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Found 7 results

  1. Hi! I would like to call animation functions only after the external GSAP file is loaded. I could place the animation functions after the link to GSAP file like this: <script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/1.19.0/TweenMax.min.js"></script> <script> //my animations </script> ...but I want to load TweenMax.min.js asynchronously and that's the problem: <script async src="https://cdnjs.cloudflare.com/ajax/libs/gsap/1.19.0/TweenMax.min.js"></script> I've googled it and found some kind of solution. The idea is to have a global variable created by the the external script and check whether it exists or not. If it exists, then the external JS is loaded. I found the solution here. So my question is: does TweenMax.min.js create any global variables or objects or whatever I can check the existence of? Thanks in advance!
  2. I'm using Draggable to give a few elements the option to be dragged around the viewport. I have a function that I'm calling later on that needs the position (x,y) of these dragged items. Is it possible to get the x and y values of those dragged elements? OffsetTop is not working due to the 3d translates.
  3. Hey !! I am new at Actinscript, I'm working with Adobe Animate CC and I have a project based on AIR for Android. I want a code that can run and play an AS3 external SWF flash game in full screen with auto-resize to support different android screen sizes. Can you help me with the code please.
  4. Hello! Is it possible to load objects outside the "complete" events ( LoaderEvent )? Right now, it's like this: function initLoader():void { xmlLoader = new XMLLoader( "PathToXml/xml.xml", { onComplete:loadData } ); xmlLoader.load(); } function loadData( e:LoaderEvent ):void { loaderMax = LoaderMax.getLoader( "loaderID" ); loaderMax.addEventListener( LoaderEvent.COMPLETE, completeLoader ); loaderMax.load(); } function completeLoader( e:LoaderMax ):void { texture1 = TextureFromBitmapData( LoaderMax.getLoader( "image1" ).rawContent.bitmapData ); texture2 = TextureFromBitmapData( LoaderMax.getLoader( "image2" ).rawContent.bitmapData ); texture3 = TextureFromBitmapData( LoaderMax.getLoader( "image3" ).rawContent.bitmapData ); (...) } And it works, but I have to write this in every class of my app, not handy if I have to change something... That's why I wanted to create a "LoaderScreen" class, that I call where I need, with some methods to help me to handle all the assets / loaders. More or less like this: class LoaderScreen public function LoaderScreen( loaderId:String ) { xmlLoader = new XMLLoader( "xml", { onComplete:loadData } ); xmlLoader.load(); } private function loadData( e:LoaderEvent ):void { loaderMax = LoaderMax.getLoader( loaderID ); loaderMax.addEventListener( LoaderEvent.COMPLETE, completeLoader ); loaderMax.load(); } private function completeLoader( e:LoaderEvent ):void { // nothing here } // HELPERS -- public function loadBitmapdata( id:String ):BitmapData { return mainLoader.getLoader( "texParticleMenuHome" ).rawContent.bitmapData; } And now I want to create a LoaderScreen object, and try to load stuff: class Anywhere public class Anywhere() { var loaderScreen:LoaderScreen = new LoaderScreen( "myID" ); addChild( loaderScreen ); texture1 = TextureFromBitmapData( loaderScreen.loadImage( "image1" ) ); texture2 = TextureFromBitmapData( loaderScreen.loadImage( "image2" ) ); texture3 = TextureFromBitmapData( loaderScreen.loadImage( "image3" ) ); } But it returns "null" when I'm not in the "complete" event handler ( LoaderEvent ). trace( mainLoader.getLoader( "xxx" ) ) in the complete event return something trace( mainLoader.getLoader( "xxx" ) ) outside, return null It's a kind of "AssetsManager" I guess ( based on my framework ) but I only need to know how I can load stuff outside the LoaderEvent. If anyone can help me, or have a suggestion...! Thanks!
  5. Hi people! Help me please! I have this package code for a section menù. I have on the stage 4 menù item (name:swf1,swf2,swf3,swf4) and have one progress bar (name:progress_mc). I have in the folder "swf" 4 swf (name:swf1,swf2,swf3,swf4). I start with load swf and then when I click on one of the buttons load the swf corresponding (by the istance name). I would like to implement this code whit LoaderMax for load/unload this external swf and mark the progress bar. But I can not do! someone can help me? Tnx! package { import flash.events.MouseEvent; import flash.net.URLRequest; import flash.display.*; import flash.events.Event; public class caricaredatiesterni extends MovieClip { var defaultSWF:URLRequest = new URLRequest("swf/swf1.swf"); var loader:Loader = new Loader(); public function caricaredatiesterni() { var swf=new Array(swf1,swf2,swf3,swf4) for(var i:int=0; i<swf.length; i++) { swf.addEventListener(MouseEvent.CLICK, openSwf); } loader.load(defaultSWF); addChild(loader); } public function openSwf(e:MouseEvent) { removeChild(loader); var newSWFRequest:URLRequest = new URLRequest("swf/" + e.target.name + ".swf"); loader.load(newSWFRequest); addChild(loader); } } }
  6. Hello, do someone know how to edit code below to LoaderMax? All help will be very appreciated. Thanks so much in advance. var menubarLoader:Loader = new Loader(); var menubarReq:URLRequest = new URLRequest("../swf/menubar.swf"); var menuMc:MovieClip; menubarLoader.load(menubarReq); menubarLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler); function completeHandler(e:Event):void { menuMc = MovieClip(menubarLoader.content); menuMc.contacts_btn.name_txt.text = "Contacts"; }
  7. Hi. We have some problems with loading external swf's which are using greensock tweening by swf created in Flex 3. Basically we are trying to load some swf which is using greensock tweening into SWFLoader or Image components. Everything works fine, except that animations aren't being run. Initially we thought it may be related to application domain or frame rate - no luck here. To be completely sure, we created new empty project in Flex 3 and loaded swf locally - the issues still appeared. Is it some kind of known issue? Regards.