ActionScript 2.0 :: Dynamically Loaded JPEG For Tiled Background?
Oct 15, 2007
Is it possible to dynamically load a JPEG image and use it as a tiled background for a fullscreen flash movie?Everything I see online is for bitmaps already loaded in the library.
how to make a tiled background in Flash. how to change the tiled background to something different. The scenario for example is each section of the site the background has the same tiled background but just different colors. I've made all 4 different tiled background now all I need to do is make them switch out when a link/button is triggered.
I am creating a space game in AS3. In order to show movement while keeping your space ship in the center of the screen I would like to move the background (in the opposite direction that the space ship is moving). I would like the background to tile so that if you ever reach the end of one background image it will place another one right next to it seamlessly. I have worked out the code to move the tiles to the right place at the right time, however whenever the tile is repositioned due to the ship reaching the edge, there is a brief period of lag.
I'm trying to create a repeating tiled background. I've also attached the FLA (tiledBg issue.zip) so you can test it for yourself. The code works well, but it's acting weird when resizing the stage. It looks like new tiles appear on top of the existing one, thus darkening the screen. Just take a look at the screen capture to see what I mean. and here's the code I used:
I am following the tutorial here: [URL]. And all that happens is I get one copy of my image in the bottom right corner, not tiled. I have copied the code exactly. How to create a tiled background image? Using Flash MX.
I am creating a website where the entire background is tiled and it also contains a photo gallery. Now, the photo gallery has to only appear within a limited height but the width could be similar to the browser window. (The website will be a full browser website with a capability of going fullscreen.). I tried a lot of things but the stage calculation requires to be a little different than the general stage properties.
In general, the height and width of the image is directly proportional to those of the stage. But what I am looking at is for the image to be rescaled proportionally to the width of the stage but the height nneds to be about 20-30% less than the height of the actual stage. Basically the background will be visible in that 20-30% of empty space. (And of course other elements)
My scaling of the image code looks like following, Code: function scalePic():void { if ((stageHeight / stage.stageWidth) < imHeight) { im.width = stage.stageWidth; im.height = imHeight * im.width; [Code] ..... And it also centers the image on the stage based on the new stage size.
I'm doing this in an effort to make viewing a product catalogue better to view on dial-up, basically the next image should load in the background while the current one is being loaded.
I was thinking of making an object for each clip, although I'm getting a little lost on this, its late and I need to get to bed, so I thought I'd throw it up on here and see if anyone has any ideas!
Basically, right now the previous/next buttons aren't dissapearing when they should be and the previous image doesn't appear to be cached (needs to be tested in a browser to see this)
I am only perfect with basics of AS3 and flash. I need AS3 code or a basic example/tutorial for loading of .jpeg images into flash from database.I had searched through google, but, any of the example won't match. If anyone has their ideas, atleast send me the algorithm for your idea, so that i can try by implementing the idea. I think, once again when I open this topic, i will be getting my requirement.
Suppose I want to dyanamically load 10 jpeg thumbnails. I have given them files names "image0.jpg", "image1.jpg", "image2.jpg", image3.jpg" and so on.Now, I might write out the code to do it ten times, like this:
var image0:loader = new Loader (); image0.load(new URLRequest ("images/image0.jpg); var image1:loader = new Loader (); image1.load(new URLRequest ("images/image1.jpg");
But it would be much better if I could write out it out in a loop, and have the actionScript assign names to the variables. I don't know actionscript so well, but I feel I want to have something like this:
var [name+i] :loader = new Loader(); [name+i].load(new URLRequest ("images/"+[name+i]+".jpg");
Now I've just made that code up, but there is some logic in it, which I hope makes my question clearer.
I am trying to apply rotationY/X/Z to an externally loaded image. The problem is that when I rotate the image in '3D', it does not appear. When I apply normal rotation, the image does appear. I have verified that the jpg is loaded, just does not display after rotationY/X/Z. The code below are snippets of my attempts.
PHP Code: //LOAD IMAGE public function load_img():void
does anyone know the best way to go about creating a flash movie that lets you click a button to dynamically create a JPEG screen shot of the movie. i looked around and found a thread close to what i am looking for but it was done in AS3.
Im quite new to the ActionScript scene so apologies if thisquestion has already been answered elsewhere. I am creating a 2dshooting game, and Im loading multiple images of various enemiesfrom several jpg files, but when I display these on screen heimages have a big black square round them. Now when I amprogramming in another language such as OpenGL, if I wanted to getrid of this I would enable an alpha blending function and set 100%transparency for the black colour which I want to hide. So I loadthe jpeg file and store it in a BitmapData variable, and then Icopy this into a new BitmapData variable with transparency enabledand set to 0x00000000 (fully transparent black). I thought thiswould solve my problem butt no joy. My code is shown below:public class GraphicsLoader extends Sprite {
public var loader:Loader; // The bitmap loader public var bmp1:Bitmap; public function GraphicsLoader(path:String)
I have a flash file that loads jpeg files and runs through each on the timeline. I have nav buttons to go back and forth. Here is the problem, all images load on frame 5 and I do this while another image is displayed so that they are loading in the background. I do this so that my initial file size is small, but I can load images in the background making the flash file appear to load quickly and loading other elements after it starts.
