var xml:XML = <myXml>
<item prop="1" />
<item prop="2" />
</myXml>;
I need to save as xml file in local harddisk(project directory).
Is it possible to save in as3 itself?
I threw this together, and sure enough you can save to .XML using the following as a minimalist example.
package com.hodgedev.xmlcreator
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.utils.ByteArray;
import flash.net.FileReference;
/**
* ...
* #author Brian Hodge (brian#hodgedev.com)
*/
public class Main extends Sprite
{
private var _xml:XML;
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
//Calling the save method requires user interaction and Flash Player 10
stage.addEventListener(MouseEvent.MOUSE_DOWN, _onMouseDown);
_xml= <xml>
<test>data</test>
</xml>;
}
private function _onMouseDown(e:MouseEvent):void
{
var ba:ByteArray = new ByteArray();
ba.writeUTFBytes(_xml);
//ba.
var fr:FileReference = new FileReference();
fr.addEventListener(Event.SELECT, _onRefSelect);
fr.addEventListener(Event.CANCEL, _onRefCancel);
fr.save(ba, "filename.xml");
}
private function _onRefSelect(e:Event):void
{
trace('select');
}
private function _onRefCancel(e:Event):void
{
trace('cancel');
}
}
}
There are some things to note.
You require Flash Player 10 to use the save method of the FileReference class.
In order to do anything that INVOKES a prompt, Flash requires user interaction like keyboard or mouse input.
In the above I listen for MouseEvent.MOUSE_DOWN on the stage to serve as the USER INTERACTION which is required to invoke the save prompt.
I setup a basic XML structure within the code (this will typically come from and external source and will work fine both ways.
A ByteArray is created and the XML is written to the ByteArray.
The save method of the FileReference class requires a ByteArray and default save name be passed as the two parameters.
I hope this helps.
if you want to store it locally (on the client PC) , you can use a local shared object. Refer to this tutorial
I'm sorry, your question isn't very clear.
Are you asking if you can save a file to the hard drive from within a compile SWF written in AS3?
Or are you asking if you can include a raw XML file in your AS3 project without needing to write it out as a variable?
If you meant the former, no -- not without Adobe AIR. You can save data locally as a SharedObject, but not as an arbitrary file in the file system.
If the latter, then yes -- you must embed the file just as you would embed another resource (such as an image or a sound). However, it looks like there might be a bug in Flash that makes this non-trivial to figure out how to do.
This link might be of help to you.
[Embed(source='../../../../assets/levels/test.xml', mimeType="application/octet-stream")]
public static const Level_Test:Class;
And then to parse the XML:
var ba:ByteArray = (new Levels.Level_Test()) as ByteArray;
var s:String = ba.readUTFBytes( ba.length );
xml = new XML( s );
Apologies if neither of those questions are what you were actually asking.
Cheers!
Related
Is there any way to save the objects that are currently on the stage in Flash?
For example, if the user drags a particular MovieClip from a panel that is part of the interface and places it somewhere on the stage and then adds a TextField by clicking a Button.
Is there any way to save the location, properties and various other things to an external file?
So that, if the user were to click a 'load' button, it would load the MovieClip and text back onto the blank stage when the program is next run and they'd be in the exact same position?
Yes, You can save this information in XML file for example.
Sample of XML might be like so,
WorkSpace.xml
<stageObjects>
<object libName="myTextField" type="TextField" xPos="20" yPos"10" txt="SomeText" />
<object libName="myMovieClip" type="MovieClip" xPos="20" yPos"10" />
</stageObjects>
On your app load, read this XML file and take the required actions.
