Code:
target.loadMovie("image.jpg");
Now, I would like to SMOOTH this image.
Since it does not appear in the library. I don`t know how.
Is this possible?
There's many options for ensuring externally loaded pngs have transparency but incorporating smoothing is a different story. I'm fairly certain I could just use the built in transparency boolean for the bitmapData function and set smoothing to true, however the white that is supposed to be transparent is turquoise.
If you load a Bitmap object from a domain other than that of the Loader object used to load the image, and there is no URL policy file that permits access to the domain of the Loader object, then a script in that domain cannot access the Bitmap object or its properties and methods. I can understand this to some degree but all I want to do is scale the image and so that it doesn't look completely gash I want to smooth it and hence need Bitmap.
Smoothing to be accessible (I dont and never will have a cross-domain policy file). With video you can apply smoothing and thats coming from another domain, I can even take a bitmap snapshot of the video and so I really dont understand why they wont allow this. I am scaling the image to fit the screen either as bestfit or streched and so scaling at 0.5, 2, 4 etc wont work.
I'm having a helluva time trying to figure out the syntax for smoothing of dynamically loaded png's. It's such an easy function for as3, but seems very complicated in as2.
I create a lot of flash galleries with image viewers, that have the standard thumbnail and large image type scenarioMy question would be to ask if there is anyway to prioritise the order that flash loads external jpeg images..... at the moment it wont load the main image until all the smaller thumbnails have been loaded... which sometimes can be up to a total of say 130 small images.Is there any code that you could use with loadMovie, to prioritse that download, pausing the previous smaller thumbs download, then continue to load again after?his way the user could still use the slideshow whilst the thumbs are loading instead of having to sit and wait...
The only thing I could think of, was perhaps add a loadMovie command during the loading thumbs loop that would execute after loading say 15 thumbnails, but then that would still 'block up' any further loading until the remain images were loaded.
I have a flash file that loads jpeg files and runs through each on the timeline. I have nav buttons to go back and forth. Here is the problem, all images load on frame 5 and I do this while another image is displayed so that they are loading in the background. I do this so that my initial file size is small, but I can load images in the background making the flash file appear to load quickly and loading other elements after it starts.
So all images load on frame 5, then I go frame by frame until I hit frame 11. If I click one of my nav buttons to go back to say, frame 7, the jpeg is gone and is no longer loaded. How to load jpeg files into the library, or at least, keep them loaded after they have loaded once? I have attached my fla file for reference. I had to rename the extension to eps, but it's a fla file, just rename the extension.
how to unload an external jpeg image in an AS3 function script.
var picURL2:URLRequest = new URLRequest("images/Buying-A-Diamond_Wh.jpg");var picFrame2:Loader = new Loader();picFrame2.load(picURL2); function onOpen2(e:Event):void { trace("loading has begun");}
I�m making an image gallery. I want to load the large jpeg images externally. I wanted thumbnails at the bottom to fade up as the images load up, then when they are ready to be displayed, they are actually fully loaded and ready to be displayed and don�t take any more than a couple of frames to become visable, but this is eluding me.
I'm currently using Flash 10.0, and the mx.controls.loader from the flash components to load the images into, which works fine other than getting to it before the images are loaded. An Actionscript 2.0 that creates a loop over a few frames until the external image is loaded then moves on should enable me to get it done, but no luck so far.
I thought this would work:
if (this.getBytesLoaded()>=this.getBytesTotal()) { gotoAndPlay("the label name on the next frame"); } else { gotoAndPlay("the label name on the previous frame"); }
but it continues on the timeline even when the external image is not fully loaded yet.
I have created a portfolio page (all flash) and am using the following code to load external jpegs. I've also created this button to take one back to the main area. The problem is, when I click on the back button, even though it does take me back to the main page, the image stays there. How would I modify the code to make that image delete itself or hide when the button is pressed?
Code: // set up loader, an instance of MovieClipLoader, and use the main timeline ("this") // to listen to and respond to its broadcast events var loader:MovieClipLoader = new MovieClipLoader(); loader.addListener(this); // define what should happen when the jpg/swf is completely loaded [Code] .....
I'm creating a simple flash navigation using some transparent .gifs. At present i import them then make them instances and use them internally in flash from there... But, is it possible to link the instance to an external gif file on the server so that the image can be change by simply changing the gif file/s instead of having to go back into flash??
I realise it would be easier to just update by importing the new images into flash but it's a client request and as they say 'the customer is always difficult'
I have a very general requirement that seemed very simple: Step 1: Load a new external JPEG image into a MC with a string var encoding a string caption in the URL link (VALUE="../fadeTest.swf?someTextVar=TestCaption") within the EMBED / OBJECT sections. I know how to do this and it semed to work fine. STEP2: When the JPEG is loaded I would like the substituted Text to Fade In over the JPEG. The JPEG should also fade in before the Text. The fade rate should be programmable.
