Re: [Flashcoders] Re: SWAddress logical workflow

2009-06-17 Thread Glen Pike

Hi,

   By interrupting the loading / transition I mean:

   If someone navigates, causing a change in the SWFAddress URL and you 
start loading data corresponding to the change...
   ...THEN, whilst your data is still loading, someone clicks the back 
/ forward buttons, maybe more than once...
   Your SWFAddress URL will change again and you MAY need to handle 
that change gracefully by interrupting what is going on already and 
dealing with last SWFAddress change received...


   For exampe:  If you are halfway through an animated transition, what 
do you do - wiat for it to finish or stop it and make it run backwards, 
stop it and start a different one??  I don't know if Gaia does this - it 
might do out of the box reasonably well, so check it out...


   If you are loading data, that may be easy to interrupt - you could 
look at swapping Loader objects over, remove listeners from the dead 
one, if you can't tell the existing Loader to start over with your new 
request.


   Whatever happens, you either have to wait until the previous 
loading/animation finishes (takes time and this is what holds your site 
up), or you build in a way of killing that and doing another.  I think 
the latter would make your site more responsive, but may take a lot of 
time and effort to get right so you may have to weigh up pros  cons.


   HTH

   GLen

  


Omar Fouad wrote:

I almost forgot... what do you mean by interrupting the loading / transition
of the site?

On Wed, Jun 17, 2009 at 3:56 AM, Omar Fouad omarfouad@gmail.com wrote:

  

Thanks Guys, for the replies I'll see your example Glen.


On Tue, Jun 16, 2009 at 11:27 PM, Steven Sacks flash...@stevensacks.netwrote:



This is exactly how Gaia works.  goto() calls setValue on SWFAddress and
the response is dispatched to the framework to handle the navigation.
 Interrupts are handled in both loading and transitions.  It's open source,
so you're welcome to examine how it's done in Gaia.


On Jun 16, 2009, at 1:08 PM, Glen Pike wrote:

I see what you mean by setting a future date on the FWA site - I managed
  

to screw up the history completely (FF2 WinXP) so got stuck forever on that
date a bit like Groundhog Day :)
I think the only way to deal with fast browsing is to allow your loading
/ transition process to be interrupted if you keep getting changes from
SWFAddress.  Personally, I have not really thought about this in my stuff
before, but the way you said you were approaching the SWFAddress bit seemed
sensible to me - going a round-about way by setting the URL when you
navigate in Flash then responding to the change via SWFAddress.  This seems
much safer because everything goes through a single route.

There is a nice example of doing the dynamic thing with PHP in the
SWFAddress examples.  You can even tweak the whole site with Apache 
mod_rewrite to get pretty URL's - this may / may not work with Zend AMF
quite nicely so download and examine this example:
http://www.asual.com/swfaddress/samples/seo/ which seems to be the
smoothest one.

If you are worried about fast clicking, have a look to see how an HTML
site behaves with this - I guess you get half-assed page loading, etc. But
people expect to wait a bit for something to load if they go back  forth,
you just have to be prepared to interrupt what you are doing (I should
probably take my own advice here and make sure my SWFAddress site behaves
nicely)

Hope this helps and if you come up with any interesting stuff, let us
know!

Glen



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[Flashcoders] understand getChildByName

2009-06-17 Thread Kurt Dommermuth
Hi All,

New to AS3.

I'm sure I must be missing something obvious, but I'm at a loss.

Example:

I have created a movie clip - called myMC. I added it to an existing movie
clip called main (main.addChild(myMC)).

At this point myMC traces as [object MovieClip].

I load an as2 swf into myMC.

At this point myMC traces as [object MainTimeline].

I change myMC's y value to 100 and it traces as 100.

Later I want to move it again.  To reference it I create a variable like
this:

var mc:DisplayObject = main.getChildByName(myMC);

Now when I trace mc's y value it is 0.

I don't know why.

