AS2 :: Flash - Load Bitmaps In An Array?
Mar 9, 2011
I would know if with AS2 it's possible to load programmatically a bulk of images and save them in an array; then how to attach programmatically each image to an empty movieclip.
I know how to do this in AS3 however it seems impossible in AS2.
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Similar Posts:
Jul 31, 2009
I'm trying to figure out the best way to compare a single bitmap against perhaps an array of saved bitmaps to see how close of a match it may be to any one of the bitmaps stored in the array. Right now I'm running a for loop that uses the bitmapData.compare() method to try to compare to see how much of a variance there is but... to be honest I'm at a loss as to how to use the resulting data to do so. Does anyone know of any good method to accomplish what I am trying to do? Forget looking at my code it's a waste of time because simply, it's not working.
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Aug 5, 2010
how to convert array bitmaps or bitmapdata to flv video?
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Aug 25, 2009
I have an array: possessionPics.
Code:
trace(possessionPics[0])
returns: [Object Bitmap]
[Cpde].....
Just gets me: TypeError: Error #1034: Type Coercion failed: cannot convert []@1c87df59 to flash.display.Bitmap.
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Jun 11, 2010
Currently, my code is able to load up bitmap images into an array. The next step I would like to accomplish is to display the first image in the array, remove it, display the next image... and so forth. Unfortunately I am having trouble getting it to work and I was hoping My current code is attached below:
[flash=]
function playSlideShow(e:MouseEvent):void
{
[code].....
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Mar 19, 2010
I'm trying to setup a program that loads a set number of pictures (the exact number is stored in resources/data.txt). Pictures are labled picture# starting at 0 and increasing.
My problem is that I want to store the loaded pictures, which is giving me trouble. When I try to trace the bitArray length, it says it is zero..
My Code:
//Variable Initilizing
//Loaders:
var mLoader:URLLoader;[code]....
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Apr 24, 2009
I would like to have a SWC file with many bitmaps stored in it, which can the be called and loaded dynamically when they are needed.The SWC has been made, with the Bitmaps set to export.In my main class I am running into trouble trying to access these classes.Different sources are offering different advice, could someone advise the best way to gain access to these classes within the SWC, and the best way to access the SWC from within my file.URL]they offer a solution which involves having to statically name the classes at runtime (these arent exported bitmapdata classes but same idea)this second link is a person describing a solution to the problem described in the first link. His solution involves what appear to be either flex or command line compiler directives
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Mar 15, 2012
i got a basic problem with loading a Bitmap from a URLRequest.The problem is, that loading a Bitmap is to much code to write it every time I want to load an Image. So i thought about some function:
var bitmap1:Bitmap = bitmapForURL("test1.gif");
var bitmap2:Bitmap = bitmapForURL("test2.gif");
function bitmapForURL(url:String):Bitmap
[code]......
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Jun 17, 2009
Load bitmaps larger than 2880px?
Is there a workaround?
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Jul 28, 2011
I want to have DisplayObject that will randomly contain bitmaps/vectors from some database. I want to implement this using only code. How?
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Jul 2, 2009
I am having one form in my flash application and i want to add the value for drop down from my php file
php file
ActionScript Code:
<?php
$arr_value = array('1' => 'Tamilnadu', '2' => 'Kerala', '3' => 'Goa');
echo '<pre>';
[Code]....
note: i can get the single value from php using URLRequestMethod but i am not able to get array value.
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Mar 28, 2009
I have created an image in photoshop (96dpi, same as my monitor) and imported it as a png into flash where it becomes a bitmap. Once I had imported the image I went to library and allowed smoothing on the image and set it to lossless. It performs a motion tween and simply flys from one side of my movie to the other. However, the whole way it appears pixelated. I had done this on a previous movie with the same image, just with a different animation and I had the same problem. But in this case the 'allow smoothing' worked. Not this time though.
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Sep 17, 2010
I am creating this "drawing application", where the user can click "preview" and it will take what they made, draw a bitmap, and then I want to split that bitmap into left and right images. I create the first bitmap, encode it as a jpeg, and then use that to cut the left and right out using copypixels. I then reform the images together with a space inbetween in one canvas, and draw that canvas. Everything works fine up there.
