ActionScript 2.0 :: [MX] Detecting Size Of Loaded Image?
Nov 17, 2002hare is the line I use to load image to movie clip IMG:
Code:
IMG.loadMovie("photoz/"+LPIC[DAIKTYNAS[preinuse][b]]);
ignore the details..
[code]......
hare is the line I use to load image to movie clip IMG:
Code:
IMG.loadMovie("photoz/"+LPIC[DAIKTYNAS[preinuse][b]]);
ignore the details..
[code]......
I'm working on an image pre-loader where i get the images i want from their respective url's, and once finished, proceeding to the next page. I have gotten it to load the images as i want/need, through lines of code similar to this:
Code:
var loader:MovieClipLoader = new MovieClipLoader();
this.createEmptyMovieClip("imgcont",1);
loader.loadClip("*url to img goes here*",imgcont);
All i'm looking to find is how many of my images have loaded completely. At first, i thought that getBytesLoaded() and getBytesTotal() would have been able to help me, but it seems that the images brought in through loadClip has no weight on how much has been loaded.
Is there any way of determining how much of those images has been loaded?
I am able to load images into my file by designating their locations in an XML file using AS3. I'd like to be able to determine the width and height of the individual images without having to manually enter each one into the XML file.I think once I reach this point, I'll be able to figure it out on my own:I want to be able to load an image to the stage and trace its width.
View 6 RepliesIs there a way to detect the _height and _width of a incoming image?
I'm going through a loop, duplicating movie clips with mask, loading an image, and squeezing it down to 100 x 100 for thumbnails. The client wants the thumbnails to be actual proportions but I used so many tweens and setup functions based on the 100 pixel width it's going to be a nightmare.
I'm loading images from xml file. I want the images to have standard width when they are displayed.
Here are the snippets of the code that do the image processing:
var allThumbs:MovieClip = new MovieClip();
addChild(allThumbs);
allThumbs.width = 200;
allThumbs.height = 200;
[Code].....
this lines, where I wanted to resize the images before they show up in the ScrollPane.
I'm Loading an image into a MC based on an XML file. I'm setting the initial alpha to 0, loading the image, then setting the alpha to 100 once I see that it is fully loaded. The problem is that I want the image to be resized, which is not working. Every time I check the size of the MC once the image is loaded I get 0x0. Here preload code.
Code:
function preload(num) {
eval("image"+num).loadMovie(url[num],1);
eval("image"+num).onEnterFrame = function() {
[Code]....
I have a picture gallery that loads a few thumbnails into a holder via xml and AS3. When you click on the thumbnail it loads the full-size image into a Loader.How could I add a description from the xml to the to the full size image.[code]
View 4 Repliesmc.loadMovie("01img.jpg",0);
i use a mc load a pic i want the pic can auto fit the mc's width and heigth
I have a picture gallery that loads a few thumbnails into a holder via xml and AS3. When you click on the thumbnail it loads the full-size image into a Loader.How could I add a description from the xml to the to the full size image.
View 2 RepliesIm having problems with assessing the size of an image after having loaded it into a movieclip using MovieClipLoader.Im trying to use the onLoadComplete-method to determine when the image is completely downloaded into the imageholder-mc, but Im just getting the original size of the mc, not the image's.[code]
View 3 RepliesI wonder if any of you can point me in the right direction. In my stage I have a movieclip where I want to load several images with different sizes. This mc called "container" adds the loader to the stage so I'm asking for the loader width and height once has finished loading and then passing these to the width and height of the mc container so it resizes accordingly. But...it doesn't work. Here is my code:
[CODE]
var pic:Loader;var totalImages:int = 10;for (var i:uint = 0; i<totalImages; i++){ pic = new Loader() container.addChild(pic) pic.load(new
[code].....
I have successfully loaded an external swf file into my own one. now what i want is to change the size of the loaded file.
the loaded file is an image and its height:500 and width:500 but what i want is to resize it to 200x200
How can i do that.
here is my code to load external image
var peelawayimage = _root.createEmptyMovieClip("peelawayimage", 7);
var mcImage = new MovieClipLoader();
mcImage.loadClip(_root.video_image, peelawayimage);
Im having problems with assessing the size of an image after having loaded it into a movieclip using MovieClipLoader.
Im trying to use the onLoadComplete-method to determine when the image is completely downloaded into the imageholder-mc, but Im just getting the original size of the mc, not the image's. I using the MovieClipLoader incorrectly somehow?
Code:
var MCL = new MovieClipLoader();
MCL.loadClip("IMAGE.jpg", mc_ImageHolder);
MCL.onLoadComplete = function (targetMC) { // perhaps 'targetMC' should be used?
trace (mc_ImageHolder._width); // outputs mc's original size, not image's size
}
I want to load in a SWF and set it to fit in the window, whilst keeping it's aspect ratio.When I do this by setting the height and width of the SWFLoader, the SWF will resize to best fit in the space (as it is keeping it's aspect ratio).However I can't find a way to detect the height and width of that SWF now it has been resized. The size of the SWFLoader reflects what I set it to, and the SWFLoader.LoaderInfo size seems to be totally random.
