Someone else wrote and gave me an ActionScript source file that defines a subclass of Sprite. I am told that I need to, from this, generate a .swf file whose behavior is entirely defined by that one sprite. In other words, when the "movie" starts, one instance of that Sprite subclass should be created and set running, and it should keep running until the <object> is destroyed. The sprite doesn't define its own dimensions as far as I can tell, so I also need to know how to specify those (it's supposed to cover the entire area of the movie, and ideally that would not be hardwired into the .swf but rather taken from the <object> definition in the HTML).
I know basically nothing about Flash, and I'm much more of a command line guy than an IDE guy, so if there's a way to write the necessary wrapper in a text editor and then just use the Flash IDE to compile it (or better still, compile it using some sort of command line utility that either came with CS4 or I can install on my Linux box, without paying Adobe an additional arm and leg), detailed instructions on how to do that would be the ideal answer to this question. Failing that, please provide step by step instructions for how to create said wrapper in the IDE. I've got CS4.
The sprite tries to communicate with the containing HTML document, so if there's any glue needed inside the .swf but outside the .as code to achieve that, I need to know how to implement that too.
Since you already have CS4 you can compile your source file by using the DocumentClass.
http://www.heaveninteractive.com/weblog/2008/03/04/introduction-to-the-document-class-in-actionscript-30-tutorial/
Alternatively, for future reference , if you download the free Flex SDK , you could use the command line to compile your source file
mxmlc SourceFile.as
You can then use SWFObject to embed the resulting swf file in your HTML page
http://learnswfobject.com/
Related
I exported an Fla containing AS2 code to AS3 and generated an SWF that is supposed to contain the required object oriented codes.But after i added it to IntelliJ IDE and double clicking, i do not get any inner files.Nor im able to call any instances.What is going wrong here?
UPDATE:
My colleague tells me that if we drag and drop the exported swf into intellij we dont get any button names and stuff to work upon in the action script if its AS2.So he sets AS3 and exports the swf.It worked for other files when it comes to this file upon dragging and dropping it into intellij we don't get any button names to work upon. That is the problem
This is an example of a working swf upon clicking the swf
we get the fla folder and upon clicking on hg_11 or any of the sub files we are able to get the names of the buttons.But when clicking on the file im talking about nothing comes up.BTW I just started using IntelliJ and Flash today im a total noob in this stuff.The thing is the they want this animation with interactivity running on Android Devices.I just need to link 1 SWF to another on Click of a Button.
You are not reporting something that is possible.
When you say "I exported an Fla containing AS2 code to AS3" and then "that is supposed to contain the required object oriented codes".
It seems that you are somehow expecting a code conversion from AS2 to AS3 but that's just impossible. When you convert a former AS2 based .fla to a AS3 based .fla the conversion gets rid of all AS2 code and that's the end of it. It's not gonna write or convert anything to AS3 because that's just impossible to do automatically since those 2 languages are too different.
There's no such thing as automatic code conversion from as2 to as3. The only thing that could happen with a AS2 project is that the new AS3 based .fla file gets rid of every single line of AS2 code.
So your question can safely be removed since it is based on the idea that something magical happens inside .fla files and old AS2 code gets transformed into new and shinny AS3 code. It does not happen and it will never happen.
I need to create a single SWF with no external files, so I'm trying to add an internal preloader to my Flash project which has [embed] assets. I know [embed] causes problems with preloaders because it puts the assets on frame 1. I have tried the solutions recommended in these posts, where you set the document class to your preloader class:
Preloader for SWF with embed bytearray
How to create Preloader in AS3
I can get it to work, but ONLY if I comment out any lines of code that involve the stage, otherwise I get an "Error #1009: Cannot access a property or method of a null object reference." Those lines are essential though, so does anyone know how to fix those errors with the stage?
You haven't posted your code or your fla, so all I can do is share what works for me.
First, I wouldn't use Embed. Instead, use a swc. I have found that Embed can be unreliable as far as actually getting the entire asset in there (at least when publishing with Flash Builder + Flash Pro, which is my workflow).
Once you have your assets in a swc, try the following steps:
Set your export frame to Frame 10 (or any frame other than 1--I like frame 10 because then you can read the label that says "Preloader")
Put your actual content on frame 11. You can structure this a lot of ways. Since I program to Interfaces, I give whatever is on frame 11 an instance name and then use a setter to determine that my "first thing" has been placed on stage. I can get away with this because my main Document Class just knows the definition of the Interface, not the full implementation of the Class, so the Class does not need to load for the main Document Class to work. You probably aren't truly using the timeline and probably didn't program to interfaces, so you'll probably just set the base class of the symbol that's on frame 11 to the main logic of whatever you're trying to do.