Does the trace [object MainTimeline] indicate that I've used addChild
incorrectly?  Should I have added myMC to main after it had loaded?  Why
did it go from a MovieClip object to a MainTimeline object?

Does the fact that I'm loading in an as2 swf have anything to do with it?

Any help would be appreciated.

Thank you,
Kurt

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RE: [Flashcoders] understand getChildByName

2009-06-17 Thread Cor
Hi Kurt,

How do you load youe swf into your myMC?

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Kurt
Dommermuth
Sent: woensdag 17 juni 2009 13:57
To: 'Flash Coders List'
Subject: [Flashcoders] understand getChildByName

Hi All,

New to AS3.

I'm sure I must be missing something obvious, but I'm at a loss.

Example:

I have created a movie clip - called myMC. I added it to an existing movie
clip called main (main.addChild(myMC)).

At this point myMC traces as [object MovieClip].

I load an as2 swf into myMC.

At this point myMC traces as [object MainTimeline].

I change myMC's y value to 100 and it traces as 100.

Later I want to move it again.  To reference it I create a variable like
this:

var mc:DisplayObject = main.getChildByName(myMC);

Now when I trace mc's y value it is 0.

I don't know why.

Does the trace [object MainTimeline] indicate that I've used addChild
incorrectly?  Should I have added myMC to main after it had loaded?  Why
did it go from a MovieClip object to a MainTimeline object?

Does the fact that I'm loading in an as2 swf have anything to do with it?

Any help would be appreciated.

Thank you,
Kurt

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Re: [Flashcoders] understand getChildByName

2009-06-17 Thread allandt bik-elliott (thefieldcomic.com)
the name of a movieclip used by getChildByName() is the value that's in it's
myMC.name property. When you place something on the stage manually and add a
name into the properties dialogue box, it's this that you're affecting

a

On Wed, Jun 17, 2009 at 1:33 PM, Cor c...@chello.nl wrote:

 Hi Kurt,

 How do you load youe swf into your myMC?

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Kurt
 Dommermuth
 Sent: woensdag 17 juni 2009 13:57
 To: 'Flash Coders List'
 Subject: [Flashcoders] understand getChildByName

 Hi All,

 New to AS3.

 I'm sure I must be missing something obvious, but I'm at a loss.

 Example:

 I have created a movie clip - called myMC. I added it to an existing
 movie
 clip called main (main.addChild(myMC)).

 At this point myMC traces as [object MovieClip].

 I load an as2 swf into myMC.

 At this point myMC traces as [object MainTimeline].

 I change myMC's y value to 100 and it traces as 100.

 Later I want to move it again.  To reference it I create a variable like
 this:

 var mc:DisplayObject = main.getChildByName(myMC);

 Now when I trace mc's y value it is 0.

 I don't know why.

 Does the trace [object MainTimeline] indicate that I've used addChild
 incorrectly?  Should I have added myMC to main after it had loaded?  Why
 did it go from a MovieClip object to a MainTimeline object?

 Does the fact that I'm loading in an as2 swf have anything to do with it?

 Any help would be appreciated.

 Thank you,
 Kurt

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RE: [Flashcoders] understand getChildByName

2009-06-17 Thread Kurt Dommermuth
Hi Cor,

Thank you for reading this Cor.  It is a package and it looks like below.
It is one of my first attempts so if you see any other room for improvement
it would be welcome.



