I want to load an image using loadMovie,.. and then dynamically draw a border arround it... but i need to get the dimensions of the pic... I dont know why bt using _root.container.img.pic._width isn't working... I mean it is drawing the border but very small and not even close to the dimensions of the pic. What can I do ?
(Maybe i'm trying to get the dimensions before it's loaded ??...)
In AS3, I have a Sprite that has a Z axis rotation applied.How do I calculate that Sprite's dimensions (it's original size) from Sprite.rotationZ and Sprite.getRect(...)?
What do I have to write to keep the movieclip not to change dimensions if the user starts playing with the dimensions of his screen ? I remember it was a line of as3 written at the beginning.
I have a flash app for web which is 971x570. I am planning to make it into iOS app and was wondering if I can do it with 971x570 dimensions or will have to use 480x320 px dimension as provided in the iOS template in Flash CS5 and thus modify my content.
I have two swf files. I want to place one within the other. Is there anyway I can set the dimensions of the swf I place within the other one? I would have published it a smaller size, but it dont allow me to change the size in the settings of a swf, just the html version.
When I change the dimensions on a document, and for example make it taller, the background becomes taller in the direction DOWN. But.. how do I make it go up, if you know what I mean? When I make the dimensions taller, why cant it increase up?
the banner i just created was the size of my browser when i opened it on the internet, how do i get the banner to act within its dimensions (468 px by 100 px)
I have a long log in a simple TextField, simply adding new lines of text when needed. I wanted to make some of the lines different color but while adding new line (simply as myTextField.text += '' + log; ) all the previous text formatting is erased. There is a tiny note in the doc:Notice that any text inserted manually by the user, or replaced by means of the replaceSelectedText() method, receives the text field's default formatting for new text, and not the formatting specified for the text insertion point.If I get it right the I want to load an image using loadMovie,.. and then dynamically draw a border arround it... but i need to get the dimensions of the pic...I dont know why btusing_root.container.img.pic._width isn't working... I mean it is drawing the border but very small and not even close to the dimensions of the pic.
I have about 50 QuickTime movies that are different dimensions. I need to export them to be FLV's and I need them to all be the same dimension. I want to put them in a queue so I don't have to do each one manually. Is there a software that I can use to do this?
hello everybody. I have a very weird problem. Recently my Flash IDE started to mess up dimensions. I mean when I create a new document or a rectangle for example, even if I set the height and width to the same value the height is always bigger than the width... I tried re-installing Flash CS4 again but that didn't solve the problem...
I have a bttn in my swf (which is embedded into my html page) and i want to be able to control the parameters of the pop up window the bttn generates. I have found a code generator at- this generator works when i input all my parameters and URL and test it, but when i place the code it provides onto the bttn in flash it fails to produce the same result me
on (release) {getURL ("javascript:NewWindow=window.open('https://secure.bellerockgaming.com/webchat/go_Max_New.asp?siteID=14&qu eueID=29&folder=BRE','Live
My movie is 500 by 200 px. However i am loading display object much larger than that and have just a portion of them show. How do i programatically get the visible dimesions? root.stage.width gives me the extended value.
for the sake of good programing practices i dont want to hardcore the values.
I have a collection of .swf files and they all have different dimensions. How can I create screenshots of these flash movies automatically? Would be very handy, because otherwise I will have to make screenshots manually for a few hundred flash movies.
I'm making an application that gets images from a web site and displays them on a screen for the user.How do I call getSize() on that data? I've been told I can use XML functionality in AS3 to achieve this as well, any idea how someone might accomplish the task?
Right now, my loaded swf works fine and is loading in the correct spot, but it is too large so i need to set the dimensions. I am loading it in through a movie clip also.[code]...
I've created an empty movieclip in _root and loaded an image into it but whenever I do trace(_root.newMC._width) I get a 0! I've had this problem in the past but never really looked into it!
I have the following code: Code: with _root { createEmptyMovieClip("file", 0).loadMovie("someimg.jpg"); ["file"]._x = (Stage.width - ["file"]._width) / 2; ["file"]._y = (Stage.height - ["file"]._height) / 2; lineStyle(3, 000000, 100); [Code] .....
The problem I'm having with this is that when it looks for Stage.width it's actually trying to find _root.Stage.width. How do I get around that without breaking out of the 'with'?
How do I programatically get the pixel dimensions of my SWF. I tried using stage.width and stage.height, but this seems to be a tight bounding box on all the objects in the video, not the actual viewing area. I also want these pixel dimensions to be accurate as javascript dynamically resizes this SWF.
