@ACE
You may want to separate your function calls for each type of file.
IE: using your bitmap function for png, jpg, gif, etc.
Then another function that just loads the swf files in a MC the way
they come?
But I think Henrik is right here, you cant load a SWF as if it was an
image. Its a swf. :)
HTH,
Best,
Karl
On Dec 1, 2010, at 3:44 AM, Glen Pike wrote:
Hi,
If your loaded asset is a swf, you cannot just access the
bitmapData property - it does not have one.
However, you can draw the contents of a MovieClip / Sprite /
DisplayObject into a BitmapData object, which you can then pass to
the constructor of a Bitmap.
http://help.adobe.com/en_US/as3/dev/
WS5b3ccc516d4fbf351e63e3d118a9b90204-7d60.html
You should also use the INIT event rather than the COMPLETE
event for loaded objects because your SWF may have to initialise
when it's loaded and you cannot be guaranteed that height, width
and child clips are on stage.
HTH
Glen
On 30/11/2010 19:18, ACE Flash wrote:
hi there,
I am pulling my hair off :), i was able to use any PNG or JPG file
in my
code, the SWF file just didn't work. Would you please take a look
for me? Is
there anything I am missing??
I am using flash 9 and all files are on the same domain. Thanks
====================================
import flash.net.URLRequest;import flash.display.Loader;
// I am able to use the PNG/JPG files
var fileURL:String = "http://www.google.com/images/logos/
ps_logo2.png"
// BUT!!! the SWF just doesn't work!!!!, it always return null!
//var fileURL:String = "xxxxx.swf"
var request:URLRequest = new URLRequest(fileURL);
var loader:Loader = new
Loader();loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
dataCompleteHandler);loader.load(request);
function dataCompleteHandler(e:Event):void{
var image:Bitmap = new Bitmap(e.currentTarget.content.bitmapData);
addChild(image);}
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Karl DeSaulniers
Design Drumm
http://designdrumm.com
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