has the following signature:
addFrameScript(frameNumber, callback); //frameNumber is zero-based (unlike in the Flash authoring suite, here you would enter 0 to refer to the first frame, and 1 for the second.)
In the parent SWF, add the following:
function fl_ClickToLoadUnloadSWF_3(event:MouseEvent):void {
...
fl_ProLoader_3.contentLoaderInfo.addEventListener(Event.INIT, childInitHandler);
fl_ProLoader_3.load(new URLRequest("myths/myth_aboriginal.swf"));
...
}
function childInitHandler(event:Event):void {
MovieClip(fl_ProLoader_3.content).addFrameScript(MovieClip(fl_ProLoader_3.content).totalFrames-1, unloadChild);
}
function unloadChild() {
fl_ProLoader_3.unloadAndStop();
}
If you're worried about addFrameScript going away - don't be. When you put code on the timeline, all that code is actually compiled into functions in the document class, with frame listeners added via addFrameScript.
Remember to define function unloadChild().
function unloadChild():void {
fl_ProLoader_3.unloadAndStop();
}
-OR-
2) Dispatch an event from your loaded SWF when it reaches the final frame.
In last frame of child SWF:
this.dispatchEvent(new Event("lastFrameReached"));
In parent SWF, add the following:
fl_ProLoader_3.content.addEventListener("lastFrameReached", unloadChild);
-OR-
3) Subscribe to the ENTER_FRAME event of the child and check if the child is on its last frame.
In parent SWF, add the following:
fl_ProLoader_3.content.addEventListener(Event.ENTER_FRAME, checkIfEnded);
function checkIfEnded(event:Event):void {
if (fl_ProLoader_3.content.currentFrame == fl_ProLoader_3.content.totalFrames) {
unloadChild();
}
}
I personally prefer addFrameScript - seems to me a cleaner solution. Callback runs once, you don't have to poll and you don't need to modify the child SWF.
There are a number of ways to solve this, and it has been asked many times...
Unload child swf on last frame of child swf
When External SWF has reached Frame X, how do I unload it?
That said, one way you could resolve this without creating event listeners on the child swf, is by periodically checking the child swf for the current frame. If it's the last one on the swf, call the unload method.
// once every second, indefinitely.
var tick:Timer = new Timer(1000, 0);
tick.addEventListener(TimerEvent.TIMER, checkSWF);
tick.start();
//Load something to the stage.
var loader:Loader = new Loader();
loader.load(new URLRequest("child.swf"));
addChild(loader);
function checkSWF(e:Event):void {
if (loader.content.currentFrame == loader.content.totalFrames) {
tick.stop(); // stop the timer
loader.unloadAndStop();
}
}
I have use greensock imageloader for sometimes (It's a great plug-in so easy to use and i love it), just wondering is there a way you can load bitmap which doesn't create a movieclip inside the container? I couldn't find this solution in the API
http://www.greensock.com/as/docs/tween/com/greensock/loading/ImageLoader.html
does anyone have any experience?
Cheers
Bill
According to the docs:
The ImageLoader's content refers to a ContentDisplay (Sprite) that is created immediately so that you can position/scale/rotate it or add ROLL_OVER/ROLL_OUT/CLICK listeners before (or while) the image loads. Use the ImageLoader's content property to get the ContentDisplay Sprite, or use the rawContent property to get the actual Bitmap. If a container is defined in the vars object, the ContentDisplay will immediately be added to that container).
So they are saying you don't have to supply a container in the vars object. If you just want to get the bitmap then it says you can use the rawContent property.
Try something like this:
//create an ImageLoader:
var loader:ImageLoader = new ImageLoader("your_image.jpg", {name:"image",
x:0, y:0, width:200, height:200, onComplete:onImageLoad});
//begin loading
loader.load();
//see if we have a bitmap
function onImageLoad(event:LoaderEvent):void {
trace(event.target.rawContent);
}
Although you say that you like this, loading a bitmap is trivial in AS3 without a library:
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
loader.load(new URLRequest("your_image.png"));
function onComplete (event:Event):void
{
// get your loaded bitmap
var bmp:Bitmap = Bitmap(LoaderInfo(event.target).content);
}
Mostly, problem is described in the title... I tried to load an external SWF file that contains some named MovieClip instances (exporting and naming is done by Flash CS5 software) and to add some of externaly loaded (named) MovieClip-s in MovieClip object which is created in my code. Problem appears when i add MOUSE_CLICK listener to parent MovieClip. Simply, it does not dispatch event when i click on it at the stage...
private var loader:Loader;
public function Example(){
loader = new Loader();
var request:URLRequest = ... // URL to external SWF
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadingCompleted)
loader.load(request);
}
private function loadingCompleted(event:Event):void{
var mc:MovieClip = loader.content as MovieClip;
var myMovie:MovieClip = new MovieClip();
myMovie.addChild(mc.getChildByName("object_name"));
myMovie.addEventListener(MouseEvent.CLICK, myMovieClicked);
addChild(myMovie); // myMovie (with nested mc) appears on the stage
}
private function myMovieClicked(evt:Event):void{
//never reached
}
EDIT: I didn't mention that i'm working in Flex using FlashBuilder 4.5 where i created ActionScript project. Code above is body of Example class, which is main SWF class.
