Communication between loaded SWF
Hi all
I have a few questions that left me speechless, any help would be greatly appreciated!
I have a flash container that loads other flash files that have been made in Adobe Captivate, (essentially normal SWF files) and in addition to that I have other SWF widget files I created as his children to extend the default features of Captivate. So, essentially, I have 3 'levels' of the sovereign funds charge.
Container-> Captivate SWF-> Widget
The problem lies in the Middle - I don't know how the Captivate is organizing its variables, events and responsible children because I do not have access to its code. What I want to do, is get my SWF container communicates with the one Widget and vice versa, but I can't get the work of the hierarchy... I can send values to the 'scene' via the widget, but not vice versa.
So first of all, since I don't have the code - SWF
-Is it possible to list all the variables inside a child or a parent, so I can work this?
Is there a way I can tell when a child or a parent raises an event? (especially when I don't know the names/functions of the event)
- and is there an easier way, I could go on that I don't see?
Thank you
Yes. You can use describeType() to any flash object to inspect all its methods, properties, and events. describeType() generates a xml object that you can scroll through like I did above to search for items of interest.
Tags: Adobe Animate
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Communication between two SWFs (FLASH movie load)
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My first flash animation gives users a choice to display several other movies (SWF) "external" flash by loading on top of my first film. When a user chooses an external movie, the reading head is "parked" in an empty frame in my 'initial film' and code in this framework launches the external SWF file loading. The document of the external SWF file size is the same as the main movie then she covers it completely. The code is simple.
//Create a new Loader instance var loader:Loader = new Loader(); // Load the SWF file into the instance loader.load(new URLRequest("Rule1.swf")); // Add the instance to the main timeline's display list addChild(loader);
My external SWF plays until it ends. If at this point, I can go back to my first film and move the playhead I think that my problem can be solved. This is where my problem begins. I don't know how deparcage the playhead in my "first film" once the external SWF is complete. How can I get the playhead parked in a specific picture in my first film for that opportunity can choose another external movie? I'd appreciate any help I can get.Thank you
NCP
You must assign an event listener for the charger so that it can perform the function loadCompleteHandler. You must wait for the swf file to complete loading before assigning the listener - to what I show below it waiting for the INIT event, which occurs once the file loaded AND is ready for use. So the next line should be added to your code to load before calling the function load for the charger.
Create a new instance of charger
var loader: Loader = new Loader();Assign a listener to the INIT event
loader.contentLoaderInfo.addEventListener (Event.INIT, loaderCompleteHandler);
Load the SWF file in the instance
Loader.Load (new URLRequest ("Rule1.swf"));
Add the instance to the display list of the main timeline
addChild (loader); -
In an html page, I have 2 images with animations flash, one on each of them.
A movie has a few buttons, the other has a dynamic text field.
Is it possible to click on a button on the first film and change the text on the second?
Just for a test, I created a file as containing a class with a string variable and imported for two movies to use as a global variable, but of course it seems to not work, I guess that each film has its own instance of this class.
I think you must set the client in the file of reception...
var conn: LocalConnection = new LocalConnection();
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Conn.client = this;
function titoloHome (): void {}
title_txt. Text = "Home Page";
} -
SWF swf communication - swf loaded swf loading
Hello
I read the article by kglad SWF SWF communication when two SWF files uses actionscript 3.0 gratefully, but, probably because of my stubbornness, I have swf loaded at loading swf communication problems to work for me.Loading of swf (swf1.swf) as loaded swf (swf2.swf) by casting to a MovieClip loader.content worked well for me.
I want the swf to call a function on the timeline of the swf file loading. (Aside, I'm doubting it's possible, but I'm really very uneducated on this topic)
I copied the article code in swf2.fla as below;
Create a variable to refer to the main scenario for swf1
var swf1Main_mc:MovieClip; This assumes that swf1 is a movieclip.
Create your listener to ensure that loaded swf has been added to the display list and can get a
the reference to the main timeline (which is always the main timeline of the SWF loading).
this.addEventListener (Event.ADDED_TO_STAGE, initF);
function initF(e:Event):void {}
swf1Main_mc = MovieClip (this.root);
}
and add a simple button with an event listener for mouse to invoke a function (in swf2) for example
function btnClicked(e:Event)
{
swf1Main_mc.showME ();
}
where showME() is a function in swf1. for example
function showME()
{
trace ("swf1 called swf2 showME");
}
All I get is a runtime error "TypeError: Error #1006: showME is not a function." to swf2_fla::MainTimeline/btnClicked().
