ActionScript 2.0 :: [Flash 8] LoadClip Not Working With Bitmapobject Draw()
Jun 26, 2007
'm attempting to load a jpeg into a movie clip and then put that jpeg data into a bitmap object. I use a loader function inside the onLoadInit event I create a new bitmap object, then do a draw() The new bitmap object, however, is completely blank. (each pixel is white)The loadClip works successfully because the image loads into the temporary movieclip that I specify in the draw statement successfully. Even stranger, the entire process works absolutely fine in the test mode (hitting ctrl+enter in the flash authoring tool) The draw() works great and correctly fills the bitmap object.
While searching for an answer to this, I found a tutorial on the exact process I'm using: [URL] The info in that link works in test mode in the authoring tool, but not as a published swf online for me...
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Nov 19, 2009
I got the code below, reading a picture from an array.While in testmode or directly opening the .swf it works fine, but in a browser the picture is not loaded.
var listener:Object = new Object();
var mcl:MovieClipLoader = new MovieClipLoader();
var holder:MovieClip = item_mc_set.createEmptyMovieClip("holder",_root.ge
[code]......
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Mar 24, 2010
I am trying to load a swf file into a movie clip. It works in IE but fails to load in FF.
ActionScript Code:
function onLoadComplete(mc)
{
[code]....
This happens in frame 20. before this happens I use nearly identical code to load an image into a movie clip which works in both browsers.
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Mar 10, 2007
Code:
this.createEmptyMovieClip('test', this.getNextHighestDepth());
var pics:Array = new Array();
[code]....
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May 30, 2007
1 main flash movie called game.swf 1 external flash movie called maze.swf
The thing is from my main movie game.swf I load the external "maze.swf" true the LoadClip procedure. This works "fine".
The maze.swf as you can guess contains a maze game, and as you all will know this works with the Hittest commando to check if the character doesn't walk up against the wall.
If I start the maze.swf as a stand-a-lone this works fine, but as soon as I load maze.swf in my main movie. The hittest doesn't work anymore, because in some way the hittest is now checking with the coordinates of the entire main movie instead of only the boundaries of the maze.
I checked If I was calling to the right path, with _root and _level0 and etc. This is al correct because I can trace all the properties from maze.swf in my main movie. But the hittest simply won't work.
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Oct 23, 2008
created a .swf that continously scrolls with a pause and play button with only actionscript. The file was too large so I created a preloader in a seperate file loading the .swf with loadClip, but the buttons on the .swf stopped working! What do I need to do to get the buttons working again? I'm completely baffled.
[Code]...
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Jun 29, 2011
I have a component that contains 4 layers: (in ascending depth order) bgImage:Sprite, dropZone:Sprite, dropMask:Sprite and line:Sprite. The bgImage is at 0,0, and the other objects are placed at various positive coordinates. dropMask is masking dropZone.At the point of bitmap capture I want to only draw from the dropZone and dropMask layers, so I'm trying this:
removeChild(bgImage);
removeChild(line);
var bmd:BitmapData = new BitmapData(dropMask.width,dropMask.height,true,0);
bmd.draw(this,null,null,null,dropMask.getBounds(this));
Despite the dropMask being located at 50,60 the capture always starts from 0,0. I've also tried getting the boundary rectangle and forcing the x,y, but it makes no difference. should I just forget clipRect and use a matrix instead?
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Nov 17, 2009
When is a Bitmap not a Bitmap ?I can apply (using Sandy) an image as a texture :
var material:BitmapMaterial = new BitmapMaterial(new myImage(1,1));
myCone.appearance = new Appearance( material );
I can trace an object and form a bitmap :
[code]......
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Nov 25, 2011
I m having problem i.e image is not generating over https url, because BtimapData.draw function is not calling over https. I am loading policyfile, called allowDomain() and also set loaderContext.loadPolicyfile = true, but still its not working in https and working fine in http. Also the image in the UILoader is coming from the same domain with http url.
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Apr 13, 2006
I am trying to load a external swf and then use the BitmapData.draw() method to draw the loaded swf to a bitmap. This does not seem to work. If I draw some lines into the loaded swf using the .lineTo() method and then use BitmapData.draw() i do see the lines that are made by this method, but not the content i put in the swf. Is it just not possible to do this
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Sep 28, 2010
It seems that the loading process times out sometimes and it freezes the flash.To prevent that from happening, I thought about adding an onLoadError which loads a default image in the Library so that the slideshow continues what it was doing even if an image can't be loaded. But I can't get it to work... Here's what I was trying:I got in my library 2 items:
1) JPG
Name: fleur.jpg
Instance name: imgFleur
2) MovieClip
Name: fleur
Instance name: mcFleur[code].....
