Re: [Flashcoders] Getting bitmap data after successfully loading a swf file

2010-12-01 Thread Glen Pike

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 = x.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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Re: [Flashcoders] Getting bitmap data after successfully loading a swf file

2010-12-01 Thread Karl DeSaulniers

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 something about this a while back,
but I could be mistaken.

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 = x.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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http://designdrumm.com

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Re: [Flashcoders] Getting bitmap data after successfully loading a swf file

2010-12-01 Thread Karl DeSaulniers

@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 = x.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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Design Drumm
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Re: [Flashcoders] Getting bitmap data after successfully loading a swf file

2010-12-01 Thread Henrik Andersson
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 
I can then read from the main swf.


But you don't need any code in the loaded swf at all, you can just use 
the getDefinitionByName function.

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Re: [Flashcoders] Getting bitmap data after successfully loading a swf file

2010-11-30 Thread Henrik Andersson

SWF files are not bitmaps. Stop trying to treat them like bitmaps.
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RE: [Flashcoders] Getting bitmap data after successfully loading a swf file

2010-11-30 Thread Mendelsohn, Michael
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 delete all instances of dog that don't have an @id, or @id==2.

Any thoughts?
Thanks,
- Michael M.

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