I took out what little hair remains try different variations in the code then, in desperation, please someone can spot what I'm doing wrong or point me in the right direction?
Thanks for your time,
BobA loaded swf file should not try to control its parent. The child must only be send an event to the parent to take action. In this way, the child is completely independent of the parent as well as to be able to publish on his own. To load completion than the parent must assign an event listener to the child for this event, and the event handler function.
Example:
Add something to raise the event in the child:
dispatchEvent (new Event ("eventTriggered")); (if problem dispatchEvent, see: http://www.kirupa.com/forum/showthread.php?p=1899603#post1899603)
In your SWF to loading/parent, listen for the complete event on the Loader.contentLoaderInfo. In the complete event handler, add a listener for the event on the loaded swf file.
triggered when external swf loading event handler
function loaderCompleteHandler(event:Event) {}
MovieClip (event.currentTarget.content) .addEventListener ("eventTriggered", eventHandler);
}function eventHandler(event:Event):void {}
trace ("event sent in loaded swf");
} -
Communication between MovieClips loaded
Hello
(everything here is AS 3)
My main file loads an external swf in a clip...
Once loaded, it needs to know which language is defined by the main movie (a variable on the root of the main sequence)...
What is the location of the main sequence, see leave the clip, I just loaded?
Object (parent)-> does not work...
Object (root)-> is the root of the MovieClip (the external swf file)
Any clue? (o).
If you use a loader to load external movieclip, and then to get to some timeline holds the charger you have to go back a couple of parents. The charger itself is the parent of the loaded swf file. If the charger is inside a movieclip of the main file, then 3 might get you to the main timeline of the loading file... Object (parent.parent.parent)...
As far as communication right, which is considered be a rough and tumble approach (although usually easier for people to understand). A more appropriate way to have a child object to talk to a parent object is to have just the parent assign an event listener to the child after it is loaded, and then have the child dispatches an event when something external to it should be treated. The parent will be a function of event handler standing ready to cope.
-
totalFrames of dynamically loaded swf
I tried for 2 days now to find the total number of images to a .swf dynamically loaded.
Here is a code example:
var loader:Loader = new Loader; loader.load(new URLRequest("mop.swf")) master_mc.addChild(loader); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, xmlLoadedF); function xmlLoadedF(event:Event):void { trace(loader.content.totalFrames); }
I am really puzzled.
Any help would be greatly appreciated.
I know it's old, but I found via google and thought I would correct the error.
You can reference properties avm1 (and methods) swf using localconnection to communicate between SWFs avm1 and avm2, SWF SWF communication when two SWF files uses actionscript 3.0
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AS 3.0 - &; gt; communication between classes
Hi all
Here's a good question, that nobody seems to have all the answers for... I searched on the net and it is not really that much info at all, so I'm assuming that we AS 3.0 people do a little "trail blazing", so to speak.
Here's my problem:
I would have a particularly modular interface, such as the main movieclip can load in modular pieces and insert them in a framework and have this operation as a 'window' in the Flash. The charger for the movieclip must be dynamic. I'll abstain not harder and get to the point of my question:
Let's say you have created a class to a movieclip 'circle', which is created in its very own .fla with its own (circle.as) class file that extends the movieclip class. Now let's consider this circle is one of the modules in the base movieclip that will load dynamically.
The circle movieclip loads, but now you want to communicate with the movieclip of circle and for example, question him and ask him what color his circle is. Surely, we would create a function in the circle class, something like the following:
public void getColor (): {of color
Return circlecolor;
};
On the main movieclip, we questioned this file that has been loaded, and you can imagine the code to resemble the following:
public void objectLoaded(event:Event):void {}
trace ("circleloaded! And Flash coders rule! ») ;
trace ("the color of this new object is" + event.content.getColor ());
};
Now my problem is that I can't connect at all! Test and debugging, it seems that the film circle will not even look at the scene as the root timeline (it will look at the charger as its personal root, I think!). Does anyone have ideas on how we can get some kind of a channel of communication between the classes of movieclip that are loaded dynamically in this mode?
