I've loaded a AS2 swf into a AS3 swf but the onLoadInit function for a MovieClipLoader object isn't executing; which leaves my images not centered and not reduced in dimensions (width/height)
It works if i run the AS2 swf (gallery) directly.
listenerObj.onLoadInit = function (target:MovieClip) {
if (target._height > _root.maxHeight)
{
var ratio = target._height / _root.maxHeight;
target._height = target._height/ratio;
target._width = target._width/ratio;
}
if (target_mc._width > _root.maxWidth)
{
var ratio = target._width / _root.maxWidth;
target._height = target._height/ratio;
target._width = target._width/ratio;
}
target._x = ((Stage.width/2)-(target._width/2));
target._y = ((Stage.height/2)-(target._height/2));
}
MCL.addListener(listenerObj);
There are unfortunately some subtle differences in behavior and bugs when loading an AS2 movie in AS3. I also experience the behavior you're seeing--none of the load handlers work on the listener when the movie is loaded in AS3. There are some strange issues when loading AVM1 movies, particularly when nesting loads.
Perhaps the best you can do is to look onEnterFrame to poll for when the clips are loaded. One way is to watch for _width != 0. This should happen once the clip has loaded. Then you can initialize the position:
function onEnterFrame()
{
if(target._width)
{
// your positioning+init code here
onEnterFrame = null;
}
}
Related
Making a custom AS3 preloader, I noticed that when my SWF is executed locally (file:///) the preloader gets stuck in the loading screen when previewed in a web browser like Chrome.
When executed from a remote server or through the standalone Flash Player, then it works. I noticed other SWF that have preloaders do not have this issue. What I need to change?
this.loaderInfo.addEventListener(ProgressEvent.PROGRESS, preloaderProgress);
function preloaderProgress(event:ProgressEvent):void {
var loadedPercent:Number = event.bytesLoaded/event.bytesTotal*100;
if (loadedPercent == 100){
this.gotoAndStop(2);
}
}
Loading locally goes very fast. Not only you should check if the file is completely loaded using the Event.COMPLETE and not the ProgessEvent but you should also make sure to register your listeners before actually calling load or the file might end up completely loaded before you register your listeners.
Following the example at http://stephenscholtz.com/201110/single-movie-flash-preloading-as3
It seems that there was no ProgressEvent.COMPLETE, but there is a Event.COMPLETE instead, a bit confusing.
I changed my code to the following, (also including some tweaks for right click menu to prohibit the user from right clicking and pressing Play before movie has loaded and such)
//Initialize any variables
var loadedPercent:Number = 0;
//Remove all items from right click Flash Player menu (except Quality, and the mandatory About... & Settings...)
var cxMenu:ContextMenu = new ContextMenu();
cxMenu.hideBuiltInItems();
cxMenu.builtInItems.quality = true;
this.contextMenu = cxMenu;
/* or disable right click menu completely (Flash Player 11.2.202.228 and over) */
/* this.addEventListener(MouseEvent.RIGHT_CLICK, onMouseRightClick);
function onMouseRightClick(event:MouseEvent)
{
return false;
} */
//Disable shortcut keys and window menubar when played from desktop Standalone Flash Player app
if (Capabilities.playerType == "StandAlone" || Capabilities.playerType == "External") {
fscommand("showmenu", "false");
fscommand("trapallkeys", "true");
}
/* Preloader: begin */
//Update loading bar and percent text as SWF loads
function onProgress(e:Event) {
//Get the amount of bytes that have been loaded / bytes total to load
loadedPercent = this.loaderInfo.bytesLoaded/this.loaderInfo.bytesTotal*100;
//Update the text of _preloaderProgress movieclip
_preloaderProgress.text = int(loadedPercent)+"%";
//Update the _preloaderBar amount by scaling horizontally as it loads
_preloaderBar.scaleX = loadedPercent/100;
}
//Go to next frame after everything loads
function init(e:Event) {
gotoAndStop(2);
}
//Attach the events to the stage
this.loaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgress);
this.loaderInfo.addEventListener(Event.COMPLETE, init);
/* Preloader: end */
//Stop to 1st frame and wait until it is loaded
stop();
This will allow the movie to play both remotely and locally with no problems.
I've purchased a custom chromeless youtube video player. The original intended use of this is to be embedded into an HTML page... however for my needs, it must be loaded as an external swf into another container swf.
The problem is that "stage" is referenced several times throughout the code of this player.
For instance to go to full screen mode, this is used:
function fsClick(e:MouseEvent) {
if(controls.fsBtn.currentFrame == 10) {
stage.displayState = StageDisplayState.FULL_SCREEN;
controls.fsBtn.gotoAndStop("backToNormalOver");
}
else {
stage.displayState = StageDisplayState.NORMAL;
controls.fsBtn.gotoAndStop("goFsOver");
}
}
another example:
//stage resize event
stage.addEventListener(Event.RESIZE, onStageResize);
function onStageResize(e:Event):void{
stage_width = stage.stageWidth;
stage_height = stage.stageHeight;
player.setSize(stage_width,stage_height);
controls.x = (stage_width - controls.width)/2;
controls.y = stage_height - 40;
stageOver(null);
if (stage.displayState == StageDisplayState.NORMAL) {
controls.fsBtn.gotoAndStop("goFs");
}
topBar.titleBar.width = stage_width;
topBar.theTime.x = stage_width - topBar.theTime.width -10;
topBar.theTitle.width = stage_width - 180;
}
Now, the problem as you have already guessed, is that "stage" is no longer relevant in this context as it refers to the container's stage and not this swf's stage.