If I had any type of local client-level game and I was using flash to save local values for the same purposes a cookie may have; I would utilize the SharedObject Class. It is not a traditional mime type, it also has a .sfo extension and they are usually stored in a random directory..So they are only cleared when the user Flushes their "Regular" Browsing Data. Without getting overly complicated, this demo will allow you to save data, close the SWF file, re-open it and find the last setting.
package {
import flash.display...
import flash.events...
import flash.events.NetStatusEvent;
import flash.net.SharedObject;
import flash.net.SharedObjectFlushStatus;
import flash.text.TextField;
import flash.text...
public class SharedObjectClass {
private var _so:SharedObject;
private var _in:TextField = new TextField();
public function SharedObjectClass() {
_so = SharedObject.getLocal("application-name");
addChild(_in.text = String(_so.data.savedValue));
}
private function saveValue(event:*=null):void {
_so.data.savedValue = _in.text;
var flushStatus:String = null;
try {
flushStatus = _so.flush(10000);
} catch (error:Error)
//..nothing?
}
if(flushStatus != null) {
if(flushStatus == SharedObjectFlushStatus.PENDING) {
_so.addEventListener(NetStatusEvent.NET_STATUS, onFlushStatus);
}
}
}
private function clearValue(event:*=null):void {
delete _so.data.savedValue;
}
private function onFlushStatus(event:NetStatusEvent):void {
switch (event.info.code) {
case "SharedObject.Flush.Success":
break;
case "SharedObject.Flush.Failed":
break;
}
_so.removeEventListener(NetStatusEvent.NET_STATUS, onFlushStatus);
}
}
}
The Value _co will always be your reference to this object, renaming it will create a new instance. I have taken these files apart and they are well written XML files that accommodate to AMF For Servers. In this example "Saving", "Clearing", and "Flushing Methods" are described in simple detail.
Greatings!
I have yet another question concerning the loading of a .swf inside a existing one.
In my game. I have a introduction screen in which I load another .swf (which is a movie).
This all works fine and the URLRequest is this:
request = new URLRequest("Movie.swf");
As I said, this works fine. However when I copy my game.swf and movie.swf to a USB stick.
(I put them in the same directory to prevent other issues).
It doesn't seem to find the movie.swf.
Now I know that it has to do with the path given in the URLRequest and/or the publish settings. But I do not know how to make this so that it searches in the same directory
as the game.swf is in.
I hope you guys have an answer for this issue.
Thanks in advance,
Matti.
Matti, I believe Lukasz's comment is correct about it being a security error.
You can avoid this security error by embedding Movie.swf instead of using a Loader. If you do this, then at compile-time the Movie.swf needs to sit next to the Game.as file, and it will be included in the Game.swf (no need to deliver both files, just Game.swf).
The syntax is:
package
{
import flash.display.Sprite;
public class Game extends Sprite
{
[Embed(source="MyMovie.swf")]
private var myMovieClass:Class;
private var myMovie:DisplayObject;
public function Game():void
{
myMovie = new myMovieClass();
// Technically myMovie is now a Loader, and once
// it's loaded, it'll have .content that's a
// MovieClipLoaderAsset, and .content.getChildAt(0)
// will be your MyMovie.swf main timeline.
}
}
}
Alternately, if you embed it as mimeType="application/octet-stream", you can get the bytes of the SWF and use it in your existing Loader's .loadBytes() method:
package
{
import flash.display.Sprite;
import flash.utils.ByteArray;
public class Game extends Sprite
{
[Embed(source="MyMovie.swf", mimeType="application/octet-stream")]
private var movieBytes:Class;
private var myMovie:DisplayObject;
public function Game():void
{
// Treat this loader the same as your current loader,
// but don't call .load(url), call loadbytes():
var l:Loader = new Loader();
l.loadBytes(new movieBytes() as ByteArray);
}
}
}
I have a game that I've made that runs in two files, one the preloader and one the swf. When I use these two files together they work fine, however some flash portals require only one SWF, so I'm trying to find the shortest-path way to convert it to use only one.
The game swf uses a Document Class that includes the package, class constructor, and tons of functions, and runs fine. I have lots of movieclips on the stage that I refer to in my code. The code is something like this (abridged):
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
...
public class Game extends MovieClip {
var EnemyArray:Array;
var HeroArray:Array;
...
public function Game() { // class constructor
EnemyArray = new Array();
addEventListener(Event.ENTER_FRAME,onEnterFrame);
mainRestartButton.addEventListener(MouseEvent.CLICK, RestartLevel);
...