When I go to encode the new bitmap, and then offer it to save out, the saved image is blank. I have tested everything up to that point and it all works fine. I see the images on screen, I can save out the first bitmap fine.. but the second one is always blank.
[Code]....
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Nov 18, 2010
What are current pixel limits on bitmaps in Flash?
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Apr 20, 2011
i have a AS3/FL10 based application that renders/animates/filters (blur) large PNGs (1 per view) (about 1100x900 px, roughly 2mb). Due to the fact that the fans start spinning like crazy on my notebook, i wonder if this is considered "bad practise". Unfortunately i need transparent images, so JPG is not a choice. Additionally, the PNGs are loaded dynamically, so embedding the files to the flash file (for utilizing flash jpg compression) is not a choice either.
How do you guys deal with large bitmaps in flash
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Jan 25, 2012
I have some FLA/SWF assets which are hierarchies of bitmaps.They have timelines which page-flip through different bitmaps.I'd like to scale these assets down in pixel-size, including the bitmaps they're composed of.I'm not a Flash Animator, but the artist i'm working with doesn't know of an automated way to achieve this. ie, that it's a long a laborious manual process.Does anyone know of a tool which can simplify the re-scaling of bitmap-based FLAs ?
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Aug 23, 2010
I've come to notice recently while using bitmap objects in the Flash CS5 (maybe before as well) authoring environment that are less than 4 pixels in width and/or height that they are treated as though they are 4 pixels wide/tall. Many of the bitmaps I use are 1 px wide in one direction or the other, and they are stretched to fill an area. Lets say I have a bitmap that is 20px tall and 1 px wide, and I stretch it to be 100px wide. The "hit area" of the object, or parent objects that contain it, is 400 px wide. So even if you click a significant distance away from the object, it is still selected, and anything underneath that invisible area can't be selected.
I've also noticed that when exporting a frame as an image, the smallest the width/height may be is 4px, and when I click the Edit button in the Properties panel with a Bitmap instance selected, it opens up in Photoshop CS5 and is 4 pixels wide! I'm wondering if for some reason Flash can't handle bitmaps less than 4 pixels in width/height and is treating it as if it IS 4 pixels wide, possibly even adding 3 extra columns of transparent pixels, because if I do the same thing manually, naturally it acts identical to the way Flash treats the 1px wide version. But why? Why can't Flash handle small bitmaps? Seems to me that's more efficient than quadrupling the amount of memory required.
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Jan 29, 2009
I'm currently integrating one of my games with the SDK of a certain publisher (who shall remain nameless), but I'm having real problems. They require all games to load their content (ie. images, sounds etc) from an external SWF, like so:
Code:
private var __gameScreen:MovieClip;
private function onContentSwfLoaded(result:MediaLoaderResult):void
{
[code]....
The problem here is that I really don't want to have to use MovieClips as all of my games use nothing but BitmapData, so I'm wondering if there's a way of extracting a Bitmap or BitmapData from an SWF? It doesn't appear that Flash CS3 caters for this though - you can assign an "instance name" to a MovieClip, but not a Bitmap as far as I can tell. I usually develop in Flex Builder 3 but I've not managed to extract anything from an SWF exported from it, probably because you can't assign instance names to objects, I'm guessing. My current work-around for this problem is to draw each MovieClip to a BitmapData object, but this is very long-winded and probably not too efficient either.
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Jul 22, 2010
I have a custom Image class that I am using to store individual image information for a gallery application:
package mtm.test
{
public class Image extends Object
{
[Code]....
This is how I would implement the above:
var image:Image = new Image();
//I would be loading external bitmaps but for the example I'll just create new ones:
image[BitmapThumbnail] = new BitmapThumbnail(new BitmapData(65,65,false,0x000000));
[Code]....
Is there a simpler way to do this? I feel that there is a lot of repeated code within the BitmapType sub-classes.
At the least, this helps to avoid a bunch of for loops trying to find the requested size, and it seems portable to situations where more or less sizes of Bitmaps are required.
