Right now I am working on a game where I need to have 19 pieces revolving with 19 different MCs in them. The code I have can accommodate the movement and 19 pieces, but how to get 19 different ones in there - just one with 19 duplicates.
I thought if I addressed them in an array, I could tell my emptyMovieClip to load them into itself with individual MCs. I'm sure I'm on the right path, but it's not working yet.
My array:
anames = new Array (mcAnniePiece,
mcAlbertPiece,
mcAshleyPiece,
I know there are tons of tutorials out there about loading images from an xml file and creating a slide show. I can plug and play with those pretty good. However I would prefer it if I could start writing code myself. I am starting basic and each day working on adding code to a project.
Here is a made up app. Basically I have created three loaders that add an image to each one which I put into an array, cause why not. I have two event listeners one for an on stage click to load an image, and one a timer to load an image. The next thing I would like to try and do is load one image for a period of time, then load another etc.
So would I need a loop that loops through the array somehow connected with a timer?
public class array extends Sprite { //Create Loaders private var imageOne:Loader= new Loader;
So I've got an array of images, Code: pixArray = ["Images/Architecture/Hospitality/01.jpg", "Images/Architecture/Mixed/01.jpg", "Images/Architecture/Office/01.jpg", "Images/Architecture/Performing/01.jpg"];
It's part of a slideshow, loading one image, waiting 4 seconds, then it loads another, etc etc. The problem is, between each image, it has to load. I'm trying to find a way to get flash to keep loading all the images in the array until they're all loaded, something to the effect of: On the completion of the loading of the first image, start loading the second image in the array. On completion of loading that, load the third image, etc, until there are no more.
I already have a variable that tells it how many items there are as well: Code: var total:Number = 4;
I am loading my images into an Array after my url is loaded Code: function urlLoaded(event:Event):void { urlLoader.removeEventListener(Event.COMPLETE,urlLoaded); xml=XML(event.target.data); xmlList=xml.children(); [Code] ....
It is arrayThumb I am interested in, I wanted each each to be placed into a location within this Array. I then wanted to do Code: thumbArray[0].addEventListener(MouseEvent.CLICK, click_handler1); function click_handler1(e:MouseEvent) { trace("IMAGE CLICKED"); }
But when I try this, I get TypeError: Error #1010: A term is undefined and has no properties.
I have a flash file that loads images from an xml file. Is there a way to make the images load randomly? I would like a different image to start every time it loads. here is where the xml is pulled in...
I am developing an advertising site and the site has three seperate flash areas. on the top of the page i have created a movie clip and successfully managed to get the images to load randomly. GReat...Here is my dillema in the other three areas that consist of seperate movie clips i want to load images that have been numbered sequentially like p1.jpg etc... what i want to do is to have the images load randomly, and be positioned in the movie clip where i want them to appear dynamically... then if the user clicks onto the next set of images, i need to be able to tell whether one of the previous images has been displayed, if it has, not to show it again.
It's part of a slide show, loading one image, waiting 4 seconds, then it loads another, etc etc. The problem is, between each image, it has to load.I'm trying to find a way to get flash to keep loading all the images in the array until they're all loaded, something to the effect of:
on the completion of the loading of the first image, start loading the second image in the array. On completion of loading that, load the third image, etc, until there are no more. I already have a variable that tells it how many items there are as well:
I am trying, with this code, to first, shuffle the order of the images in the array so their loading sequence is never the same when the page is reloaded.Then, im trying to have the shuffled array open one at a time, image by image, at a set interval.
Code: Array.prototype.shuffle = function() { for (i=0; i<this.length; i++) {
Trying to pick 4 images randomly and load them into and array and then show them using a timer when all 4 images are shown 4 more images will be loaded again. here is the code:
var images : Array = new Array(); var rndNumbers : Array = new Array(); var imageLoader : Loader;
I'm trying to create something that will load a bunch of images into an array and then be displayed whenever needed via using the attachMovie() function.
Code: for (var i=1; i<list.length; i++) { //list is an array full of urls to images _root.createEmptyMovieClip("img"+i,i); loadMovie(list[i], "_root.img"+i); }
I dont think this is what I want because I don't actually want the images to appear right here (this is the loading part). What I want is each image to be in a separate symbol with a unique identifier so that I can create them dynamically during runtime.
I've constructed a dynamic slideshow using ActionScript 2.0 and PHP/MySQL. The reason for this, aside from update purposes, is that the slideshow will eventually display over 200 images. Thus, to save loading time and bandwidth, I decided to use PHP to pull ten images from an SQL database, formatting the output in XML. The slideshow itself works fine. Unfortunately, there are a couple of issues I need to address; my ActionScript is extremely rusty, so much of my work's patchy.