Yes sorry I forgot:
You must send the object to a MovieClip for her to work. Full code:the Circle.as class
package {}
import flash.display.MovieClip;SerializableAttribute public class Circle extends MovieClip {}
var circlecolor:Number = 0xFF0000;public void getColor (): number {}
Return circlecolor;
}
}
}This class must be attached to the document (in my case loaded.swf), use the property inspector.
The following code goes into the swf loader:
import flash.events. *;
import flash.display. *;
flash.net import. *;var ldr:Loader = new Loader();
ldr.contentLoaderInfo.addEventListener (Event.COMPLETE, onCircleLoaded);
LDR. Load (new URLRequest ("loaded.swf"));
addChild (ldr);function onCircleLoaded(event:Event):void {}
trace ("the color is:" + MovieClip (event.target.content) .getColor ());
}That's all
-
loaded SWF does not work properly
I created a maze game (the idea is to draw a line to connect between 2 video clips in the wall of the maze)
This is the code of the game:
Stop();
import flash.display.Sprite;
import flash.events.MouseEvent;
We draw or not?
var drawing: Boolean;
var isStart = false;
var drawingSprite:Sprite = new Sprite();
addChild (drawingSprite);
drawingSprite.graphics.lineStyle (3, 0 x 000000);
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stage.addEventListener (MouseEvent.MOUSE_DOWN, startDrawing);
stage.addEventListener (MouseEvent.MOUSE_MOVE, draw);
stage.addEventListener (MouseEvent.MOUSE_UP, stopDrawing);
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drawingSprite.graphics.moveTo (mouseX, mouseY);
drawing = true;
}
draw function (event: MouseEvent) {}
{if (Drawing)}
drawingSprite.graphics.lineTo (mouseX, mouseY);
}
}
function stopDrawing(event:MouseEvent) {}
drawing = false;
}
Adds an event listener on the stage with the move of the mouse event.
stage.addEventListener (MouseEvent.MOUSE_MOVE, detectHits);
function detectHits(event:MouseEvent) {}
If the mouse touches the edges of the labyrinth, return to the
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Stadium.
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drawingSprite.graphics.clear ();
gotoAndPlay (3);
isStart = false;
stage.removeEventListener (MouseEvent.MOUSE_MOVE, detectHits);
}
}
If the mouse button point the brush, proceed to the third stage and
remove the mouse event listener move scene.
ElseIf (hit_mc.hitTestPoint (mouseX, mouseY, true)) {}
If (isStart == true) {}
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stage.removeEventListener (MouseEvent.MOUSE_MOVE, detectHits);
}
}
}
mc_start.addEventListener (MouseEvent.MOUSE_OVER, fl_MouseClickHandler);
function fl_MouseClickHandler(event:MouseEvent):void
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works very well and published as swf
When I try to load this game to another fla
the market never properly Yes the loaded swf file and the game starts well
but when I start to draw the line in the maze and without touching any wall it moves on the chassis (lost u)
The error is always using mouseX and mouseY. If you had failed to compensate for the placement of the loaded swf file then you will would not compensate for mouseX/Y for one would be the same value as mouseX/Y for those responsible.
You need to deal with the overall conversion to local or you must build in compensation. Because it is a fixed value (35), you can set the code in the swf file to use a Compensator variable that is set to zero by default in the swf file (for when he plays his own). When you load it into another file, then you need to wait after is fully loaded and loading file assign a different value to this trim... in this case it would be-35
Another way to solve this problem would be to move all the content in the swf 35 pixels to the right and downwards (in itself). Then it would be unnecessary to adjust the positioning and the mouseX/Y values would be the same for the main movie and the one responsible. Then, the only problem might be using the SWF itself.
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Thanks in advance
Yes, it is possible. Use the localconnection class to communicate between the two rulers.
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Hello
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read the printer correct that information the slot microsoft, including the 'fix - it' and the information of the links to the other
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How to use this tutorial
For best results, complete each step before move you on to the next. Try to print after each step before moving on to the next step.
http://Windows.Microsoft.com/en-us/Windows/help/printer-problems-in-Windows
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