Put your preloader graphics in Frame 1. I'm not sure why your stage references are so important. I, personally, don't use any logic in the preloader. Instead, I use a spinner that spans frames 1-10 (plus the word "Loading...". The spinner just spins while the classes load. The embed frame acts as a temporary "stop" that just holds the timeline back until those classes have been loaded. Once the classes have been loaded, the timeline will act like you called play() on it. So it really can be that simple. If you need it to be more complicated, give one of your preloader graphics an instance name and set up a getter/setter pair for it, then use the setter to trigger your logic that accesses the stage. You are pretty much guaranteed to have a valid stage at that point.
Word of warning: if you did make use of the timelime, you will get strange results if you try to jump to a frame that isn't loaded yet, so make sure to check to see if a given frame is loaded if it's near the end of your main timeline and your main timeline is heavy with assets before calling goToAndPlay() or goToAndStop().
Some references that might help you further:
Preloaders vs as 3 (I'd recommend you read the entire series this is part of. This is an amazing series I wish I'd found 3 years ago)
Solving the Frame 2 Problem Presentation and code
Combining the Timeline with OOP The example code for that is here (long story)
I don't know whether it's the right place to put this up. But I've been trying from past 12 hours and haven't found anything related.
I'm creating a Adobe AIR project (which'll run on desktop), it'll ask for image locations on the local pc.
After the user is done selecting images. I want to output a SWF video (slideshow) of the selected images.
How to do the second step. Please guide. I want to create an output file (SWF) from my AIR Flex Desktop Application.
Check out https://github.com/claus/as3swf to compile SWFs at runtime...
This individual seems to have had a similar issue AS3 to Generate Dynamic SWF?
You can try following options from SWFtools
JPEG2SWF Takes one or more JPEG pictures and generates a SWF slideshow from them. Supports motion estimation compression (h.263) for better compression of video sequences.
PNG2SWF Like JPEG2SWF, only for PNGs.
GIF2SWF Converts GIFs to SWF. Also able to handle animated gifs.
Here is what I did :
Install the as3 compiler (mxmlc)
Run the command mxmlc.exe sample.as3 using NativeProcess
I have an AS2 component which I need to behave differently in an SWF from an FLA. Can it determine its state programmatically?
Part of the problem here may be too that when I compile it as an SWC it probably doesn't think it's in an FLA anymore.
Since I need to port this to AS3 at some point, I wouldn't mind AS3 solutions too.
Unless wvxvw is correct and you're doing something with live preview, your code always runs as a swf. Swc and fla don't execute anything.
It is possible to get different behavior in different contexts. The easiest way would be to set a flag via swfobject & flashvars (when running in the browser obviously).
I develop a project in FlashBuilder. The graphics and UI elements i create in the Flash IDE and give them Export Classnames. then I put the SWC in the library paths of the FlashBuilder project and create the UI elements by instanciation.
Now I want to add a Preloader for the application. I follow this article, which works:
http://pixelpaton.com/?p=4642
My question is now: I also need some graphics for the preloader. But how do I ensure that the graphics for the preloader will be loaded first, such that the preloader class can start as soon as possible?
The compiler will figure out the dependencies for your preloader class, and load them first.
For example:
public function Preloader()
{
addChild(new UIElementFromFlash());
}
Flash Builder will know UIElementFromFlash needs to be loaded before Preloader. It will also load Preloader before your main class and its dependencies as long as you have the Frame metadata tag from the article.
I'd suggest to make 2 swf files if it's possible. Make a loader.swf which loads your application swf and displays the progress and your loading animation/graphics.
See an example here: http://www.republicofcode.com/tutorials/flash/as3preloader/
Then you'll have to add URLLoader class and load your application.swf.
Try looking here: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/net/URLLoader.html
Like Gio suggested, having two SWF files is the best practice.
However, one other solution is to use the -frame two argument of the Flex compiler. All your definitions (code and assets) will be added to the second frame of the movie, allowing your main class to listen for the loading progress of the application and display animations.
Be careful to not reference anything from the main application in your first frame, to prevent adding more weight to it.
More detail on this technique here:
http://www.andymoore.ca/2009/08/flexsdk-3-3-how-to-make-a-flash-preloader-in-as3/