ActionScript 2.0 :: Loading One Image At A Time With For Loop?
Jan 11, 2009
I have a function where i load some images from an XML file. The function builds up a pattern with boxes in lines of 4, and for each Image-tag in the XML file, it creates a new box in that pattern and loads an image into it. The problem is that as the code is written now, all the images are loaded and displayed at once.
I would want the function to load one image at a time, so that image box is displayed, and then the next one, and next one, and so on. Is it possible with my function? What should I change? make that pattern that the boxes form? As you see now, it's a lot of code counting each row of 4 boxes.
this is the function below:
Code:
//Loading work objects from XML
var home:MovieClip = this;
xFirst = 0;
I tried searching for an answer to this on the forums and it seems you can't duplicate a movieclip that has a dynamically loaded jpg in it, I mean you just get a duplicate empty movieclip?What I want to do is have 3 copies of a pic, each tinted a little differently, and have them converge and reveal the "composite" of this pic. Do I then have to use loadMovie 3 times?Does loading the same 50kb image at the same time mean you're actually loading 150kb?
i was creating my portfolio using xml gallery script from this site. the thing is that it loads one picture at a the with a preloader between each load. is there a way to load the first image and keep loading the rest so there will be only one loading time? here is my action script:
I have problem with loading an image from a loop.The method I used is I created an array, then load the xml file with the images. And in the loop, where also the menu is created, I called through the array the wanted image from the xml.I tried to find the problem, but I don't get it to work as I want.The output says that the url is undefined, but sometimes when I try a different aproach, it loads constantly the same picture.
I have a piece of working code. I'm loading an XML file full of images to flash and using them in a slideshow. The code works fine, but here's my issue. The first time an image loads, the fade-in time is about half as long as it should be. I've reduced the image resolution and drug out the fade in time so it's not terribly noticable. But I still see it. Once the code has cycled through the entire file of images, it starts over and repeats. At this time, (being the 2nd run through) the images fade in exactly how they're supposed to. I'm guessing that once the images have been loaded in the cache, there is no download time etc. [URL].
Here's the code: import fl.transitions.Tween; import fl.transitions.easing.*; import fl.transitions.TweenEvent; var myTween:Tween; var xmlRequest:URLRequest = new URLRequest("imageData.xml"); [Code] .....
i have a flash image viewer about 260kb large, it includes 3 images inside the swf itself which im going to switch dynamically, each images is actually a holed out (masked) png so i can overlay that image with another image which i dynamically loaded using loadClip()
so what i have here is a movieclip in the stage that contain a layer of the internal png with another mc to load an external image sandwiched below the previous
i searched the forum to see if i can find anything about loading the dynamic image together with the actuall flash files but it appears i failed to find one...
i would like the dynamic images is loaded together with the flash itself
This is the accompanying thread for the tutorial "Loading a different image each time using Local Shared Objects".Here you can post comments, questions and suggestions related to the tutorial.If it's not completely related to the tutorial, please start a new thread.You may subscribe to this thread (in the "Thread Tools" dropdown menu) in order to receive a notification when the tutorial goes live.
I have a game built and I would like to reduce the loading time to the minimum possible.One of my ideas is to load the essential assets and some lower quality images the first time, leaving the higher quality images and some of the functionality out at first (for instance things like buttons that change the background color), and once the player enters the game, the rest of the functionality and its assets (images and sounds) will be loading in the background using the Loader class.So once the non-essential assets and the high quality images have loaded they will fade in and substitue the lower quality assets in the most subtle way possible.
Also... Would it be better to have various instances of a "Loader" class and try to load everything at once, or load stuff in order with a single instance of the "loader" class listening to the Event.COMPLETE event ?
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i have some loop function for the game, this loop for open the 9 box, here the code
function random_item_2(coinsx) { var listItem:Array = new Array(); for (var i:uint=0; i<15; i++)[code].........
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I have 10 mc's on my page which I want to load from alpha = 0 to 100, one at a time, but in a random order each time the page is loaded. I have code which uses an array to loop the mc's and I can then load the array into a tween using as2, but I don't know how to randomly create an array, then load these answers into a tween and play them one after another until the loop is complete.
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I have a long list of images in the library linked as image1, image2, image3 etc. how do i set up a for loop that will display these images in one go (one on top of the other), i thought this would be trivial but everything ive tried doesnt work, i think i may be confusing run time with compile time with my attempts, when i set up a for loop with the iterator replacing the number (in the image name) i just get errors. Sure i could hard code every one but i find that dissatisfying.
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