EDIT AFTER ANSWER: myMovie.mouseChildren = false solves the problem. Earlier i tried to set mouseEnabled = true, and it didn't fix the problem. But i'm confused about event flow now... Even if child is target node, why mouse listener on parent MovieClip doesn't recieve event (in capture phase) when parent is still on event flow? Moreover, when i create another movie clip in my code (whit some simple shape inside) and add it to myMovie, everything works fine. What is so special when i obtain movie clip from externaly loaded SWF?
Have you tried doing myMovie.mouseEnabled = true and myMovie.mouseChildren = false ?
I am embedding an swf file that has some children on its timeline. Like this:
[Embed(source="assets/skyscraper200x600.swf")]
private var Skyscraper :Class;
All children in the swf have an instance name, I double checked that when creating the swf in Flash CS5.
I am trying to access those children by name like this:
_bg = MovieClip(new Skyscraper());
_pig = MovieClip(_bg.getChildByName("chara_pig"));
_arrow = MovieClip(_bg.getChildByName("arrow_banner"));
However, both _pig and _arrow end up being null.
What's even stranger is that when I look at the Skyscraper object in the debugger, it shows a rather strange class name and a Loader as its only child (which in turn has no children). What's up with this?
.
I can access them like above if I do not embed the swf, but load it with a Loader. But I cannot do it in this case. I need to embed the swf.
So, how can you access children of embedded swfs?
I am not talking about accessing classes in the library of the embedded swf, but the instances on the timeline.
Here is a solution. You can also see the steps who helped me find this solution (describeType is your friend) :
public class Demo extends Sprite {
[Embed(source="test.swf")]
private var Test:Class
public function Demo() {
//first guess is that embed SWF is a MovieClip
var embedSWF:MovieClip = new Test() as MovieClip;
addChild(embedSWF);
//well, emebed SWF is more than just a MovieClip...
trace(describeType(embedSWF));//mx.core::MovieClipLoaderAsset
trace(embedSWF.numChildren);//1
trace(describeType(embedSWF.getChildAt(0)));//flash.display::Loader
var loader:Loader = embedSWF.getChildAt(0) as Loader;
//the content is not already loaded...
trace(loader.content);//null
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, function(){
var swf:MovieClip = loader.content as MovieClip;
var child:MovieClip = swf.getChildByName("$blob") as MovieClip;
//do nasty stuff with your MovieClip !
});
}
}
At the end of this tutorial http://jadendreamer.wordpress.com/2010/12/20/flash-as3-embedding-symbols-from-external-swf-game-tutorial there is an example of how it can be done
One solution is to embed the swf as an octet stream and reconstitute its bytes. However, I seem to remember reading somewhere that if you just set the mimeType to "application/x-shockwave-flash", you get a MovieClip that works as normal.
I'm creating a game in ActionScript 3.0 using the FlashPunk game engine and the FlashDevelop SDK.
I've created my own MovieClip class that takes a preloaded movie clip file.
public function MyMovieClip(file:MovieClip, posX:int, posY:int, frameRate:int)
{
movieClip = file;
movieClip.x = posX;
movieClip.y = posY;
movieClip.stop();
FP.stage.addChild(movieClip);
timer = new Timer((1 / frameRate) * 1000);
timer.start();
timer.addEventListener(TimerEvent.TIMER, onTick);
}
The update for my movie clip is as follows:
private function onTick(e:TimerEvent):void
{
if (isRepeating)
{
if (movieClip.currentFrame == movieClip.totalFrames )
{
movieClip.gotoAndStop(0);
}
}
movieClip.nextFrame();
}
The problem that I'm having is that when I have multiple instances of the MyMovieClip class using the same swf file, only the last instance is rendered and is updated for each instance of the class that I have.(e.g 3 instances of MyMovieClip, the last instance is updates at 3 times the speed.)
If anymore info is needed I'll be happy to supply it.
You can create a new instance of the same loaded swf by doing this:
// re-use a loaded swf
var bytes:ByteArray = existingLoader.content.loaderInfo.bytes;
var loader:Loader = new Loader();
loader.loadBytes(bytes);
where existingLoader is the Loader that you used to load the swf in the first place.
The Loader used with loadBytes will dispatch another COMPLETE Event, so when you make a listener for that, you can use the 'cloned' version:
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onSWFClonedComplete);
You may have multiple instances of MyMovieClip, but what's with file:MovieClip which you are adding to the stage. If this is always the same instance of a MovieClip you will have this result, regardless how often you instantiate your MyMovieClip class, because you are adding the same instance multiple times to the stage.
You may have to load the "preloaded clip" multiple times or, if you are able to (you know the class name etc.), create a new instance of the desired class with getDefinitionByName() from your loaded clip and attach this new instance.