I have a scrolling/zoom in animation done in as3. At times the animation is jerky. I am wondering how I can possibly smooth this out. I am using several quite large mc's that are all being manipulate at the same time. Would it help to make mc's that are off the screen invisible until they are visually needed? I am very new to flash/as3 so I don't know a lot about what might slow down the animation. I am working in cs4. Here is a link to the page I am working on. It is mostly the "Harman" button that I am getting this jerkiness on and then only sometimes. Hover over the logo to expand the menu. I wonder if I just have too much going on at the same time?
I made a navbar that you can see here: http:[url]....If you hover over you see the effect that happens and when you mvoe off it jumps back to frame 1. How to I make it so it smoothly goes back into frame 1 without jumping? Or at least fake it so it looks the same and goes smooth.
I am having problems with the images being smooth.I have edited the code throughout with forceSmoothing = true and _quality = best.It all works and looks smooth if I test the file in the preview window and if I run the HTML file. But as soon as I put the file under IIS the smoothing stops.All my flash players are v10+ . I have turned the IIS compression off but no luck.
I'm loading an external .jpg and moving it across stage.if I was to do this with a .jpg already in the Library, the movement would look much better if I manually activated "allow smoothing" from the .jpg's properties.so I'm trying to do the same for the loaded picture.what I've done so far is loading the picture, wait until it's completely loaded and then convert the content of the loader to bitmap and setting the smoothing property of this bitmap to true....OR, this is what I'm trying to do.here's my code:
Code: var _loader:Loader; var _loaderArray:Array = [];
i have made a bitmap over a menu and the only problem is that I made a scale and a rotation over that bitmap and it gets distort and I don't know why, because I use this:
I'm building an app that will load a series of jpegs over the internet. Setting an exact size for the jpegs is a problem because it's set up to play full screen and we have no control over the machine it will play on.I just realized that the "Allow Smoothing" option is not available for jpegs loaded this way! Is there any way to optimize the appearance of jpegs with action script?
I just upgraded to CS4. I'm working with sprites and using the properties of the images I've turned off smoothing to get that retro gaming feel. However, when viewing the sprites on the stage, everything is smoothed over which makes things difficult for me to animate. When I render everything, it looks perfect, just the way I want it with smoothing off, but how do I turn off the smoothing on the stage?
Ive searched and found this property .smoothing = true; But since im not using any bitmap vars i dont know where to put it, or maybe is it impossible to smooth images from my code and i need to rewrite it with bitmap stuff?
PHP Code: var myXML:XML = new XML(); var XML_URL:String = "newsXML.xml"; var myXMLURL:URLRequest = new URLRequest(XML_URL); var myLoader:URLLoader = new URLLoader(myXMLURL); myLoader.addEventListener("complete", xmlLoaded); [Code]....
I'm building textbox dynamically as i normally do, i'm importing a font to the library and embedding the font to the textfield. However for some reason when the text is White it doesn't antialias correctly. I'm using white, pink and bronze text, when it's bronze or pink it is fine but when it is white or even a colour close to white then it blurs and looks messy.
here are my text box and format settings are attached.
way to smooth my images via ac3. Ive searched and found this property .smoothing = true; But since im not using any bitmap vars i dont know where to put it, or maybe is it impossible to smooth images from my code and i need to rewrite it with bitmap stuff?
ActionScript Code: var myXML:XML = new XML(); var XML_URL:String = "newsXML.xml";
I'm doing a simple bkend admin using php for the client to upload images to be displayed on their flash website. ideally if they upload at the correct size, no problem, but sometimes they don't. So my problem comes in when the uploaded images are very big. When they are scaled down, the smoothing makes no difference at all.
I was wondering if there is a work around?
Code: import flash.display.*; loadMcListener.onLoadinit = function(){ var bitmap = new BitmapData(mc._width,mc._height,true,0x000000);
see the attached file for reference. A couple of things :I have a selection bar moving down or up 25 pixels on press, but it seems to be adding 2 pixels on each successive move, how do I get it to respect the 25 pixel movement restriction?
While the selection bar is moving, you can press the button again, breaking the code and sending the bar off the screen. Ive tried to solve this with a boolean (var moving) to tell whether the bar is moving or not, and thus prevent the movement code from running. However, once the bar has stopped, I cannot get it out of the moving = true state, to move the bar again.
edit: "I'd like to add a movement tween to the bar..." There is a thread above about this, plus millions of examples around the web.