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Dynamic Asset loading in Flash
Dynamic assets in Flash an overview
Flash has a fairly restricted range of asset types it can use and is also inflexible about preloading some types of files (sounds and digital videos need a different technique). Browser-based Flash is also unable to investigate file systems at all so that loading all files from a folder on a local device requires the Adobe Integrated Runtime (AIR) environment (for local files) or php (for files on a server).

The following example uses a custom AssetManager class to load and hold external images from a given list (this will be supplied by a configuration file in future examples). It uses the Loader class introduced in AS3 and shows how to react to load events and errors.

Example 1 an automatic slideshow
In this example, we will load our images and then use the simple timer object to cause images to switch at a regular interval.
  1. Make a new movie and create 2 extra layers, naming them scripts, labels, and display.
  2. Select frame 10 in all of your layers and then choose Blank Keyframe from the Insert menu.
  3. Do the same for frame 20.
  4. Select Frame 1 of the labels layer and then, using the Frame palette, give it the label init.
  5. Select Frame 10 of the labels layer and give that the label main.
  6. Lock the scripts and labels layers. Your timeline should look something like this: -
  7. timeline image
  8. Save your movie as slideshow_auto.fla in a new project folder.
  9. Choose New from the file menu and then select ActionScript File. This opens a new .as external script file the only place you are allowed to create classes.
  10. Carefully type the following: -
  11. package { import flash.display.*; import*; import flash.errors.*; import; public class AssetManager { // a class to hold external assets and manage loading // assets' references are held in an array // *** properties *** var assets:Array; // *** methods *** // the constructor function public function AssetManager() { // set up the array assets = new Array(); } // loads an asset from a given location public function addAsset(fileName:String):int { // make a loader for the asset var loader:Loader = new Loader(); // set an event listener for loading error events loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, ioerrorListener); // set an event listener for load progress events loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, progressListener); // set an event listener for load complete event loader.contentLoaderInfo.addEventListener(Event.COMPLETE,completeListener); // try the load try { loader.load(new URLRequest(fileName)); // save the loader if load was allowed| assets.push(loader); return assets.length - 1; } catch (e:SecurityError) { // strying to load from a forbidden source trace("AssetManager: Security Error - Not allowed to load file "+fileName); } return -1; } private function ioerrorListener(e:IOErrorEvent):void { trace("AsssetManager: Error - could not load a file"); // find the Loader that couldn't load file and delete it for (var i:Number = 0; i<getAssetCount(); i++) { var info:LoaderInfo = assets[i].contentLoaderInfo; if (info== { assets[i]=null; } } } private function progressListener(e:ProgressEvent):void { // you could display the progress of the download here } private function completeListener(e:Event):void { trace("AssetManager: Info - load complete for "; } // tests if all assets have loaded yet public function loaded():Boolean { var loadDone:Boolean = true; // go through each in turn using a loop for (var i:Number = 0; i<getAssetCount(); i++) { if (assets[i]!=null) { var info:LoaderInfo = assets[i].contentLoaderInfo; // if the load is not complete, switch variable if (info.bytesLoaded != info.bytesTotal) { loadDone = false; } } } return loadDone; } // gets an asset based on its number public function getAsset(id:Number):* { // send back the asset in that position in the array if (assets[id]!=null){ return Loader(assets[id]).content; } // or null if it didn't load return null; } // returns the number of assets public function getAssetCount():Number { // send back the number of assets return assets.length; } } }
  12. Save the file as in the same folder that the flash movie is in. Make sure the file name is exactly the same as the Class name.
  13. In the folder make a new folder called images and put 3 jpg files in it.
  14. Select Frame 1 of the scripts layer. In the Actions panel type the following (you will need to change the image file names for those you are using); -
  15. // script for init // make a new asset manager var pics:AssetManager = new AssetManager(); // load 3 images // change the file names to those of your images pics.addAsset("images/impact.jpg"); pics.addAsset("images/iss.jpg"); pics.addAsset("images/titan.jpg");
  16. Select Frame 3 of the scripts layer and insert a blank Keyframe.
  17. In the actions panel, type the following:-
  18. // see if all the assets have loaded yet if (pics.loaded()) { // all loaded, go on this.gotoAndPlay("main"); } else { // not yet, wait for loading to finish this.gotoAndPlay(2); }
  19. Select the display layer at frame 10.
  20. Using the rectangle tool, draw an empty (i.e. non-filled) rectangle around the edge of your stage.
  21. Select the frame actions for Frame 10 of the scripts layer. Type the following: -
  22. // script for main // make a new Timer with an interval of 3 seconds var timer:Timer = new Timer(3000, 0); // addd an Event Listener for timer events timer.addEventListener(TimerEvent.TIMER,timerListener); // set the first image number var curImage:Number = 0; // set up the first image curImage--; // check starting image has loaded getNextLoaded(); setUpClip(pics.getAsset(curImage)); // start the timer timer.start(); // hold the movie here stop(); // the update function which is called by the timer function timerListener(e:TimerEvent):void { //hide the last picture removeChild(pics.getAsset(curImage)); getNextLoaded(); // set up this image setUpClip(pics.getAsset(curImage)); } // resizes an asset to the same dimensions as the stage function setUpClip(myAsset:*):void { // set to the same size as the stage myAsset.height = this.stage.height; myAsset.width = this.stage.width; this.addChild(myAsset); } function getNextLoaded():void{ // get the next loaded image's number do { curImage++; if (curImage>=pics.getAssetCount()) { curImage = 0; } } while (pics.getAsset(curImage)==null); }
  23. Check your code syntax and close the Actions pane. Your movie is finished.

  24. Test it by pressing the CONTROL and ENTER keys together.
Further developments
Look at how I check if the images are completely loaded in the loaded() function in the AssetManager. It would be nice to have another similar function in our asset manager which returned the percentage loaded when it was called. See if you can add this and then use it to give feedback to the user on how the asset download is going either by text or by a progress bar.

This page was last updated on 31st October 2013