I tried making a movie_clip with the same dimensions as the stage and naming it "stage_mc" and switching all references from "stage" to "stage_mc"... and that sort of works, but obviously not for:
stage.displayState = StageDisplayState.FULL_SCREEN;
Is there any way around this? Is there a way to recognize the stage in an external movieclip?
No, there's only one stage. In your case it will represent the parent SWF's stage.
But to get around your fullscreen problem you could still set the stage to fullscreen mode and then scale stage_mc to fill the parent SWF.
I have to do a very simple swf application able to show a series of pdf files.
Actually I was able to create on a single layer the menu interface (some buttons on frame 0 which redirect the user to other frames where the pdf should be showed).
Here my question:
I need a way to read the pdf inside the flash frame.
I've found a possible solution converting the pdf into an swf with FlashPaper 2
Now I wish to know how import the swf into the frame.
Reading some actionscript 3 guides I was able to create a container movieclip (a simple rectangle) into which I have loaded the swf with this code:
var swf:MovieClip;
var loader:Loader = new Loader();
var defaultSWF:URLRequest = new URLRequest("test.swf"); //test.swf is my converted pdf
loader.load(defaultSWF);
screen_01.addChild(loader); //screen_01 is the container rectangle converted to movieclip
I've used a container movieclip to mantain the other objects (menu buttons) on the frame, and ecause it helps with the swf positioning.
I seen it is possible also using loader.x and loader.y and it works.
Unfortunately I wasn't able to control width and height of the swf/pdf file (loader.width and loader.height exists but if used cause the swf will not loaded at all)
Solution:
I've found a possible solution at this page. The idea is to change swf scale only after the load process is complete (positioning can be done even before).
Anyway I had to use Actionscript 2 for this project because FlashPaper converted pdf doesn't work properly with AS3, I don't know why...
here the code:
//insert an emplty movieclip to load the swf, I've called it screen_01
var movLoad:MovieClipLoader = new MovieClipLoader();
var myListener:Object = new Object();
myListener.onLoadInit = function(thisMc:MovieClip) {
thisMc._height = 600;
thisMc._width = 900;
thisMc._x = 50;
thisMc._y = 30;
};
movLoad.addListener(myListener);
movLoad.loadClip("folder/flashpaper_converted_pdf.swf.swf",screen_01);
You can modify the size of the loader using scaleX and scaleY properties.
Keep them equals so the swf isn't stretched.
You may also want to listen to the COMPLETE event to do such a thing :
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
function onComplete(e:Event)
{
var loader:Loader = e.currentTarget.loader;
loader.scaleX = loader.scaleY = 2; //Double the size of the loaded swf
}
I am playing looped FLVs in the "standard way":
netstream.addEventListener(NetStatusEvent.NET_STATUS, onStatus);
...
public function onStatus(item:Object):void {
if (item.info.code == "NetStream.Play.Stop") {
if (loop) netstream.seek(0);
}
When played through Flash CS 5.5 authoring tool (Test Movie or Debug Movie), the videos loop seamlessly. But! When played in the browser or standalone debug Flash player (both v.11.2.202.233) there is an abnormal pause of about 1 sec before the video "rewinds".
Is this a bug with the latest Flash player?
For People who have the same issue, try changing the aforementioned code to this:
public function onStatus(item:Object):void {
if (item.info.code == "NetStream.Buffer.Empty") {
if (loop) netstream.seek(0);
}
It will get rid of the flicker. If you listen to "NetStream.Play.Stop", it will cause a flicker.
You don't need to embed anything. This works just fine on IOS, Android and PC.
This is a known bug with Flash Player 11+ and AIR 3+. Bug report is here, and you should upvote & : https://bugbase.adobe.com/index.cfm?event=bug&id=3349340
Known workarounds that will create a seamless loop:
1) Embed the video in the SWF. Not ideal, and not possible in some cases.
2) Create dual NetSteam objects and switch between them. An example of the event fired when ns1, the first of two NetStreams objects, reaches it's end:
if (e.info.code == "NetStream.Play.Stop"){
vid.attachNetStream(ns2);
ns2.resume();
activeNs = ns2;
ns1.seek(0);
ns1.pause();
}
Replace ns1 with ns2 on the other event listener. A useless duplication of objects and handlers, but there you go.
3) Use AIR 2.x / Flash Player 10.x (not really a solution at all, except for Linux users)
We noticed this on the transition from Flash 10 to to Flash 11. Flash 10 loops seamlessly, but Flash 11 has a ~1 second stall when calling seek(0) from NetStream.Play.Stop.
Embedding the media in the SWF is not an option for us.