The code's displayed below: import mx.transitions.Tween; import mx.transitions.easing.*; var myShowXML = new XML(); myShowXML.ignoreWhite = true; myShowXML.load("getData.php"); [Code] .....
The code in red is my main focus. It's the loop which loads all images as movie clips using the XML information from an array. The loop loads all of the images, making them transparent before the presentation begins. What I would like to do instead, to save loading time, is to load the next image while the current one is displaying. The function "moveSlide" controls the transition of the images, so I'd imaging it'd be best to plade it in there.
There's already an incremental variable being used, with _root.target_mc, for removing transparency from the current slide. The code in blue is also nagging me quite severely. I retrieve the next chain of slides by simply contacting the PHP script again. The only way I could think of doing that was to refresh the slideshow (this is done COMPLETELY in ActionScript, with nothing on the stage). Unfortunately, I could only work out how to reload the whole video.
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 have 2 different pieces of AS for my full flash homepage but i can't get them to work at the same time properly. This first piece is to load random images onto an array on my homepage.
Code: var myImages = ["IMG_1318.jpg", "IMG_1316.jpg", "IMG_1317.jpg"]; var rand = random(myImages.length); loadMovie(this.myImages[rand], container); //trace("image loaded is "+this.myImages[rand]); stop();
That part is currently working as intended. The problem is since the stop bit was added at the end my random image array works as intended but at the same time it also stops my clock. Here is the AS for my clock.
Code: mytime = new Date(); s = mytime.getUTCSeconds(); m = mytime.getUTCMinutes(); h = mytime.getUTCHours(); [Code] .....
Is there something else simple I'm missing that will keep my clock working but not mess up my picture array?
I have an array with 20 elements and a shuffle function applied. Now i need to screen only 4 elements from that, which then should be deleted from the array in order to avoid repetition (next play will pick other 4 images and so on) Anyone knows if there a class i can use?
ActionScript Code: function processXML(e:Event):void { var my_xml:XML=new XML(e.target.data); my_speed=my_xml.@SPEED;
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.
var filePaths:Array=["thmb1.swf","thmb2.swf","thmb3.swf","thmb4.swf", "thmb5.swf", "thmb6.swf", "thmb7.swf","thmb8.swf", "thmb9.swf", "thmb10.swf", "thmb11.swf" ]; function loadImages3(event:MouseEvent):void {
[code]....
My problem is that I can't figure out how to decouple the loader from this loadNewRow function. Ideally, I'd like to figure out how to load all the swf's give them dynamic names... like thmb1loaded, thmb2loaded, thmb3loaded.. push into an a ("loaded") array and then have that be used to build the grid.Right now, its loading them every time the loadnewrow function fires. I'm sure its a simple matter of iterating a .name within a contentloaderinfo .onComplete when each swf is loaded...
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.
I have typical situation where big loop is loading lots of images and its done asynchronous which make browser to frees during loading and I want to make it synchronous but having big trouble doing it. I found this class synchronous loader and it work great but you cant add mouse event listener to loader. Here is sample code:
I want to have an AS3 app load images from url supplied by the user. But I don't want a malicious user to be able to load an SWF file in place of the image, such as with an altered extension "maliciousSwf.png". Well, not sure how big a security threat that is above and beyond the ability of the hacker to decompile swf, but I think that ideally such behavior should not be allowed.
So, is there any way to prevent this? When people allow users to load images in their Flash apps, do they somehow guard against loading of SWF? Or is this really absolutely no big deal?
How would you defer loading of other graphics on the page until after the images in a Flash gallery's images.xml file are finished loading?Is there any way to detect for this, or would I only be able to check if the flash swf object is finished loading? I'm pretty sure the swf object would be loaded/ready as with document.getElementById('flashobject').onload = function(){}; before the corresponding images have loaded though, instead of after.
I am loading images of different size and then images are scaled and border is drawn for each image as shown in below link,[URL]... I want that border of images to be of the same width and height and for that I need to find out the max width and height size image before loading all the images. Is there any way that I can know the width and height of an image before loading it completely?
I'm making a Matching Game in Flex. I want to have images from one array on my left and images from the second array on my right, so that user can drag&drop images from the left onto matching images on the right.I have mx:HBox and two mx:VBox inside. Now, how can I display images in VBox that I have in my gameArray, if the length of my array (amount of images) may differ? I would have to create as many mx:Image as the length of my gameArray, but how do I do it in MXML?
ActionScript Code: button1.addEventListener(MouseEvent.MOUSE_UP , Button1Click ); function Button1Click(event:MouseEvent):void { var pictureLoader:Loader = new Loader(); //var pictureURL:String = "dude.jpg"; this works but if I put the name as an array it does not work [Code] .....
I have a loader with the array function. When you click on different buttons on top of the loader, images and text load into the loaders. I would like the images and text to fade in and out instead of just flashing.