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Dec 14, 2011
I'm currently writing a feature for an interactive periodic table which dynamically displays the name of the element and other properties when you hover over the element. I have thought of three ways to do this and I am wondering which is the best, memory-wise and speed-wise, for loading this information.
make a class with an array ( new Array("hydrogen", "helium", "lithium",...etc.)), instantiating it, then accessing the info with object.arr[i] make a class with a static array (otherwise, same as no.1), importing it, then accessing the info with class.arr[i] put the information into an external xml file and accessing it from there. The 3rd method seems excessive as you have to go through the hassle of adding event listeners for URLloader every time. Is there any difference between the 1st and 2nd way? (What is happening in terms of memory when you are importing a class - is the entire array added to memory?)
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Dec 2, 2010
I am trying to make a frame arround an uploaded picture by repeating 1 image over and over again. The user will have to enter the real dimentions of the picture and the image will be scaled acordingly so that the frame will look as big as it should. The problem is that when I get a bigger pickture and I scale the images something goes wrong and there is some smearing in the movie clip. When I move it to X:0 and Y:0 all is well. When I move it to the center of the screen the smearing is there. Here's the code I use:
[Code]...
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Feb 8, 2011
I have many base images that I need to combine to construct larger images to draw on Sprite objects. I understand that the beginBitmapFill() method of the Graphics class renders a bitmap on a Sprite's graphics object. So I figure that I need to manipulate the BitmapData object, adding the base images to produce a composite image that I can then draw on my Sprite.
My question is: Is there any clean and relatively hassle free way of doing this? Is there a way to draw Bitmaps to certain locations in a Sprites graphics context? Could you copy a Graphics object onto another at certain coordinates and build it that way?
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Sep 29, 2008
Is there a way to auto set smoothing for all bitmaps in the library? or at least for imported bitmaps?
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May 13, 2011
I am trying to randomize the positions of MovieClips in a Vector. to be added to the main stage's display list. I have this function that generates the MovieClips with their properties:
private function initMovieClips():Vector.<MovieClip>
{
var initVec:Vector.<MovieClip> = new Vector.<MovieClip>();
[code].....
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Jan 18, 2010
I've been working on a simple mosaic generator for a project and have been crashing Flash consistently by trying to add too many bitmaps to a Sprite. I can crash Flash every time with the following:
for(var i:int = 0; i < 10000; i++){
var d:BitmapData = new BitmapData(20,20);
addChild(new Bitmap(d));
}
I get a 2015 error - invalid BitmapData.9000 works without issue... 10000 crashes. Problem is I need 10000.Is this a known limitation? I could try using multiple sprites and adding say 5000 to each, but that wouldn't be easy with this project. But if I have to I have to...
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Sep 30, 2006
I want a movieclip consisting of a dynamic text box that, from the time it's loaded onto the stage, loads a randomly selected text string from an array, and continues to loop until the clip is removed from the stage. I also want the text strings to appear in the text box for random intervals between 500 and 3000 milliseconds.
While I've found tutorials here and elsewhere on loading one element from an array, usually triggered by a button, I don't know how to combine/alter it with the other elements.So I want this movieclip on the stage randomly flashing phrases from an array, some for a barely perceptible time, and others for a readable time.
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Jan 15, 2009
I have a movie clip that I add Bitmaps by using addChild(). I was wonding how would I go about displaying the next image that I added because as of now it is stuck on the first image.
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Dec 1, 2009
My first loop works it load the node the second seems to erase the array for some reason when I trace it.
trace comes back this:
headline = Free Survey Builder
headline = undefined
??? why undefined?
Code:
var headline:Array = new Array();
var surveylen:Number = new Number()
xmlData = new XML();
xmlData.ignoreWhite = true;
xmlData.onLoad = loadXML;
function loadXML(loaded) {
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Nov 7, 2009
I am trying to load MC's from an array but I need to make it so that after ever 2 MC's the Yposition changes down say 300px so that I have a new line. I have tried using if(see at the bottom of this script.) bellow but it doen't work.
var selectedMensShirts:Array = loadShirts();
var itemX:Number = 500; // initial item x positionvar itemY:Number = 100; [code]....
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Jun 29, 2007
How can I load an Array through XML or TXT?
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