The call to the loader looks like this:

var mc:MovieClip = new MovieClip();
var m = main.addChild(mc);
mc.name = btn_nav
var callback:Object = new Object();
callback.fn = initGameNav;
callback.mc = m;
var l:Assetloader = new Assetloader(mc, game_buttons_as3.swf, callback);



package com.dom.Loaders
{   
import flash.display.Stage;
import flash.display.MovieClip;
import flash.display.Loader;
import flash.display.LoaderInfo;
import flash.events.*;
import flash.net.URLRequest;
import flash.net.URLLoader;
import flash.text.TextField;
import com.dom.Utilities.FeedbackMessage;
import flash.utils.getDefinitionByName;

public class Assetloader extends MovieClip
{   
private var _path:MovieClip;
private var _url:String;
private var _callback:Object;
private var _p:preloaderMC;
private var _loader:Loader;
private var _error:FeedbackMessage;

public function Assetloader(path:MovieClip, url:String,
callback:Object=null):void
{
_path = path;
_url = url;
_callback = callback;
initLoader();
}

private function initLoader():void
{
var request:URLRequest = new URLRequest(_url);
_loader = new Loader();

_loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,
handleError);

_loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,
loadProgress);

_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
_loader.load(request); //initiate loading of
main.swf
trace(_callback.mc =  + _callback.mc)
_path.addChild(_loader);
trace(_callback.mc2 =  + _callback.mc)
}

// Update the percentage display
private function loadProgress(event:ProgressEvent):void 
{
var percentLoaded:Number = event.bytesLoaded /
event.bytesTotal;
percentLoaded = Math.round(percentLoaded * 100);

}

//remove the loader and free up resources
private function cleanUp():void
{
_loader.removeEventListener(IOErrorEvent.IO_ERROR,
handleError);
_loader.removeEventListener(ProgressEvent.PROGRESS,
loadProgress);
_loader.removeEventListener(Event.COMPLETE,
loadComplete);
if(_p!=null)
{
_p.parent.removeChild(_p);
}
_p = null;
}


// Load complete, hide the animating graphic and text
private function loadComplete(event:Event):void 
{
_callback.load_info = new Object()
_callback.load_info = event.target;
_callback.mc = event.target.content;
_callback.fn(_callback);
cleanUp();  
}

private function handleError(e:IOErrorEvent):void 
{
trace(Error loading File);
var msg:String = The file ' + _url + ' could not
be loaded.
_error = new FeedbackMessage(msg,_callback.path);
cleanUp()
}
}
}

_

The Return or on complete function essentially looks like this:


function initGameNav(o:Object):void
{
var game_button_ar:Array = o.mc.games;
var game_ar_len:Number = game_button_ar.length;

for(var i:Number=1;i=game_ar_len;i++)
{
var newY:Number;
var asset_name:String = game_button_ar[(i-1)][0];
var asset_game_to_load:String = game_button_ar[(i-1)][1];
var asset_class =
o.load_info.applicationDomain.getDefinition(asset_name) as Class;
var asset_mc:MovieClip = new asset_class() as MovieClip;
o.mc.addChild(asset_mc);
//trace(game to load =  + asset_game_to_load)
asset_mc.asset_game_to_load = asset_game_to_load;
asset_mc.scaleX = .50
asset_mc.scaleY = .50
if(i=10)
{

RE: [Flashcoders] understand getChildByName

2009-06-17 Thread Cor
This all looks AS3 to me.
Did I misunderstood AS2?

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Kurt
Dommermuth
Sent: woensdag 17 juni 2009 15:13
To: 'Flash Coders List'
Subject: RE: [Flashcoders] understand getChildByName

Hi Cor,

Thank you for reading this Cor.  It is a package and it looks like below.
It is one of my first attempts so if you see any other room for improvement
it would be welcome.



The call to the loader looks like this:

var mc:MovieClip = new MovieClip();
var m = main.addChild(mc);
mc.name = btn_nav
var callback:Object = new Object();
callback.fn = initGameNav;
callback.mc = m;
var l:Assetloader = new Assetloader(mc, game_buttons_as3.swf, callback);



package com.dom.Loaders
{   
import flash.display.Stage;
import flash.display.MovieClip;
import flash.display.Loader;
import flash.display.LoaderInfo;
import flash.events.*;
import flash.net.URLRequest;
import flash.net.URLLoader;
import flash.text.TextField;
import com.dom.Utilities.FeedbackMessage;
import flash.utils.getDefinitionByName;

public class Assetloader extends MovieClip
{   
private var _path:MovieClip;
private var _url:String;
private var _callback:Object;
private var _p:preloaderMC;
private var _loader:Loader;
private var _error:FeedbackMessage;

public function Assetloader(path:MovieClip, url:String,
callback:Object=null):void
{
_path = path;
_url = url;
_callback = callback;
initLoader();
}

private function initLoader():void
{
var request:URLRequest = new URLRequest(_url);
_loader = new Loader();

_loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,
handleError);

_loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,
loadProgress);

_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
_loader.load(request); //initiate loading of
main.swf
trace(_callback.mc =  + _callback.mc)
_path.addChild(_loader);
trace(_callback.mc2 =  + _callback.mc)
}

// Update the percentage display
private function loadProgress(event:ProgressEvent):void 
{
var percentLoaded:Number = event.bytesLoaded /
event.bytesTotal;
percentLoaded = Math.round(percentLoaded * 100);

}

//remove the loader and free up resources
private function cleanUp():void
{
_loader.removeEventListener(IOErrorEvent.IO_ERROR,
handleError);
_loader.removeEventListener(ProgressEvent.PROGRESS,
loadProgress);
_loader.removeEventListener(Event.COMPLETE,
loadComplete);
if(_p!=null)
{
_p.parent.removeChild(_p);
}
_p = null;
}


// Load complete, hide the animating graphic and text
private function loadComplete(event:Event):void 
{
_callback.load_info = new Object()
_callback.load_info = event.target;
_callback.mc = event.target.content;
_callback.fn(_callback);
cleanUp();  
}

private function handleError(e:IOErrorEvent):void 
{
trace(Error loading File);
var msg:String = The file ' + _url + ' could not
be loaded.
_error = new FeedbackMessage(msg,_callback.path);
cleanUp()
}
}
}

_

The Return or on complete function essentially looks like this:


function initGameNav(o:Object):void
{
var game_button_ar:Array = o.mc.games;
var game_ar_len:Number = game_button_ar.length;

for(var i:Number=1;i=game_ar_len;i++)
{
var newY:Number;
var asset_name:String = game_button_ar[(i-1)][0];
var asset_game_to_load:String = game_button_ar[(i-1)][1];
var asset_class =
o.load_info.applicationDomain.getDefinition(asset_name) as 

Re: [Flashcoders] understand getChildByName

2009-06-17 Thread Gregory Boland
you might be experiencing a related issue regarding accessing properties of
an AS2 swf inside an AS3 swf.  I know that you have limited interaction with
an as2 movie loaded into as3.  Try loading an AS3 swf into there and see if
you have the same issue

greg

On Wed, Jun 17, 2009 at 6:13 AM, Kurt Dommermuth k...@kurtdommermuth.comwrote:

 Hi Cor,

 Thank you for reading this Cor.  It is a package and it looks like below.
 It is one of my first attempts so if you see any other room for improvement
 it would be welcome.

 

 The call to the loader looks like this:

 var mc:MovieClip = new MovieClip();
 var m = main.addChild(mc);
 mc.name = btn_nav
 var callback:Object = new Object();
 callback.fn = initGameNav;
 callback.mc = m;
 var l:Assetloader = new Assetloader(mc, game_buttons_as3.swf, callback);

 

 package com.dom.Loaders
 {
import flash.display.Stage;
import flash.display.MovieClip;
import flash.display.Loader;
import flash.display.LoaderInfo;
import flash.events.*;
import flash.net.URLRequest;
import flash.net.URLLoader;
import flash.text.TextField;
import com.dom.Utilities.FeedbackMessage;
import flash.utils.getDefinitionByName;

public class Assetloader extends MovieClip
{
private var _path:MovieClip;
private var _url:String;
private var _callback:Object;
private var _p:preloaderMC;
private var _loader:Loader;
private var _error:FeedbackMessage;

public function Assetloader(path:MovieClip, url:String,
 callback:Object=null):void
{
_path = path;
_url = url;
_callback = callback;
initLoader();
}

private function initLoader():void
{
var request:URLRequest = new URLRequest(_url);
_loader = new Loader();

