The code works for most of the images except images with resolution 2880 x 2880. It did not scale properly - part of the image on the right does not show. The lower image scaled properly, but the upper one did not.The math seems to be correct
I recently began working on a large game. The main swf that all the levels load from also acts as a runtime library. When the MovieClipLoader loads the next level, if that level imports any mc's from the main swf then it won't load. It works fine straight from the HDD though.
I could really use a hand. I've used up most of my brain power figuring out the source of the problem (there's a lot of stuff to sift through).
I mis-spoke before. The MCL will load level.swf, I see the progress bar and OnLoadInit executes which should mean that the first frame of the level was initialized, but nothing appears.
I'm trying use the MovieClipLoader class to load up a swf and have it start at a particular frame. Such as:
Code: var myloader:MovieClipLoader = new MovieClipLoader(); myloader.addListener(this); myloader.onLoadComplete = function(target:MovieClip) {
[Code]....
The Bold underline text is where I would imagine most of the magic happens. How Would I place the MovieClipLoader into this and have that swf go play that particular frame label?
I have a problem with loading an image path reference into a movieClip.On my movie loading I attachMovie according to i (no. of instances)Then I generate a copy of the instances (these are prepared ready for print - I have this working)
However, the initial creation of these instances is handled when the Flash movie loads and uses part of the code below to generate thumbnails:
The class is called multiple times once then when triggered in a duplicate movieclip but fails somehow - maybe the clue is duplicate tho tried that (duplicateMovieClip..)
I am using the MovieClipLoader object to load a swf into a master swf. I am the using a series of buttons to load various swfs into the master.swf - i.e.; navigation. Her is the code that I am using for the movie clip buttons go to frame 2 of the external swf MM_work is the movie clip that acts as a button. The first three lines of the function give the button its various states and interactivity the final line in the function is telling the movement.swf to load into the master.swf (or level 0) thus booting out the previous movie clip.What I want to be able to do is to fade out the current movie clip loaded into the master.swf (level 0) and once that has been completed to then load in movement.swf. Basically fading out the existing movie clip before loading the next one.
Which is the best way to load many images with the movieClipLoader class?do I have to create one instance of moveClipLoader for each image or is it possible to use the same for all the images?
I am dynamically creating a 2 movie clips in a class. in one movie clip i am loading the image using MovieClipLoader. everything is working fine. but the onLoadComplete method is not working properly. i am using onLoadComplete method to find the width of the image but in onLoadComplete event the exact width is not calculating
Im having problems with assessing the size of an image after having loaded it into a movieclip using MovieClipLoader.Im trying to use the onLoadComplete-method to determine when the image is completely downloaded into the imageholder-mc, but Im just getting the original size of the mc, not the image's.[code]
I want to load movieclips when my main moviecliploader are loading. So eg I have a loadbar and when its 50 % I want a movieclip to come up. And if the loader is at 70& another movieclip comes up.[code]
Im having problems with assessing the size of an image after having loaded it into a movieclip using MovieClipLoader.
Im trying to use the onLoadComplete-method to determine when the image is completely downloaded into the imageholder-mc, but Im just getting the original size of the mc, not the image's. I using the MovieClipLoader incorrectly somehow?
Code: var MCL = new MovieClipLoader(); MCL.loadClip("IMAGE.jpg", mc_ImageHolder); MCL.onLoadComplete = function (targetMC) { // perhaps 'targetMC' should be used? trace (mc_ImageHolder._width); // outputs mc's original size, not image's size }
I'm trying to load a bitmap using this: [URL]. It seems like the preload is working fine. I'm just having trouble loading the bitmap from here. it works without the preloader but I can't figure out what's not making it load when it's done.
Code: function loadTransBitmap(id){ this.createEmptyMovieClip("holder_img", this.getNextHighestDepth()); var mcl:MovieClipLoader = new MovieClipLoader(); preload = new Object(); mcl.addListener(preload); [Code] .....
I noticed after the load is complete, I traced the width for targetMC, which is where the image should be preloaded..and it comes up as 0. So it seems like there's nothing in the holder_img container. But it preloads something so I don't know what the problem is. Also: 'id' from the function is just the image (images/1.jpg)
I'm trying create a simple image slide show using the MovieClipLoader and setInterval, and I can't get a reference back to my dynamic MC logo containers.
