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.
Hi all,
Just curious and I think it may shed a little light on this issue,
but isn't there a way to grab another SWFs library assets and
plug them into your own swf? If so, then you could just assign ids to
the
loaded library assets and then call on them in your swf??
I thought I remembered
@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
There are several ways to get at the assets. The most obvious one is to
simple ask the code in the loaded swf to give you what you want. You can
use all the fancy factory patterns that you've been reading about this way.
Personally I keep it simple and just store each thing in an object that
SWF files are not bitmaps. Stop trying to treat them like bitmaps.
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Hi list...
I want loop through to delete certain nodes, but can't figure out how to do it.
I've tried a conventional loop, for...in and for...each...in, and I must be
missing something.
pack
dog id=1/
dog/
dog id=2/
dog/
dog id=3/
/pack
I'd like to
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