 _loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,
 handleError);

 _loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,
 loadProgress);

 _loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
_loader.load(request); //initiate loading of
 main.swf
trace(_callback.mc =  + _callback.mc)
_path.addChild(_loader);
trace(_callback.mc2 =  + _callback.mc)
}

// Update the percentage display
private function loadProgress(event:ProgressEvent):void
{
var percentLoaded:Number = event.bytesLoaded /
 event.bytesTotal;
percentLoaded = Math.round(percentLoaded * 100);

}

//remove the loader and free up resources
private function cleanUp():void
{
_loader.removeEventListener(IOErrorEvent.IO_ERROR,
 handleError);
_loader.removeEventListener(ProgressEvent.PROGRESS,
 loadProgress);
_loader.removeEventListener(Event.COMPLETE,
 loadComplete);
if(_p!=null)
{
_p.parent.removeChild(_p);
}
_p = null;
}


// Load complete, hide the animating graphic and text
private function loadComplete(event:Event):void
{
_callback.load_info = new Object()
_callback.load_info = event.target;
_callback.mc = event.target.content;
_callback.fn(_callback);
cleanUp();
}

private function handleError(e:IOErrorEvent):void
{
trace(Error loading File);
var msg:String = The file ' + _url + ' could not
 be loaded.
_error = new FeedbackMessage(msg,_callback.path);
cleanUp()
}
}
 }

 _

 The Return or on complete function essentially looks like this:


 function initGameNav(o:Object):void
 {
 var game_button_ar:Array = o.mc.games;
 var game_ar_len:Number = game_button_ar.length;

 for(var i:Number=1;i=game_ar_len;i++)
 {
var newY:Number;
var asset_name:String = game_button_ar[(i-1)][0];
var asset_game_to_load:String = game_button_ar[(i-1)][1];
var asset_class =
 o.load_info.applicationDomain.getDefinition(asset_name) as Class;
var asset_mc:MovieClip = new asset_class() as MovieClip;
o.mc.addChild(asset_mc);
//trace(game to load =  + 

RE: [Flashcoders] understand getChildByName

2009-06-17 Thread Kurt Dommermuth
Hi Cor,

I meant to say that the movie I was loading in is an as2 swf.

the container is as3.

Kurt

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Cor
Sent: Wednesday, June 17, 2009 9:25 AM
To: 'Flash Coders List'
Subject: RE: [Flashcoders] understand getChildByName

This all looks AS3 to me.
Did I misunderstood AS2?

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Kurt
Dommermuth
Sent: woensdag 17 juni 2009 15:13
To: 'Flash Coders List'
Subject: RE: [Flashcoders] understand getChildByName

Hi Cor,

Thank you for reading this Cor.  It is a package and it looks like below.
It is one of my first attempts so if you see any other room for improvement
it would be welcome.



The call to the loader looks like this:

var mc:MovieClip = new MovieClip();
var m = main.addChild(mc);
mc.name = btn_nav
var callback:Object = new Object();
callback.fn = initGameNav;
callback.mc = m;
var l:Assetloader = new Assetloader(mc, game_buttons_as3.swf, callback);



package com.dom.Loaders
{   
import flash.display.Stage;
import flash.display.MovieClip;
import flash.display.Loader;
import flash.display.LoaderInfo;
import flash.events.*;
import flash.net.URLRequest;
import flash.net.URLLoader;
import flash.text.TextField;
import com.dom.Utilities.FeedbackMessage;
import flash.utils.getDefinitionByName;

public class Assetloader extends MovieClip
{   
private var _path:MovieClip;
private var _url:String;
private var _callback:Object;
private var _p:preloaderMC;
private var _loader:Loader;
private var _error:FeedbackMessage;

public function Assetloader(path:MovieClip, url:String,
callback:Object=null):void
{
_path = path;
_url = url;
_callback = callback;
initLoader();
}

private function initLoader():void
{
var request:URLRequest = new URLRequest(_url);
_loader = new Loader();

_loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,
handleError);

_loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,
loadProgress);

_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
_loader.load(request); //initiate loading of
main.swf
trace(_callback.mc =  + _callback.mc)
_path.addChild(_loader);
trace(_callback.mc2 =  + _callback.mc)
}

// Update the percentage display
private function loadProgress(event:ProgressEvent):void 
{
var percentLoaded:Number = event.bytesLoaded /
event.bytesTotal;
percentLoaded = Math.round(percentLoaded * 100);

}

//remove the loader and free up resources
private function cleanUp():void
{
_loader.removeEventListener(IOErrorEvent.IO_ERROR,
handleError);
_loader.removeEventListener(ProgressEvent.PROGRESS,
loadProgress);
_loader.removeEventListener(Event.COMPLETE,
loadComplete);
if(_p!=null)
{
_p.parent.removeChild(_p);
}
_p = null;
}


// Load complete, hide the animating graphic and text
private function loadComplete(event:Event):void 
{
_callback.load_info = new Object()
_callback.load_info = event.target;
_callback.mc = event.target.content;
_callback.fn(_callback);
cleanUp();  
}

private function handleError(e:IOErrorEvent):void 
{
trace(Error loading File);
var msg:String = The file ' + _url + ' could not
be loaded.
_error = new FeedbackMessage(msg,_callback.path);
cleanUp()
}
}
}

_

The Return or on complete function essentially looks like this:


function initGameNav(o:Object):void
{
var 

RE: [Flashcoders] understand getChildByName

2009-06-17 Thread Kurt Dommermuth
good idea.

I'll give it a go.

Thanks Greg.

Kurt

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Gregory
Boland
Sent: Wednesday, June 17, 2009 9:34 AM
To: Flash Coders List
Subject: Re: [Flashcoders] understand getChildByName

you might be experiencing a related issue regarding accessing properties of
an AS2 swf inside an AS3 swf.  I know that you have limited interaction with
an as2 movie loaded into as3.  Try loading an AS3 swf into there and see if
you have the same issue

greg

On Wed, Jun 17, 2009 at 6:13 AM, Kurt Dommermuth
k...@kurtdommermuth.comwrote:

 Hi Cor,

 Thank you for reading this Cor.  It is a package and it looks like below.
 It is one of my first attempts so if you see any other room for
improvement
 it would be welcome.

 

 The call to the loader looks like this:

 var mc:MovieClip = new MovieClip();
 var m = main.addChild(mc);
 mc.name = btn_nav
 var callback:Object = new Object();
 callback.fn = initGameNav;
 callback.mc = m;
 var l:Assetloader = new Assetloader(mc, game_buttons_as3.swf, callback);

 

 package com.dom.Loaders
 {
import flash.display.Stage;
import flash.display.MovieClip;
import flash.display.Loader;
import flash.display.LoaderInfo;
import flash.events.*;
import flash.net.URLRequest;
import flash.net.URLLoader;
import flash.text.TextField;
import com.dom.Utilities.FeedbackMessage;
import flash.utils.getDefinitionByName;

public class Assetloader extends MovieClip
{
private var _path:MovieClip;
private var _url:String;
private var _callback:Object;
private var _p:preloaderMC;
private var _loader:Loader;
private var _error:FeedbackMessage;

public function Assetloader(path:MovieClip, url:String,
 callback:Object=null):void
{
_path = path;
_url = url;
_callback = callback;
initLoader();
}

private function initLoader():void
{
var request:URLRequest = new URLRequest(_url);
_loader = new Loader();