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Sep 16, 2007
I am trying to have flash listen for a loadClip event when a button mc called portfoliob is released. When the loadClip event is triggered I'd like flash to then create another MC called container2 and load a .swf called pmenu. I understand the logic behind it but for the life of me I can not get it to work.
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Mar 18, 2009
I am using the draw() method of the BitmapData to encode a jpeg of part of the image. Now this should be easy enough given the object I want to draw to the bitmap is on the stage at design time so I know its location and dimetions exactly! Heres the code I have in place.
Code:
var myBitmapSource:BitmapData = new BitmapData ( street.width, street.height, false, 0x333333);
myBitmapSource.draw(street, null, null, null, new Rectangle( 96, 5, 571, 450 ), true );
I know for a FACT that no part of the street clip I am drawing out is in negative space, and it's registration is (0,0). However, it cuts off A lot of the top of my image. y=5 in the above rectangle is where I need the top to be, but it cuts the top off of the image... even if I change it to 0, it has no effect.
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Jun 30, 2011
I'm making something that requires me to draw() the youtubeplayer Giving me this pretty error:
[Code]...
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Dec 15, 2009
I'm trying to do some lean blitting for an object that rotates by rotating it once at startup and capturing a BitmapData snapshot of each 5 degrees. The problem I'm having is that the draw() method of the BitmapData object is only picking up pixels in the MovieClip that are below and to the right of the registration point. If I change the MC so that the registration point is in the top left corner, I sometimes get what looks like most of the pixels, but the entire object rotates into and out of the frame, since it's rotating around the corner and not the center.
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Apr 5, 2012
I need to be able to draw a thick patterend line between 2 points in AS3, I can't use the draw API because it doesn't all me to actually put detail (pattern etc) into the thickness of the line, I thought about perhaps using the line to create a bitmap version and then using that as a mask, but I remember many years ago seeing some examples that use a movieclip as a source for a line.
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Feb 2, 2007
I'm making a simple photo gallery, and I'm having trouble loading the thumbnail images. I use the same method (loadClip()) to load the fully sized pictures, and there's no problem there. Even with the thumbnails, I could get the images to load properly when I hard coded each individual thumbnail. The problem is when I try to createEmptyMovieClip() and then loadClip() into these movieclips dynamically, if you will, so it can adjust itself to the number of images in the gallery. I get nothing. No images. Nothing shows up.This is my first time using the createEmptyMovieClip and loadClip methods,
Basically, the code is just creating a new movieclip (mc_thumbnails) to contain all the thumbnails. Then, it should create a new movieclip (inside mc_thumbnails) for each image available. Inside each of these clips (mc_thumbnail1, mc_thumbnail2, etc), the appropriate image should be loaded...
Code:
thumbnailMCLoader = new MovieClipLoader();
thumbnailPreloadObj = new Object();
thumbnailMCLoader.addListener(thumbnailPreloadObj);[code]...
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Apr 16, 2007
I have used loadClip, and loadMovie a ton of times and have never ran into this problem, so I am hoping someone here can provide me some insight on how to fix this.
I am using loadClip() to load up external SWF's for a portfolio, everything is functioning perfectly, it preloads, it gets all the values from the clips properly, but when the movie loads up the animations from the SWF exceed (or go outside of, and are still visible) the published size. So instead of seeing what I normally see when I publish the SWF, I see everything that happens, even stuff that is meant to appear "off screen", or in the case of the SWF, outside the published size. As far as how I am going about loading up the SWF's, I am just using an empty movieclip and loading them into there.
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Jul 30, 2007
I'm trying to load a .swf from a sub directory, and I've read that doesn't work. Why will Images load from a subdirectory using the loadClip method then?
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Jun 15, 2009
I've loaded a swf into my project by using loadClip, and now need to put some movieclips over the top of it using attachMovie. All the new movieclips appear behind the loaded movieclip. Is this normal?The movie I have loaded is inside an empty movieclip I've created called "container". Eg:[code]The "sparkle" movie clips are attached much later, on a keypress.
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Aug 26, 2011
The gist of my problem is that currently i have a searchable XML database which contains projects that when clicked on, link to a new tab or window (depending on your browser) of that specific project. see and then click "WORK" on the left side, to see it in action... type CHICAGO or something like that to see how it works...Basically, in my quest to eliminate all pop ups and additional HTML pages, id like to click on the project name and have it execute my existing loadClip preloading function. I can not seem to figure out how to do this...