}
public function KeyPressed(event:KeyboardEvent):void
{
if (event.keyCode == Keyboard.SPACE)
{
attack();
...
}
} // End of class
} // End of package
I also have another swf, my preloader, which has the following code in frame 1:
import flash.display.Loader;
import flash.net.URLRequest;
import flash.events.ProgressEvent;
import flash.events.Event;
var myLoader:Loader = new Loader();
myLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onLoading);
var myURL:URLRequest = new URLRequest("Game.swf");
myLoader.load(myURL);
myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
function onLoading(event:ProgressEvent):void {
var loaded:Number = event.bytesLoaded / event.bytesTotal;
percent_txt.text = "Loading: " + (loaded*100).toFixed(0) + "%";
}
function onComplete(event:Event):void {
myLoader.contentLoaderInfo.removeEventListener(ProgressEvent.PROGRESS, onLoading);
myLoader.contentLoaderInfo.removeEventListener(Event.COMPLETE, onComplete);
this.addChild(myLoader);
}
I've been through the gamut of solutions online and none of them seem to work with the way that my code is set up, such as: How to create Preloader in AS3
I tried his option 1 by taking all the code in my Document Class other than the package and constructor and pasted it into frame 2. However it returns "Error #1009: Cannot access a property or method of a null object reference." for any references to items on the stage, such as:
mainRestartButton.addEventListener(MouseEvent.CLICK, RestartLevel);
As he mentions, "This works well if you organized your project in a way that the most of the assets (images, etc) are in the Flash IDE Library and are not loaded on the first frame (you can check that in each library item's properties)." My project is NOT organized in such a way.
What is the easiest way for me to reorganize my FLA/code so they can have a preloader in a single swf?
Thanks so much for your time and help!
I use FlashDevelop (no FLAs) so I'm not sure if it'll work for you but I use the solution described here.
We have a project that has been built in Flash and as3. It is a video player of sorts that we want to fully customize. We have different images and color schemes that we want to be able to change very quickly. Right now we have config constants that we turn on and off for different schemes. And in the code there is a massive amount of different spots where the images and such are changed.
When we create a new color scheme or whatever, we need to create a new config. Then we have to go through all of the code and put it in correctly.
Basically any suggestions for how we can take the current flash project (maybe flex?) and make it customizable a lot quicker.
Move all configurable parameters to an XML definition.
Create multiple XML documents for each customization.
In code, establish default values for configurable parameters, then load the XML and reference values of the XML document as overrides to those defaults.
For a production build, XML can be embedded in the assembly if loading an external resource is an issue for deployment.
By loading different configuration XML documents, you could change the definition during runtime, and by using the dynamic configuration model you could draft a theme editor to view changes real time.
ConfigurationModel.as
package
{
import flash.events.Event;
import flash.net.URLLoader;
import flash.net.URLRequest;
public class ConfigurationModel
{
/** ======== configuration ======== */
public static var color:uint = 0xff00ff;
public static var fontName:String = "Arial";
/** ======== serialization ======== */
public static function loadConfiguration(url:String):void
{
var loader:URLLoader = new URLLoader(new URLRequest(url));
loader.addEventListener(Event.COMPLETE, completeHandler);
}
protected static function completeHandler(event:Event):void
{
var xml:XML = new XML(event.target.data);
if (xml.color)
color = xml.color;
if (xml.fontName)
fontName = xml.fontName;
}
}
}
Example configuration: AcmeClientConfiguration.xml
<?xml version="1.0" encoding="UTF-8"?>
<configuration>
<color>0xff0000</color>
<fontName>Calibri</fontName>
</configuration>
EDIT: Due to the answer I change the code posted. I've added the Security.allowDomain("*") line and that line throws me an error. So, how can that be made?