 _loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,
 handleError);

 _loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,
 loadProgress);

 _loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
_loader.load(request); //initiate loading of
 main.swf
trace(_callback.mc =  + _callback.mc)
_path.addChild(_loader);
trace(_callback.mc2 =  + _callback.mc)
}

// Update the percentage display
private function loadProgress(event:ProgressEvent):void
{
var percentLoaded:Number = event.bytesLoaded /
 event.bytesTotal;
percentLoaded = Math.round(percentLoaded * 100);

}

//remove the loader and free up resources
private function cleanUp():void
{
_loader.removeEventListener(IOErrorEvent.IO_ERROR,
 handleError);
_loader.removeEventListener(ProgressEvent.PROGRESS,
 loadProgress);
_loader.removeEventListener(Event.COMPLETE,
 loadComplete);
if(_p!=null)
{
_p.parent.removeChild(_p);
}
_p = null;
}


// Load complete, hide the animating graphic and text
private function loadComplete(event:Event):void
{
_callback.load_info = new Object()
_callback.load_info = event.target;
_callback.mc = event.target.content;
_callback.fn(_callback);
cleanUp();
}

private function handleError(e:IOErrorEvent):void
{
trace(Error loading File);
var msg:String = The file ' + _url + ' could not
 be loaded.
_error = new FeedbackMessage(msg,_callback.path);
cleanUp()
}
}
 }

 _

 The Return or on complete function essentially looks like this:


 function initGameNav(o:Object):void
 {
 var game_button_ar:Array = o.mc.games;
 var game_ar_len:Number = game_button_ar.length;

 for(var i:Number=1;i=game_ar_len;i++)
 {
var newY:Number;
var asset_name:String = 

[Flashcoders] (no subject)

2009-06-17 Thread Gustavo Duenas
Hi Anyone knows a tutorial or how-to skin the scroll bar component in  
flash, I'd rather have something different than the regular scroll  
bar of flash CS3.


regards,

Gus





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Re: [Flashcoders] (no subject)

2009-06-17 Thread Glen Pike

http://www.google.co.uk/search?hl=enq=flash+cs3+skin+scrollbarbtnG=Google+Searchmeta=aq=0oq=flash+cs3+skin+scroll

Drag a scrollbar on the stage, double click it and change the graphics 
for the different states.


Now if you have anything with a scrollbar in your movie, the local 
edited copy of the component should override the default graphics.


Try it by adding a text field on stage, setting it to a fixed height, 
drag a scrollbar onto it, fill text field with text lines  height of 
text field, test movie...


Glen


Gustavo Duenas wrote:
Hi Anyone knows a tutorial or how-to skin the scroll bar component in 
flash, I'd rather have something different than the regular scroll bar 
of flash CS3.


regards,

Gus





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--

Glen Pike
01326 218440
www.glenpike.co.uk http://www.glenpike.co.uk

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Re: [Flashcoders] (no subject)

2009-06-17 Thread John R. Sweeney Jr
http://www.flashloaded.com/flashcomponents/ultimatescrollerpro/
http://www.flashloaded.com/flashcomponents/ultimatescroller/

Both are excellent scrollbar components
Easy to skin
Control fields, movieclips, nested clips

Cheap and works well.

John


on 6/17/09 11:47 AM, Gustavo Duenas at gdue...@leftandrightsolutions.com
wrote:

 Hi Anyone knows a tutorial or how-to skin the scroll bar component in
 flash, I'd rather have something different than the regular scroll
 bar of flash CS3.
 
 regards,
 
 Gus


John R. Sweeney Jr.
Interactive Multimedia Developer


OnDemand Interactive Inc
945 Washington Blvd.
Hoffman Estates, IL 60169
Office/Fax: 847.310.5959
Cellular: 847.651.4469
www.ondemandinteractive.com


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