ActionScript 1/2 :: Load External Image To Fla Library As MovieClip Symbol Using It?
Mar 10, 2011
I have been working on code updation project wherein initially we had an image and text as movieclips in fla library. The image and the text are read by the actionscript program which then creates an animation.[code]...
I want to ease the updation process by giving the url of the image in an XML file. Read the image url from the xml and load this image in the library of the fla as movieclip. This, i think, will result in less code change and improve the updation of the final animation image.
The problem i am facing is not been able to figure out how can i change the image (after fetching its URL) to a movieclip and then load it in the library?
I have 2 SWF, one of them (let's call it Resources.swf), that contains several symbols (most of them MovieClips) on its library, but, none of them are added into the stage ( the timeline contains only one empty frame),and then, the other swf (Main.swf), where I need to import some of the symbols from the other SWF.I have been looking around, and searching, but all the info that I saw, and tried, imports the symbols from the stage/timeline using things like:[code]If not,do I have modify my Resources.swf to work this out or do I have other alternatives?
I have a SWF file used as a banner advertisement but there is a 35kb size limit. My file is just under 60kb, and I won't be able to optimize the images any further. (An early version can be found here:URL...)I was thinking perhaps I could load 2 of my images dynamically?I actually try to stay away from Flash and Actionscript, but had to use it for this advertisement. The animation is built with transitions and symbols in the timeline. That being said I know just enough actionscript to control the timeline / playback but not how to dynaimcally load images, then assign those images to the symbols I use in my animations.Could someone hold my hand for about 5 minutes and give me the dummy 101 on how to dynamically load an image that a symbol will reference?Not a permanent solution, but I discovered that I can make a simple pre-loader swf that has the background, and load the real swf using this simple actionscript code:[code]
what i want to do is, when certain button is clicked, replace a certain symbol(button) by another symbol(movieclip) stored in the library. i try things like loadmovie("","") to replace the symbol from a external jpg, but some how it does not align even both images are exact dimension. can i replace an image straight from the library?
I have a class in which I create multiple thumbnails in a for cycle. In the library I have a movieclip for the thumbnails (ThumbnailContainer). This movieclip contains another movieclip (imageContainer) with a mask and a container where the image should load (image). So in AS2 it would be ThumbnailContainerInstance.imageContainer.image. How can I load an image into "image" movieclip? The thumbnail class looks like this:
I've created a button on the stage and when I clicked onto the button, it will load an internet image in a movieclip from the library, "movie_mc". So here is my code:
Library symbol "Card" is linked to class "Card" which extends "MovieClip". Library symbol "Card" contains a card background image.Library symbol "Ace" is linked to class "Ace", which extends class "Card". Library symbol "Ace" contains a TextField with a big letter "A".So we have Ace extends Card which extends MovieClip. Ace therefore extends MovieClip, but does not DIRECTLY extend MovieClip.When I drop an instance of Ace on the stage and compile the clip, all that shows up is the big letter A. However, I expected the background image from Card to be included, since Ace extends Card, and the Card symbol contains the background.It seems like Flash ignores symbol content unless it belongs to the top-level class being instantiated.I think it's LAME that one symbol can't extend another. The IDE could easily draw Card as a non-editable background while I'm editing Ace which extends it, and it should instantiate Card's content and then Ace's content when an Ace is instantiated.
I am trying to use a font symbol from an external shared library.
When I place the script below in my frame, trying to format a textfield on the stage, the textfield dissapears. Only when I place another element (from the same shared library) in the stage, the textfield responds to the script. Although, when I tried to create a static text using the same font symbol, the dynamic textfield dissapeared, while the static text got the font symbol without any trouble.
var myFormat = new TextFormat(); myFormat.color - 0x999999; myFormat.font = "Harmony";//Harmony is the Identifier of the symbol
When you attach a movieclip taken from the symbol library to the Stage, by using the attachMovie function and its Linkage name, do you have to - previously - place a dummy instance of the mc anywhere on that Stage to get it works ?
I need to fill some movieclip with an external image in AS3. I know how to use an image contained in the FLA's library as background filling, but I don't know how to do this with an external loaded image.
\psfHomeDropboxDevelopmentRepositoriesGITi-ccPowerhouseNotesmasterflashliblibnoteNotesCore.as:1: 5000: The class 'lib.libnote.NotesCore' must subclass 'flash.display.MovieClip' since it is linked to a library symbol of that type.
Firstly, what I have tried and what I am using:
[Code]...
I am mainly from a Java background, so perhaps I am misunderstanding an ActionScript concept; if anybody could point me in the right direction I would be extremely grateful!
How do you load external library objects from an external swf? I want to have an external swf that only contains library objects that are exported for Actionscript, and load these from the master .swf file dynamically during the master swf execution. (I may have multiple external swf resource files)I want to be able to load the external swf, and then access it's library objects via actionscript in my main swf file.
