ActionScript 2.0 :: Loading Sequence Of Images One After Other
Jul 23, 2010
I've got a sequence of 200 images, which are named image_1, image_2 - image_200. All in the same folder. I need to load one, then the next etc, without any human intervention (the reason is below). The following code works locally but when I upload it, it only loads the last image (image 200). I can see why - as the "for loop" is going "full speed", whilst the loading is not being allowed to complete. I need to say "only upload the next image when the current one has finished loading".
My ActionScript Code:
this.createEmptyMovieClip("holder",1);
holder._x = 20;
holder._y = 50;
//timeline.onEnterFrame = LoadMovie;
function GetFileName(name) {
[Code] .....
My reason for this is I'd like to load them sequentially so that once one has finished loaded, load the next (the idea is to build the cache whilst the viewer reads an introduction - the trouble was the image was too large, so I've broken it into 200 tiles).
I am using below code to load images from array, which works fine. My unsolved question how do I put all the images after it has been loaded to holderMc_animation (which in in root, with instance name holderMc_animation)...is sequence order? image 1 goes to keframe1 of holderMc_animation and image 2 to keyframe 2 of holderMc_animation and so on...
I am loading these 5 images into a sequence of boxes. Everything works fine except Images are not coming in sequence. They are coming in random order. for Eg.: Box1 contains 3.png, Box2 contains 1.png..so on..[code]
I have a peice of video that I exported as a swf from after effects. Now that i've imoprted it into flash it's broken down into a squence of images. The problem is I need to move the video (Pics) but obviuosly I can only move 1 image at a time and that's a real pain as there is nearly 80 of them. I really need a way of moving all of them at the same time. Highlighting all the frames and moving them doesn't work.
I'm trying to build a slideshow that has a lot of images, all broken apart into smaller sections, that I want to load sequentially so that while the first set of images scrolls across the stage the second set is loading, then the third, and so on.
I was wondering whats the best way to play a sequence of images (dynamically.... not using IDE) so that I can mimic the behavior of a movieclip? The images are pngs that get loaded completely in the begin of the app, based on a user ineraction with this object, I must play a given sequence.
I have get our client 200 tga picture (renders), i want to insert this picture one by one key frame how can i do automatically.I am try to select & stage but picture is place one over another.
When telling a flash movie to load several external images or swfs into the stage it normally loads every image at the same time making the movie feeling slow.I�m looking for a preloader or a script that can preload one image at a time. Starting with 1.jpg then moving on to 2.jpg, then 3.jpg etc.
I made a sequence of images and make the code the rotate around it but I have a little problem with the loop ( from frame 100 to 1 || 1 to 100 ).How can I avoid the little stick problem. I know what's the problem but I dont know how to solve it. It's with the frame tweening. Anyway, here's the code :
I made a sequence of images and make the code the rotate around it but I have a little problem with the loop ( from frame 100 to 1 || 1 to 100 ). You can take a look to the link here [URL].. How can I avoid the little stick problem. I know what's the problem but I dont know how to solve it. It's with the frame tweening. Anyway, here's the code :
I would like to animate a sequence of background images within a uicomponent but also dynamically add and remove components to this component. My first question would be: 1.) What's the best way to animate a sequence of images using Flex 3? 2.) What's the best way to handle adding and removing components on top of the background dynamically?
I have five piano key images (converted to movie clip symbols) on the screen, and each play a tone when clicked. I would like to program it so if you clicked the five keys in a specific order, it triggers an event. I suspect I have to use the array command, this is what I have so far:
ActionScript Code: var noteArray:Array = new Array(note05_mc, note01_mc, note03_mc, note04_mc, note02_mc); var buttonArray:Array = new Array();
I'd like to import dozens of images and have them in sequence in a single layer. I did this once before, I made a .swf out of a video game cutscene and I recall importing the images to the stage then I asked somewhere else how to make them appear in the layers field. Then I did something that put each image in its own layer and I had to manually move them and make them appear in sequence.
So if anybody knows how to import and put in a single layer in sequence or simply import each image into its own layer
I am using Flash Professional CS5 and a sequence of small images that I want to convert to a MovieClip to use in actionscript 3. I have a blank actionscript 3 file. I go to Insert -> New Symbol, name it 'blue', set it as a Movieclip and tick 'Export For Actionscript'. Then I press OK. I get the message about creating a new class and click OK. Obviously this creates 'blue' in my library. I then go to File -> Import -> Import To Stage and select my first image of four, 'blue1.png'. It asks if I want to import the sequence of images. I have blue1.png, blue2.png, blue3.png, blu4.png, so I click Yes and the images appear on the timeline, stage and my library. Can I now use the class 'blue' in my main actionscript file? Currently, in my main actionscript file, called BubbleVillage, I have some very simple code:
Code: package { import flash.display.*; public class BubbleVillage extends MovieClip { public function BubbleVillage() { private var firstblue:blue; firstblue = new blue(); addchild(firstblue); }}} When I save and test the movie, I get a blank screen.
I am trying to create a flash player to display images in sequence using Flash player & ActionScript. The code below has lots of errors and I can't work them out. I have programmed in other languages and am perfectly aware that something like this.
Code: var imageLoader:Loader; imageLoader = new Loader(); // 1120: Access to undefined property imageLoader OR Code: var imageLoader:Loader = new Loader(); // 1046: Type was not found or was not a compile-time: Loader Are both acceptable. [Code]...... The same problem is for the next two (commented out) timer lines.