I have also tried the loaderInfo.content, but again I don't get a value that compares to the size of the SWF I have loaded (or at lease the size of what is visible).The only thing I can think to do is to know the height and width before and then figure out the aspect ratio, so if I resize the width to 50% of the window, I can do the maths on the height to make the swf loader the same height as it's scaled content.
I am having trouble finding the right keywords to find a solution to my problem. I want to make my app size dynamic according the size of the <object> tag set in HTML. Im searching for the code like: stage.width but showing me the fixed html attribute instead.
View 9 RepliesIs there a way of determining what .swf or .jpg is loaded into a particular movie clip?
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I have a main swf file that needs to stop, load & play an external swf file the main timeline, & then resume the main timeline when the external swf has finished playing.
So I have the follwing code in a frame in the main timeline:
stop();
var swf:MovieClip;
var loader:Loader=new Loader();
var defaultSWF:URLRequest = new URLRequest("url/.swf");
[Code].....
This loads and plays OK but it's the unload and play that I'm struggling with.
What code can I use to detect the end of the external swf and either call swfComplete of goto a main timeline label?
I have three images and I want change the images size based on the scene size (default size is 1024x768). After each image has completely loaded I call bindableUtils.setter to set width/height when scene size changes but I don't know how to make a pointer or something like that. I'm using a public var img, but it only works with the last complete image.
Here is my code:
<?xml version="1.0" encoding="utf-8"?>
<s:Application xmlns:fx="http://ns.adobe.com/mxml/2009"
[code].......
I am trying to load an external swf into a target. When the swf is completely loaded, I want to execute the next set of actions. I am trying to develop my flash websites so that no coding is done within the child swfs. So I would assume some code like this would work:
_root.holder.loadMovie ("child.swf");
if(_root.holder.getBytesLoaded ==_root.holder.getBytesTotal){
_execute some other command;
}
However it doesn't work! So is there a way to detect when a specific child swf has fully loaded into a target (not _framesLoaded please!) and then set a variable to allow some other actionscript to kick in?
Is it possible with actionscript to detect if an image is present before loading it?For instance I am using loadMovie to load an external jpeg.
Code:
instanceName.loadMovie("/folder/image.jpg");
Is there any way I can test to see if that image exists using Actionscript, then tell the timeline to do something else if it is not there?
detect current frame number of a movie clip inside a loaded external swf?
its like this, i have a main swf, lets call it "loader_swf", inside the loader_swf i create a movie clip called "holder_mc" which loads an external swf, lets call it "ex_swf". The ex_swf has a movie clip in frame 2 which is the main animation of ex_swf. Is it possible to get the current frame number of the movie clip holding the animation on frame 2? the only thing i know is to get the current frame of main timeline of ex_swf.
I am adding an image dynamically to my SWF. Is it possible to figure out that whether the uploaded image is black & white or gray-scale or colored?
View 1 RepliesI have an image which its source depends on a bindable property of another object.I'd like to know when this source changes, for example, by capturing the bind event or another related event of the Image control.
View 1 Replies[URL].. Anyone know the AS to make it automatically check the size of the browser for the listeners_notice when you resize the browser it works perfectly...but not when it first loads up.
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I am trying to detect if a point on an image is on the opaque part of the image or the transparent part. I have a image in a 48X48 area. half the image has transparent pixels. I seem to detect a hit on every part of the image like a bounding box test but I don't want that. For example . I place a 48X48 size image on stage at 0,0. At point 40,20 on the stage the image has transparent pixels but I get it detects a hit?
mm.img.hitTestPoint(40,20,true); //it should give me false
I've done quite a bit of digging but it's surprisingly difficult to find informed answers to these questions. I'm making a Flash game with a friend; as far as we can tell, the code is fine, but there are some serious framerate problems that seem entirely related to the graphics.
Is there a performance difference between Movieclips as JPGs and PNGs? Most of our graphics are imported as PNGs because they have transparent sections, but I don't know whether there is a performance difference between setting image compression to JPG or PNG within Flash itselfDoes turning on "Smoothing" for an image affect performance?Obviously larger graphics have more of a performance hit, but is there any benefit to splitting a large image into pieces? Example, changing a 2000*1000 background into two 1000*1000 pieces? One thing is most of our graphics are as much as twice the size in the library as they are displayed onscreen, then scaled in the code. We had wanted to make the game still look good when zoomed in/fullscreened but that doesn't seem practical so I'm planning on resizing all of the image files to their final size in the game and removing the scaling code. Hopefully that's the major part of the problem.
i want the swf or jpg that i load into an empty clip in my main movie to scale to the size of the stage. How do i get the height and width of the jpg/swf being loaded?
i was thinking i could take that info and do a little ratio action and scale it to fit.
i have external swf with a size of 750x500, then it loads to main swf where it size is 750x700 now i want my external swf loads to main with its fix size which is 750x500, how should i do that?i've tried stage.stageWidth etc and swfLoader.width etc, but doesnt work.
View 14 RepliesSome images I load dynamically are too big so I would like to scale them to fit the stage.
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this returns 0. Why does it return 0 when the image loaded is obviously much larger then 0 pixels. How do I change the width and height of imgCont to a specified dimension.
I have my main swf (swf1), that loads another swf(swf2). At some point, swf2 loads an external image. What's the best way for swf1 to align the loaded image from swf2??
View 2 Replies