Running Flash CS3, I've reviewed the lynda.com tutorial on building particle systems in ActionScript 3.0 to try and build some shooting sparks in an animation.I'm getting stuck at what I think is a really elementary point, but I can't seem to get past it.
Basically, all I'm trying to do at this point is create a class called Particle (which I will teach to do things that particles do a little later) link it to a MovieClip on the stage in my .fla file and use the particle's update function to move it across the stage in a manner defined in the instance (so I can later give different movement properties to each AS generated instance of the MC). I know there are easier ways to accomplish my base task without loading an external package, but this seems so strightforward that I must be doing something very simple wrong I just can't see so I thought I'd post the code here and see what I'm missing.
I start with a file called Particle.as in the same folder as my Spark Test.fla file.
In Particle.as I have the following code:
package{ import flash.display.*; public class Particle extends MovieClip { public xVelocity:Number; public yVelocity:Number; public function Particle() { xVelocity = 0; yVelocity = 0; } public function update():void { this.x += xVelocity; this.y += yVelocity; } }}
So I'm declaring that all particles are built with no motion, but if they are explicitly granted an x or y velocity, they will move by that much when the instance's update function is called in the timeline.
Then in my Spark Test.fla file, I have a small shape in a MovieClip called Spark. In the Linkage properties of Spark I have chosen to Export for ActionScript and Export in FIrst Frame. The class is called Spark and the Base class is Particle. For testing purposes I've dropped an instance on the stage and called it spark. Then in the actions layer in the first frame (the timeline is just the spark layer and the actions layer, one frame long each with no "stop();" so it should run forever) I have included the following code:
spark.xVelocity = 5;spark.yVelocity = -1; function updateSpark(event:Event):void{ spark.update();} addEventListener(Event.ENTER_FRAME, updateSpark);
What it looks like this should do is on each ENTER_FRAME Flash should call updateSpark which is a function that runs the update() event for the spark instance which is a instance of a movieclip that has an update event which moves x and y position by their relative velocity variables. This all seems pretty straightforward to me, but when I ctrl-Enter to test the movie, I get the following 3 compiler errors:
Particle.as Line 1: 5000: The class 'Particle' must subclass 'flash.display.MovieClip' since it is linked to a library symbol of that type. Particle.as Line 7: 1071: Syntax error: expected a definition keyword (such as function) after attribute public, not xVelocity. Particle.as Line 7: 1084: Syntax error: expecting rightbrace before semicolon.
I'm trying to get an external image in a movie clip symbol when the movie is opened and I'm having no joy. I can get it to work with a mouse over event...
on (rollOver) { rootObject.activeMouse = true; mcImage.loadMovie( "image1.jpg" ); }
However, I need it to load without pressing / rolling over anything.
I've reviewed all the documentation and Google results surrounding this and I think I have everything setup correctly. My problem is that the symbol is not appearing in my app. I have a MovieClip symbol that I've embedded to my Flex Component. I need to create a new Image control for each item from my dataProvider and assign this embedded symbol as the Image's source. I thought it was simple but apparently not.
Here's a stub of the code: [Embed(source="../assets/assetLib.swf", symbol="StarMC")] private var StarClass:Class; protected function rebuildChildren():void { iterator.seek( CursorBookmark.FIRST ); while ( !iterator.afterLast ) { child = new Image(); var asset:MovieClipAsset = new StarClass() as MovieClipAsset; (child as Image).source = asset; }}
I know the child is being created because I can draw a shape and and that appears.
i have to load image which is already in Library(name as user.png),i want to load this image using loader or any other way in AS3.0 and also want to load this image in multiple position at one time..... ( i have one XML file which is gives me different position on X and Y for image and i want load only user.png at different X ,Y position at same time)
can load an external jpg into a movie clip which is in the library?The reason I am asking is because I have a transition between loading images and the transition has several instances of one movie clip being used for different tweens.
The problem is that when the image loads, all instances have to be in frame 1 otherwise the jpg won't load into them and because I am using tweens the instances are on all different frame numbers.
I want to be able to load the jpg into this movie clip but in the library so it updates all of the instances of this movie clip on the stage and further down the timeline.
i am having problem to load multile swf one by one . the details of swf file name will be in a xml file . it should load one by one . and one more thing how we can know the details of that loaded swf like wheteher that contains Background movieclip aur Games Character's Movieclip
24 png images in the Library The image properties are set to 'Export for Actionscript' and the class named 'image1', 'image2' etc Single frame in the timeline
I need to dynamically load 'image1' on the stage at the start of the movie. I have been able to do this using BitmapData ojects.
On clicking the image, I need to increment an internal image and replace the image on screen with image2.
When I try to pass the library class as a variable it throws an error.
I need to load (dynamically) an image stored in the library of Adobe Flash to the loader component. So far, i have imported this image to the library and exported it to ActionScript under the linkage section. I have named its identifier as well.
I need to load (dynamically) an image stored in the library of Adobe Flash to the loader component. So far, i have imported this image to the library and exported it to ActionScript under the linkage section.