How To Link to External LibrariesLet's say I have a file called "shape_library.fla" which has movie clips with all of the shapes I want to use in my movies. Then I have a file called "main.fla" where I want to use those shapes as I see fit, without being limited to where I want load them.
The trick is this:
circle - export for actionscript, label: circle
triangle - export for actionscript, label: triangle
square - export for actionscript, label: square
export_linker - export for runtime sharing, URL: shape_library.swf
Setting up my library, I have my shapes exported and labeled as you would expect. But then I add an EMPTY movie clip set to 'export for runtime sharing', URL: 'shape_library.swf'.
import_library - import for runtime sharing, shape_library.swf -> export_linker
I set an EMPTY movie clip called 'import_library,' set it to 'import for runtime sharing', browse to my "shape_library.fla" file, and select the 'export_linker' object. I also set it to 'update automatically.' I now have a linked object to my library file.
import_linker - export for runtime sharing, label: import_linker
Now I create an EMPTY movie clip, put an instance of 'import_library' INSIDE this movieclip and set it to 'export for actionscript'. I give it a label, but the label doesn't really matter.
The thing is, once you do this, you NEVER need to reference 'import_linker' at all. It just magically makes all the shapes available to actionscript.
In the main movie, you can now use:
and it will be able to pull the items from the library, for you to use anywhere.
You can add as many links to external libraries as you need. All it takes is a few empty movie clips.
AMAZING?!? I thought so.
If you have any questions, feel free to ask.
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Rating: 7.9 Votes: 70
|FreshLaundry is an advanced Flash developer who is out of work, so has time to figure things like this out.|
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