I want to run an Action Script 3.0 Application into a Flex Application. To do this I've done the following:
<?xml version="1.0" encoding="utf-8"?>
<mx:WindowedApplication windowComplete="loadSwfApplication()" xmlns:mx="http://www.adobe.com/2006/mxml">
<mx:Script>
<![CDATA[
private function loadSwfApplication()
{
// The next line throws me an error.
Security.allowDomain("*");
var urlRequest:URLRequest = new URLRequest("path/to/the/application.swf");
swfLoader.addEventListener(Event.COMPLETE, loadComplete);
swfLoader.load(urlRequest);
}
private function loadComplete(completeEvent:Event)
{
var swfApplication:* = completeEvent.target.content;
swfApplication.init(); // this is a Function that I made it in the Root class of swfApplication
}
]]>
</mx:Script>
<mx:SWFLoader id="sfwLoader"/>
</mx:WindowedApplication>
The problem is that in the calling of swfApplication.init(); the AIR Player throws me an exception:
Security sandbox violation: caller file:///path/to/the/application.swf cannot access Stage owned by app:/SWFApplicationLoader.swf.
This is because somewhere in application.swf I use the stage like this:
if (root.stage != null)
root.stage.addEventListener(Event.REMOVED, someFunction);
root.stage.stageFocusRect = false;
How can I load this swf application and USE the stage without any problems?
You can try to load your SWF temporarily into a ByteArray and then load it with your SWFLoader.
Don't forget to set allowCodeImport to true since your SWF has as code inside.
Of course be sure that your loaded swf is secure enough for your application since it will have access at all your property.
private function loadSwfApplication():void {
// load the file with URLLoader into a bytearray
var loader:URLLoader=new URLLoader();
// binary format since it a SWF
loader.dataFormat=URLLoaderDataFormat.BINARY;
loader.addEventListener(Event.COMPLETE, onSWFLoaded);
//load the file
loader.load(new URLRequest("path/to/the/application.swf"));
}
private function onSWFLoaded(e:Event):void {
// remove the event
var loader:URLLoader=URLLoader(e.target);
loader.removeEventListener(Event.COMPLETE, onSWFLoaded);
// add an Application context and allow bytecode execution
var context:LoaderContext=new LoaderContext();
context.allowCodeImport=true;
// set the new context on SWFLoader
sfwLoader.loaderContext = context;
sfwLoader.addEventListener(Event.COMPLETE, loadComplete);
// load the data from the bytearray
sfwLoader.load(loader.data);
}
// your load complete function
private function loadComplete(completeEvent:Event):void {
var swfApplication:* = completeEvent.target.content;
swfApplication.init(); // this is a Function that I made it in the Root
// class of swfApplication
}
If they are being loaded from different domains you are going to have to add a security exception - http://livedocs.adobe.com/flex/3/html/help.html?content=05B_Security_08.html
if its being run locally youre probably going to have to add them to the list of trusted files or folders in the settings manager - http://www.macromedia.com/support/documentation/en/flashplayer/help/settings_manager04.html#117502
Assuming that the external SWF is also in the application directory, you could try loading it using the app:/ scheme:
var urlRequest:URLRequest = new URLRequest("app:/path/application.swf");
That may put it into the same security context as the main application.
One thing you may want to consider is that if you are trying to run a SWF from inside your application directory in AIR, AIR restricts execution of files. If you copy the file to a temp file and the run it (along with allowLoadBytesCodeExecution set to true) then it works.
var file:File = File.applicationDirectory.resolvePath("myFile.swf");
this.tmpFile = File.createTempDirectory().resolvePath("myFile.swf");
file.copyTo(this.tmpFile);
imagePreview.loaderContext = lc;
imagePreview.source = tmpFile.url;
it won't work for Flex Projectors.
Only we use SWFLoader and LocalConnection because they can communicate between external swf and main swf. Thanks for support!
Can you read my tutorial from Adobe's Forum
It is very better than MovieClip or Object-Callers
Thank for resolved solution :)
Best regards, Jens