I cant seem to make my preloader disappear after the MovieClipLoader class has determined the load is complete. I have a movieclip I attach onto the stage called thumbnailModule_mc inside of it I have the preloader movieclip (a simple spinning circle) and the image holder movieclip that the MovieClipLoader is listening to see when the image load is complete. When the load completes I want to set the alpha to zero and fade in the image. But my code doesn't work! the preloader stays visible.
Here is my code:
Code: function loadHomeBar(xmlFileName:String) { var homeSideBar:XML = new XML(); homeSideBar.ignoreWhite = true;
I'm trying to set up a website that uses the MovieClipLoader class to load external images & swfs. The loader is working but I can't seem to get the preloader text to work, ie the onLoadProgress. The Percent text just has jibberish when I test the movie. Could some tell me what I'm doing wrong. Attached is the test file that I'm working on
I am trying to create a basic flash script to load an external swf file using MovieClipLoader class. Here's my code:
var myMCL:MovieClipLoader = new MovieClipLoader(); var myListener:Object = new Object(); myMCL.addListener(myListener); myMCL.loadClip("splash.swf",5);
I simply copied it from a tutorial. Unfortunately it throws an error message as follows:
1046: Type was not found or was not a compile-time constant: MovieClipLoader 1180: Call to a possibly undefined method.
PS: I have CS3 professional in my machine but I am following Flash 8 book. But my CS3 application supports AS1, 2 and 3.
I'm making a XML photogallery. Im using a MovieClipLoader to load multiple images on the screen at the same time. I've assigned variable path to hold image
I am trying to load a colour image and then it is changed to black and white image. Here I am using a mask. But it is not getting worked. The code that i am using for this purpose is attached following: import
I developing a site where on the homepage, there are about 6 images that rotate, but if you click on a sub link, a different image loads. But the problem is that, the first image has to cycle through before the second image loads. I want the second image to load immediately.
I have an application that I'm migrating from flex 3 to flex 4.5. In this application, there is some mx Image components that load a simple swf file (image). Spark image doesn't load swf files, so I was wondering, should I keep the mx Image, or should I change it to SWFLoader? Is there any advantages to using one or the other?
This shouldn't be too difficult, but what I have is a button, which in the 'over' state I want to load an external image, and then have the image disappear when the users mouse hovers off the button
I'm creating a moodboard application where the user can dynamically load an image onto the stage by pressing a thumb of the image in a menu item. I have most of that working but what I would like to know is that, if there is a way the user can interactively scale/transform the image when it is on the stage in the swf file?
I want to have an swf load an image file in an image container within the swf from the querystring. 1. In the query string I'd like the extension of the image file to not show:
2. In the swf I might have more then one place where the same howdy.jpg loads, but in different sizes. Which method would keep the aspect ratio of original and resize to fit varying container sizes?
3. I have some javascript parsing code with an swf example that I got from this page. [URL] But when I tried to alter the fla for my use it didn't work. I wasn't able to find 1 line of actionscript in the query.fla.
I cant load an image from a class.I have main.as which calls Classplayer.as Classplayer calls ClassMisiile.I cant load an image from ClassMissile .I can load the image in Classplayer and dont know why the image in ClassMissile doesnt appear and it is spelt right and in the correct directory.I dont get an error and the functions work but no image.
I would like to be able to add the functionality of being able to load different galleries from a menu without loading a new mc with gallery inside it. I managed to botch the file up pretty good on my own, and was wondering if there is a ready answer nearby.So I'm thinking have but1, but2 and but3, with a seperate xml file for each. What would you recommend for a smooth way to swap the the xml files to the gallery, and load the first image of the new xml file? Also, can it be done with one big ol' xml file while keeping the galleries seperate? It's not necessary, but could be handy, and save some loading.It would also be interesting to apply the same principle to the resizing script that Scotty has in that big Resizing thread, just a thought.
Second, I'm struggling a bit on xml and hoping for a hand. Your xml image gallery is a sweet piece of work, and I would like to be able to add the functionality of being able to load different galleries from a menu without loading a new mc with gallery inside it. I managed to botch the file up pretty good on my own, and was wondering if there is a ready answer nearby.So I'm thinking have but1, but2 and but3, with a seperate xml file for each. What would you recommend for a smooth way to swap the the xml files to the gallery, and load the first image of the new xml file? Also, can it be done with one big ol' xml file while keeping the galleries seperate? It's not necessary, but could be handy, and save some loading.