I want to load an external jpg,Is it possible to get the dimensions of the file loaded after? It seems straight forward enough and easy to do - but I don't ever remember seeing such a functionality in Flash before.
I've just finished working on an extensive HD intro for my website, which is in 1280x720 resolution.
At the moment, my site has a splash page with 3 buttons on it: B1) opens the site in fullscreen mode B2) opens the site in normal window mode B3) opens a new browser window linking to my intro
Here's the AS code I'm using for my intro button: Actionscript Code: intro_btn.onRelease = function() { getURL("[URL]", "_blank");};
I'm wondering if there is a way to somehow specify in that code segment what dimensions I'd like the new window to have? I know this can be accomplished in JavaScript with something like this: Actionscript Code: <a href="javascript:void(0)"onclick="window.open('[URL]','height=1280, width=720,scrollbars=no')">intro</a>
I've already tried putting the intro on it's own separate HTML page, but because of resolution and other background contrast issues, I've found that it undoubtedly looks best in a window that is resized to its specific dimensions, rather than having extra space around the edges, top, and bottom.
I have a text field that is assigned some HTML text which alongside the text itself also contains an "img" tag for displaying an image.I also am resizing the interface based of the dimensions of the text field and the problem that I have is that the interface resize needs to occur after the image has been loaded in the text field.
The more I work with this program, the more weird stuff I encounter. I set up my .fla file as 700 x 400. I've been putting stuff on the stage and adding tweens, then when I test the movie, part of the stage image is cut off. I turned on the ruler, and found that the top of my stage is aligned at X 0.00 and Y -44.50. I drew a box the size of the entire stage, and its position is X 0.00 and Y -44.50, and the dimensions are 700 x 469. Can anyone tell me why my stage is larger than 700 x 400, and how to get the top left corner of the stage to be aligned at X 0.00 and Y 0.00?
I need to get the width and height of the image before it finishes loading with a moviecliploader instance. This is for placement of another clip, which will always load before the image. Is there any way of doing this??? onLoadStart does not give dimensions of the image.
how do I access a button within the emptymcholder, and place it at a specific position?? Is this possible??
I tried doing emptymcholder.buttonname._x, but it does not work.
I'm using the following code to load images into a gallery through xml. The native resolution of the files is relatively high (though fits well on my 1920 x 1200 pixel display). Since I can't determine the resolution of other users' displays I would like to be able to resize the images loaded so that they fit proportionally on any screen.
I have a few classes in my project which aren't display objects, but they need to know about the stage of my project (stage.stageWidth, stage.stageHeight). Is there a simple way to pass this information along to my classes without using a Singleton or passing these items in as parameters into the constructor??
Recently I've been planning out how I would run a game with an environment/map that is capable of unlimited dimensions (unlimited being a loose terms as there's obviously limitations on how much data can be stored in memory, etc). I've achieved this using a "grid" that contains level data stored as a String that can be converted to a 2D Array that would represent objects and their properties.Here's an example of two objects stored as a String:
The "grid" is a 3D Array, of which the contents would represent the x/y coordinate of the grid cell. The grid cells would be, say, 600x600.An example of this "grid" Array would be as follows:
var grid:Array = [[["leveldata: 0,0"],["leveldata 0,1"]], [["leveldata: 1,0"],["leveldata 1,1"]]];
The environment will handle loading a grid square and it's 8 surrounding squares based on a given point. ie the position of the Player. It would have a function along the lines of
function loadCells(xp:int, yp:int):void
This would also handle the unloading of the previously loaded cells that are no longer close enough to be required. In the unload process, the data at grid[x][y] would be overwritten with the new data, which is created by looping through the objects in that cell and appending each new set of data to the grid cell data.works fine in terms of when you move in a direction, cells are unloaded/saved and new cells are loaded. The problem is this:
Say this is a large city infested by zombies. If you walk three grid squares in any direction and return, everything is as you left it. I'm struggling to find a way to at least simulate all objects still moving around and doing their thing. It looks silly when you for example throw a grenade, walk away, return and the grenade still hasn't detonated.
I've considered storing a timestamp on each object when I unload the level, and when it's initialized there's a loop that runs it's "step" function amount of times. Problem here is obviously that when you come back 5 minutes later, 20 zombies are going to try and step 248932489 times and the game will crash.
I am trying to get the image dimensions to center in the dynamic sprite object but I am getting 0 in the height and widh property. get the image dimensions? I tried by using various properties of image control but I am getting the dimensions. Please see code below and the values in the inline comments