So all images load on frame 5, then I go frame by frame until I hit frame 11. If I click one of my nav buttons to go back to say, frame 7, the jpeg is gone and is no longer loaded. How to load jpeg files into the library, or at least, keep them loaded after they have loaded once? I have attached my fla file for reference. I had to rename the extension to eps, but it's a fla file, just rename the extension.
way to set the quality of a loaded jpeg the way we're able to set the quality on library item? It's pretty neat to be able to set the smoothing, is there a similar way to set quality?? Is there an approach anyone would recommend for dynamically setting the quality on a loaded image?
var loader:Loader = new Loader(); loader.load(new URLRequest("myImage.jpg")); addChild(loader);
I am creating an empty movieclip and loading a jpeg into it. The mc does not seem to resize to account for the jpeg's size, also the parent mc (thisClip) which is also created dynamically (with attachmovie), is set at 500 why:
How can I get a jpeg that loads with the loadmovie command to fit to the dimensions of a movieclip that is being used as its "place holder"? Also if this image starts off initially at a much larger resolution than the place holder movieclip and therefore has to be shrunk down to start with, what happens when browser window is then resized to a larger window? (i.e the whole flash movie is enlarged). Will the image be stretched from the size it has been shrunk down to or will it still reference that external file? So if the image was larger than the site would ever need it to be would it look the best quality at all times?
why I cannot convert a loaded jpeg to a bitmap.I've found similar posts on this forum but the solutions provided are not working for me. I have a very simple example of what I'm trying to do below:
Code: private function loadImage():void { var imageLoader:Loader = new Loader();[code]...
For whatever reason I get the error:
Code: TypeError: Error #1034: Type Coercion failed: cannot convert flash.display::Bitmap@3a0926d1 to Function.at com.ncnmar.interphaz::People01/loadedImage()
I'm having trouble getting the _width & _height of a jpeg loaded using loadMovie. I'm trying to reposition it (pseudo-registration point) for rotation in a container movie clip. If I use hard-coded numbers, it works fine. However, if I try to position it based on its _width and _height properties, it's no go... in fact, it doesn't even show up on stage.
I have a movie that loads images from an external source based on paths contained within an .xml. As far as I can see, there is no restriction to the size of the loaded image, which are are JPEGs, hence flash will not have these images resized. The images look fine when loaded in Photoshop or viewed separately, but the quality is just awful when loaded within the movie.
I've tried the usual hints like increasing JPEG quality in Publish Settings, but understand that since these images are not imporated into Flash CS5 before compiling, but are instead loaded when the .swf is run, these settings would not have any effect.
Basically, my problem is that I have a movie that loads images from an external source based on paths contained within an .xml. As far as I can see, there is no restriction to the size of the loaded image, which are are JPEGs, hence flash will not have these images resized. The images look fine when loaded in Photoshop or viewed separately, but the quality is just awful when loaded within the movie.I've tried the usual hints like increasing JPEG quality in Publish Settings, but understand that since these images are not imporated into Flash CS5 before compiling, but are instead loaded when the .swf is run, these settings would not have any effect.Does anyon
I have three buttons, which when clicked load an external file into a movie clip called container. The first jpeg (1.jpg) is loaded into the container when the movie loads and the thumbnail buttons have the files t2.jpg, t3.jpg and t4.jpg loaded. When these are clicked they load 2,3 and 4.jpg respectively into the container. The problem is that I can only have 3 buttons but need to display 4 images. So I want the image that is loaded into the container to swap with the one that is in the button. I can't find any code, either on this forum or on the web, that retrieves the name of a file that is loaded into a movie clip.This is what I need.
Because all the images are named 1,2,3 or 4.jpg and the thumbnails for the buttons are t1,t2,t3 or t4.jpg I should be able to easily write the additional code to change what happens when the button is clicked, because when the picture on the button has changed to what was loaded into the container, the on(Release) code will need to change too.
I'm trying to create flash app where a single jpeg (person headshot) is loaded into the masked movieclip (same size as passport photo) (using loadMovie), then user can edit the image (drag inside mask, zoom, rotate) and then after pressing a button the app duplicates the EDITED image 4 times - to make sort of headshot sheet.
While I know how to load movie, drag single clip or scale it, I have no idea how to duplicate the movieclip once is edited, to make identical copies of it (scaled, rotated...)If I use duplicateMovieClip it won't work since it won't duplicate the loaded image.
I am attaching a movieclip to the stage called "polaroid", then dynamically loading a jpeg into it "polaroid.holder".But it doesn't work.It seems that if I dynamically set the instance name of the polaroid clip from attachmovie it won't wor
Code: i=1 function loader(){ choice = Math.round(Math.random()*5); containernew = "container"+i[code].....
I am attempting to create a loop that will (as long as 'i' less than or equal to 'howManyX') create an instance variable of 'BgLogo' and add it to the stage...in essence I am trying to tile the instances.Is this even the best approach?If yes, or no, what am I overlooking in my code below.If this isn't the best approach, what would be?
I'm having a slight problem with loading backgrounds dynamically. When the index page loads i need one bg.swf to load dynamically, but when the user clicks another background button, a new background will replace the default bg.swf that loaded automatically when the page opened. I understand to load the new bg's into an empty clip. I just need to know how to automatically load a .swf once the page opens. Pretty basic,