Re: [Flashcoders] Re: SWAddress logical workflow
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- Omar M. Fouad - Adobe Flashâ„¢ Platform Developer www.omar-fouad.net Cellular: (+20) 1011.88.534 Mail: m...@omar-fouad.net This e-mail and any attachment is for authorised use by the intended recipient(s) only. It may contain proprietary material, confidential information and/or be subject to legal privilege. It should not be copied, disclosed to, retained or used by, any other party. If you are not an intended recipient then please promptly delete this e-mail and any attachment and all copies and inform the sender. Thank you. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] understand getChildByName
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] understand getChildByName
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
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 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
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
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
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
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)
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] (no subject)
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- Glen Pike 01326 218440 www.glenpike.co.uk http://www.glenpike.co.uk ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] (no subject)
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders