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Thread: How to make sure randomly loaded externals swfs are fully loaded [F8]

  1. #1
    Junior Member
    Join Date
    Feb 2006
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    12

    How to ensure random external swf is fully loaded before moving to new frame [F8]

    I am randomly loading external swfs into my main movie. I've got the random part working. However, I don't know how to make sure the random swf is fully loaded before jumping to a specific frame in my main movie.

    I have a preloader inside each external swf, but I don't know how to make my main movie understand that the random swf is completely loaded before the main timeline should gotoandPlay("start").

    What I Have So Far:

    I have a blank MC (named "location") on the main stage, which I am using to hold the random swfs. On the first frame inside this MC, I have the following code:

    choice = Math.round(Math.random()*2);
    switch (choice) {
    case 0 :
    location.loadMovie("image0.swf");
    break;
    case 1 :
    location.loadMovie("image1.swf");
    break;
    case 2 :
    location.loadMovie("image2.swf");
    break;

    }

    Loading the random swfs is working perfectly. But after the external swf is fully loaded, I want to move onto a frame labeled "start" on the main stage. I just don't know how to make sure the random swfs are completely loaded before I say gotoandPlay("start").

    I've tried piecing together bits from so many tutorials, and I just don't know what I need to do to make it work with my current code.

    Thanks so much!
    Last edited by lsterling03; 08-28-2007 at 12:33 PM. Reason: edited to include flash version

  2. #2
    Developing For Dunkets mneil's Avatar
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    Lincoln City
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    instead of using loadMovie you can use the MovieClipLoader class that has the onLoadInit function that checks if an external swf is loaded including it's actions.

    var mcl:MovieClipLoader = new MovieClipLoader;
    choice = Math.round(Math.random()*2);
    switch (choice) {
    case 0 :
    location.loadClip("image0.swf");
    break;
    case 1 :
    location.loadClip("image1.swf");
    break;
    case 2 :
    location.loadClip("image2.swf");
    break;
    default ://add a default in case the switch fails for some reason
    location.loadClip("image0.swf");
    break;

    }

    mcl.onLoadInit = function(){
    //add the actions you want to happen when the movie is loaded
    }

    mcl.addListener(this);
    Last edited by mneil; 08-28-2007 at 01:51 PM. Reason: you should add a default to your switch
    http://code.mneilsworld.com/
    Text Effects | Bubbles | Dynamic Resize
    4 weeks , 20 papers ... thats 2 dollars .....Caassshhh!

  3. #3
    Junior Member
    Join Date
    Feb 2006
    Posts
    12
    Thanks for your help!

    I tried the code you provided, and I received an error saying "there is no property with the name 'onloadInit'.

    Do you know what the problem is?

    Thank you!

  4. #4
    Developing For Dunkets mneil's Avatar
    Join Date
    Mar 2007
    Location
    Lincoln City
    Posts
    2,156
    sorry I always construct it wrong and forget the object:

    var mcLoader:Object = new Object();
    choice = Math.round(Math.random()*2);

    switch (choice) {
    case 0 :
    mcl.loadClip("image0.swf", loacation);
    break;
    case 1 :
    mcl.loadClip("image1.swf", loacation);
    break;
    case 2 :
    mcl.loadClip("image2.swf", loacation);
    break;
    default ://add a default in case the switch fails for some reason
    mcl.loadClip("image0.swf", loacation);
    break;

    }

    mcListener.onLoadInit = function(){
    //add the actions you want to happen when the movie is loaded
    }

    var mcl:MovieClipLoader = new MovieClipLoader;
    mcl.addListener(mcLoader);
    http://code.mneilsworld.com/
    Text Effects | Bubbles | Dynamic Resize
    4 weeks , 20 papers ... thats 2 dollars .....Caassshhh!

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