I have a gallery of 30 plus images. The user will then use a scroll bar to flip through them. The images actually make up a sequence so I dont want to preload each one one at a time. I am also pulling in the images dynamically. Below is a bit of the code I am using. What I would like to have is all of the images preload on one frame and then once that is done go to frame two where I have the rest of the code for gallery manipulation.
I'm doing a presentation where it loads different swf files in sequence. I already have a holder with width = 819, height = 614. Right now, I'm loading 1024x768 swf files in it.
This is the code in use: loadMovie("movie1.swf", holder); holder._width = 819; holder._height = 614;
The swf file is loading in the correct position, but when I test play it, the first one [movie1.swf] loads and plays in it's original size [1024x768], then the following one [movie2.swf] loads and plays the way I want it [819x614]... Then when the whole movie loops again, now, the first one [movie1.swf] plays the way I want it to.
I have a main movie with 12 buttons (numbered 1-12), each button loads the relevant swf into a blank 'content' MC on the main stage.I also need to have 1 button called 'start' which plays whichever swf is due next. ie; if you are on swf no. 3 pressing start will load swf no. 4. I guess a simple way would be to have the 'start' button tell the 'content' movie to go to a certain frame which has an action on it to load whichever movie is next... ?
Now I'd like to add duplicates of the thumbs so as to appear like a reflection. Created another loader and loaded each file again. (Tried "ldr2.content=ldr1.content" and many other versions of that statement to try and set the second loader's content to be the same as the first's, but could not get anything to work. So I had to resort to loading the thumbs again.)
Did that. Still so far, so good. Even used the "rotationX=180" trick you guys showed me to flip the photos. Set the ldr2's "y" to "ldr1.y - event.target.content.height" I learned from yous as well. Got that working and now have two rows of photo thumbnails. Just looking forward to applying a mask (something else you guys showed me) to make the reflection fade real nice.
HOWEVER, at run time, it loads the photos into the two rows of loaders in a different sequence. They're displayed OK, and it would work except for the fact that the second row of photos, the ones rotated 180 degrees along their X-axes - the "reflections" - are not in the same order as the first row.
how to control the order in which the XML file is loaded so that both rows of photos (thumbs, actually) match up? Do some things just load faster and appear random even though the same XML file is being used?
I have a 'base' MC on the root. On to which I am trying to load several external .swf sequentially. (sn1.swf, sn2.swf...) I see that there is a small lag or a quick flicker when one movie ends and another loads. Is there a way to solve this so the movies load seamlessly?
I am loading an array of movie clips and adding them to the stage with flash as3, but the problem is that the movie clips are added to the stage as soon as they finish loading, and not in order of there position in the array, so the order on screen appears messed up. How do I ensure that they are added to the stage in the same order that their references exist in the URL?
Here is my code: var currentLoaded:int = 0; function loadThumbs(){ for (var i in project_array){ var thumbLoader:Loader = new Loader(); [Code].....
I have a fla file that I've created to load 7 external swf files. I am able to create the code to load one swf file without any trouble but I can't figure out the code to get it load swf #2 when #1 is done, and so on. My code for one is below:
[Code]...
I'm fairly new to AS3 but this seems like a pretty basic thing to do.
how to code a simple load sequence scene. This is how I had it set up in AS2 -I've got two scenes, "Scene 1" and "Scene 2". I've got a 10 frame shape tween in Scene 1. On the 9th frame, I assigned actionscript that will check to see if frame 40 of Scene 2 is loaded, and if it is, gotoAndPlay Scene 2, Frame 1. Then have action in frame 10 of Scene 1 that says to gotoAndPlay scene 1 frame 1 of the current scene. This way scene 1 loops until frame 40 of scene 2 is loaded, at that point, scene 2 frame 1 plays.
How could I set this up in AS3? Here is what I tried - I've got two scenes, "Scene 1" and "Scene 2". I've got a MC that is a simple shape tween that loops in the "Scene 1". I'm trying to assign codein "Scene 1" that will check to see if frame 40 of Scene 2 is loaded. If it is, gotoAndplay Scene 2 frame 1. If frame 40 of Scene 2 is not loaded, continure to loop the MC unitil it is. Here is the code I've got for the MC in the "Scene 1"
Explaination: MX 04' Pro Thumbnail Nav. loading images with XML Loader resizes and displays images when users click on Nav. reading XML Problem: Users click Thumbnail Nav. first image gets loaded and loader resizes to image. However the next choice by user on thumbnail click, the second image doesnt get resized in the loader. It goes beyond holder. Here is my code for Thumbnail and Loader:
[Code]....
Now the first image loads fine and the loader sizes to file from XML. However, when users click second choice from Thumbail the loader doesnt resize to new image size. It only gets resized on the first selction or if users click the next or prev. buttons then the images fade correctly but nothing fades back in. Now if they do hit next or prev and then hit a thumbnail option it loads and resizes.
im loading multiple images but how do I make sure the program will start once all images have dispatched a complete event. like make a universal loader for all the other "small loaders" if you understand.
I need to load dynamically a few images (4-6) so that by clicking on particular image user would invoke particular action. Embedding images solves the problem but at the expense of file size. If I load them dynamically, they lose their ID.