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Sep 21, 2009
I have a nested blank clip (_root.banner.holder.picture) and want to load a picture into it, using the following code in the _root.No matter what I do, I can't get it to work
Code:
_root.myobject = "picture1";
loadpic = _root.myobject+".jpg";
[code].....
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Feb 7, 2010
Basically, I have a main .swf, into which I am loading another .swf using loadClip(), on the click of a button. It loads into an empty movie clip on the timeline of the main .swf called container_mc. So far so good, this works.
The problem comes when I am trying to control a movie clip that lives on the timeline of the external .swf. This clip has the instance name test_mc, and I'm trying to control it using the reference _level0.container_mc.test_mc. I have also tried just plain old container_mc.test_mc.
Neither of these work, though when I apply a trace to test_mc with Actionscript on the timeline of the external swf (test_mc.onRelease = function () { trace(this); }), it returns the path _level0.container_mc.test_mc (when clicked on after being loaded into the main movie, obviously).
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Feb 9, 2010
If you attempt to load an image into a movie clip and the load fails, you are unable to attach a library movie clip to it. The code below is from the fla file i attached herewith. All you need is a movieclip in your library with linkage name "Attach_MC" and this script in a 1-frame fla file. Or just download the fla file. What i am trying to do is attach a movieclip with a graphic that says "loading failed" if the load fails, so that it won't be blank but i can't do it unless perhaps by a workaround by placing a reserve clip in the same place (i.e. under a mask).
import mx.utils.Delegate;
var mcGlobal:MovieClip = this.createEmptyMovieClip("Stage_MC", 0);
var cLoader:MovieClipLoader = new MovieClipLoader();
var oListener:Object = new Object();
oListener.onLoadInit = Delgate.create(this, onLoadSuccess);
[Code] .....
Attachments: Bug.fla.zip (5.3 K)
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Feb 21, 2010
I have a main .swf, into which I am loading another .swf using loadClip(), on the click of a button. It loads into an empty movie clip on the timeline of the main .swf called container_mc. So far so good, this works.The problem comes when I am trying to control a movie clip instance that lives on the timeline of the external .swf. This clip has the instance name test_mc, and I'm trying to control it using the reference _level0.container_mc.test_mc. I have also tried just plain old container_mc.test_mc.
Neither of these work, though when I apply a trace to test_mc on the timeline of the external swf (test_mc.onRelease = function () { trace(this); }), it returns the path _level0.container_mc.test_mc (when clicked on after being loaded into the main movie, obviously). I've attached a couple of files demonstrating the problem I'm having. It seems to me that the problem is probably something a little amiss with my code,
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Dec 28, 2011
trying to load a new image and still making the previous_node on the background without any blink, most seamless possible, where I�m making the mistake...?
ActionScript Code:
previous_node = current_index-1;[code].....
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Feb 10, 2006
All I want is to create 5 movieclips/layers each has 10 movie clips.
I use createEmptyMovieClip to create and loadClip to load images in a for loop, but loadClip doesnt function in following code, only loads last array index.
My code is:
Code:
total=5;
column=5;
[Code]...
Also, out of for loop, logoArray[ ][ ] (movie clips' reference array) cannot be accessed. trace(logoArray[x][y]) outputs blank page, logoArray[x][y].loadMovie(..) doesnot work
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Aug 9, 2007
I have a movie clip symbol on my stage, called 'symbol', i have centred it on the stage using the following.[code]...
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Jan 17, 2008
I need access to the properties of a file I load on the next line. Specifically, trying to pull the _height and _width off of it.
I think it's being bungled up because it's inside a function running two (nested) for statements. Let me post up the code for you geniuses[code]...
The width traces fine in the onLoadInit, but only AFTER the function that is creating and positioning the movieclips is finished running. They are nested in something of a complicated heirarchy so to save the widths in another array and then try to move them all later would be bonkers.
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Feb 25, 2009
I only discovered this problem when I started tracing values within and without different functions. In the onLoadInit function within my for loop, it only ever receives the last iteration of the loop:[code]Assuming that imgArray's length is 4, then the first trace statement will give me 0,1,2,3. However, the trace inside the loadClips's onLoadInit function will just spit out the last iteration for the number of loops, i.e. 3, 3, 3, 3.I really wanted to be able to use loadClip specifically for the onLoadInit function so I could size and place all my thumbnails dynamically,
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