The following code provides a more seamless loop - still not perfect, but much better.
var mStream:NetStream;
var mDuration:Number;
...
addEventListener(Event.ENTER_FRAME, onEnterFrame);
...
function onEnterFrame(e:Event):void
{
if( mStream.time > (mDuration-0.05) )
{
if( mLooping )
{
mStream.seek(0);
}
}
}
function onMetaData(info:Object)
{
mDuration = info.duration;
}
Hope it helps.
I seem to have achieved this using an FLVPlayback component along with a few tips.
What's more, it's running seamlessly on desktop, iPhone 4S and 3GS! (via an AIR app)
_videoFLV = new FLVPlayback();
_videoFLV.fullScreenTakeOver = false;
_videoFLV.autoPlay = false;
_videoFLV.autoRewind = true;
_videoFLV.isLive = false;
_videoFLV.skin = null;
_videoFLV.y = 150;
_videoFLV.bufferTime = .1;
_videoFLV.width = 320;
_videoFLV.height = 320;
_videoFLV.addEventListener(MetadataEvent.CUE_POINT, video_cp_listener, false, 0, true);
_videoFLV.source = "includes/10sec.flv";
addChild(_videoFLV);
With the listener function...
function video_cp_listener(eventObject:MetadataEvent):void {
if (eventObject.info.name == "endpoint") {
_videoFLV.seek(0);
_videoFLV.play();
}
}
Importantly I think you must set the width and height to match your flv file. i.e. no scaling whatsoever.
The flv has a cue point named 'endpoint' added 1 frame before the end of the file (assuming your start and end frame are the same this will be required).I added this using Adobe Media Encoder.
The only way to loop an flv seamlessly is to embed inside the swf. It is converted to a MovieClip and you then handle it with play(), stop(), nextFrame(), prevFrame() etc.
When embedding in Flash Authoring tool (dragging flv file on stage), make sure that you select:
"Embed FLV in SWF..."
Symbol Type : "Movie clip"
All checked : "Place instance on stage", "Expand timeline...", "Include audio"
I am trying to build a portfolio application similar to the used by Whitevoid. I am using Flex 4 and Papervision3D 2. I have everything working except for one issue. When I try to load an external SWF as a material on one of the planes, I can see any native Flex or Flash components in their correct positions, but the papervision objects are not being rendered properly. It looks like the viewport is not being set in the nested swf. I have posted my code for loading the swf below.
private function loadMovie(path:String=""):void
{
loader = new Loader();
request = new URLRequest(path);
loader.contentLoaderInfo.addEventListener(Event.INIT, addMaterial);
loader.load(request);
}
private function addMaterial(e:Event):void
{
movie = new MovieClip();
movie.addChild(e.target.content);
var width:Number = 0;
var height:Number = 0;
width = loader.contentLoaderInfo.width;
height = loader.contentLoaderInfo.height;
//calculate the aspect ratio of the swf
var matAR:Number = width/height;
if (matAR > aspectRatio)
{
plane.scaleY = aspectRatio / matAR;
}
else if (matAR < aspectRatio)
{
plane.scaleX = matAR / aspectRatio;
}
var mat:MovieMaterial = new MovieMaterial(movie, false, true, false, new Rectangle(0, 0, width, height));
mat.interactive = true;
mat.smooth = true;
plane.material = mat;
}
Below I have posted two pictures. The first is a shot of the application running by itself. The second is the application as a MovieMaterial on a Plane. You can see how the button created as a spark object in the mxml stays in the correct position, but papervision sphere (which is rotating) is in the wrong location. Is there something I am missing here?
Man. I haven't seen that site in a while. Still one of the cooler PV projects...
What do you mean by:
I cannot properly see the scene rendered in Papervision
You say you can see the components in their appropriate positions, as in: you have a plane with what looks like the intended file loading up? But I'm guessing that you can't interact with it.
As far as I know, and I've spent a reasonable amount of time trying to make something similar work, the MovieMaterial (which I assume you're using) draws a Bitmap of whatever contents exist in your MovieClip, and if you set it to animated=true, then it will render out a series of bitmaps - equating animation. What it's not doing, is displaying an actual MovieClip (or SWF) on the plane. So you may see your components, but this is how:
MovieMaterial.as line 137
// ______________________________________________________________________ CREATE BITMAP
/**
*
* #param asset
* #return
*/
protected function createBitmapFromSprite( asset:DisplayObject ):BitmapData
{
// Set the new movie reference
movie = asset;
// initialize the bitmap since it's new
initBitmap( movie );
// Draw
drawBitmap();
// Call super.createBitmap to centralize the bitmap specific code.
// Here only MovieClip specific code, all bitmap code (maxUVs, AUTO_MIP_MAP, correctBitmap) in BitmapMaterial.
bitmap = super.createBitmap( bitmap );
return bitmap;
}
Note in the WhiteVoid you never actually interact with a movie until it "lands" = he's very likely swapping in a Movie on top of the bitmap textured plane.
The part that you are interacting with is probably another plane that holds the "button" that simply becomes visible on mouseover.
I think PV1.0 had access to real swfs as a material but this changed in 2.0. Sadly. Hopefully Molehill will.
cheers