ActionScript 2.0 :: Stretch Dynamically Loaded Image?
Mar 24, 2007I'm loading an image into an empty movie clip on the stage.
is there a way that if the user rolls over this image it will then increase in size (say from 50x50 to 75x75)?
I'm loading an image into an empty movie clip on the stage.
is there a way that if the user rolls over this image it will then increase in size (say from 50x50 to 75x75)?
I think this might be a tough one: Is it possible to stretch the playback of an MP3 file using Actionscript? Time stretch is when you slow a sound down but don't change its pitch. Basically, it works by chopping up the sound into milliseconds and splicing duplicates of the bits in, thereby stretching the sound.
View 1 RepliesI am new to Flash and am trying to make a page that has a fullscreen image gallery with individual thumbs along the bottom. I can more or less figure this out using some templates,but I need to do this for over 50 different projects, each with anywhere from 1-100 images.Is it possible to make more of a container that dynamically loads from a folder of images rather than have to make each one by hand?
View 1 RepliesI'm trying to create a color picker using getPixel. It works wonderfully as long as the image is loaded from a local drive. When I try loading it from the server (a subdirectory on the same server as the SWF), the loaded image doesn't get drawn when I use the draw command. It draws a white rectangle and when I use getPixel, I always get 0xFFFFFF. I also have system.Security.allowDomain("[URL]") in my script, but nothing works.
View 6 RepliesI have added a preloader to my website with a progress bar and percentage loaded number count using the following code;
Code: Select allstop();
this.addEventListener(Event.ENTER_FRAME, loading);
function loading(e:Event):void{
[code]....
This however only determines the progress of what is stored within the main SWF file.Is there a way of doing the same thing for dynamically loaded data? I am importing SWF files into my main SWF website using this code;
Code: Select allvar my_loader:Loader = new Loader();
my_loader.load(new URLRequest("FILENAME.swf"));
addChild(my_loader);
I'm building an image gallery which creates thumbnails by sizing down the original images and once you click on one of them it duplicates itself and displays on top with full scale. I searched the web and everybody say duplicating dynamically loaded image can not be done and only solution is to reload the image. And because they are cached when they were first loaded it shouldn't take much time to get loaded. Also I heard that there is way to force the browser to cathe the image...
View 2 Replieshow to rotate about the center an image loaded dynamically through AS? I've already asked this question, no one answered, I searched, searched some more, looked through my fairly voluminous collection of example flas and have come up with nothing.The following code does rotate a mc about its center, but only (apparently) if the mc contains something when the swf loads.
Code:
onClipEvent(load){
this.rotation_speed = 2;
function origin(){[code].....
in flash there is a setting to 'allow smoothing' for images that are imported. how can i do this in AS3 so that the images i dynamically load are smoothed (because when i scale them they look bad).
View 4 Repliescrop the exact image through the flash action script.
View 1 RepliesI am using Flash CS3 and ActionScript 3.0.I think there is someone who spends 2 minutes of your valuable time in providing solution for my problem or issue.
My description for my problem(with layer numbers/names) starts from here: Layer-1: I am loading an external image(.jpeg) onto the stage dynamically when "Submit" button(which is created & placed in Layer1) is clicked using the following sample code:
[code]...
The jpeg image is loaded perfectly and works fine.
Layer-2:When I click on this loaded image, a Pop-up must be visible. So, I created Pop-up in Layer2, which is nothing but a MovieClip(with instance-name myPopup), is a rectangular box with light-yellow colored background, which makes us to feel like a pop-up). So, I created this Pop-up in a layer named "Pop-up". My requirement is : Whenever I click on the image loaded, I need to view the Pop-up upon this loaded image near to the pixel-position where CLICK_Event has occured.To view an example of my requirement,just go through the following [url]Once you open the above url, then you right-click on the right-side image(which is a geographical map). You can view a Pop-up with some of the items(viz., Directions from here, Directions to here, Zoom in, Zoom out & Center map here)
Layer-3:In the same way, in my application ,I want to display few hyperlinks on this pop-up. So, I had created TextFields on the stage(which are hyperlinks) using "Text Tool from ToolsBox" in Layer3 named as "TextFields". I am accessing these TextFields using
<TextField-instance>.htmlText to make it a hyperlink.So, here my problem is: After loading of the jpeg image, When I try to click on the image, the Pop-up(MovieClip) and "Submit" button appears to be under the loaded image and the TextFields are visible over the loaded image.Hence textfields/hyperlinks visibility works fine i.e., on the loaded image as hyperlinks.
Now, What I should do in order to make the MovieClip(Pop-up) and "Submit" button visible on the loaded image?
I'm back and having trouble masking a dynamically loaded image. For some reason I see both the mask and the image...
Here's my code:
Code:
_root.createEmptyMovieClip("container", _root.getNextHighestDepth());
container.loadMovie("myImage.jpg");
_root.createEmptyMovieClip("square_mc", _root.getNextHighestDepth());
[Code].....
I am trying to use a matrix to stretch an image along its X and Y axis. My code looks like this:
Mat = new Matrix();
Mat.createBox(MyScaleX, MyScaleY);
MyBitmapData.draw(MyDisplayObject, Mat);
When I change MyScaleX, there is no change to the scale. However, the image location gets shifted. When I change MyScaleY, both x and y get scaled. I have also tried to use:
Mat = new Matrix();
Mat.scale(MyScaleX, MyScaleY);
MyBitmapData.draw(MyDisplayObject, Mat);[ code]....
I loaded a swf and placed it in a movieclip on the stage. When I try to make this image clickable nothing happens.
Here's my code:
Code:
var sprite = cHolder.addChild(ldr)
sprite.addEventListener(MouseEvent.MOUSE_DOWN, displayCat);
If I attach a listener to the movieClip on the stage it works fine but I can't seem to get the image inside of the clip to work.
I bought and installed a component and now the place I got it from is not giving support and their site has been pulled. The issues is that I can't figure out how to convert the loaded images into bitmaps in order to apply smoothing. Can someone look at the code in the attached .fla and give me a heads up as to where to add i
View 8 RepliesIn my Flex application, I've got a component that extends UIComponent where I'm loading images at runtime and try to display them. I've tried lots of different approaches (using beginBitmapFill(), using different containers), but I can't get things to work as I want. The problem seems to be related to the width and height properties of the image, which aren't updated correctly.The idea is:
var sprite:Sprite = new Sprite();
addChild(sprite);
var im:Image = new Image();[code].....
The image's width and height doesn't seem to be correct when it's loaded. I get width==0 (and nothing is displayed), but the property $width seems to be correct. How can I assure that width and height of the loaded image is updated?
Am struggling to find the right as3 code to resize an image once it is dynamically called into the stage and placed in a MC. I am loading using:
var myLoader :Loader = new Loader();
mc.addChild(myLoader);
var url :URLRequest = new URLRequest("myimage.jpg");
myLoader .load(url );
The stage will eventually open up into fullscreen (works ok) so I need to keep the image in its original size which is much bigger than the stage. What I need to do is shrink it on loading to the same height as the stage whilst keeping the width in proportion (oh and center it). I have tried all sorts of codes but cant find anything to work as all I have managed to do is resize the MC containing the image but NOT the image itself.
I need to add my images/icons dynamically at runtime to my Flex GUI due to licencing reasons. So how can I add a dynamically loaded icon to an Alert? I use the following function
[Code]...
I have a gallery made and the images are loaded using xml. The images are links to larger images, but the problem is, the larger image opens in the same window. Here's the code that calls the images and makes them links:
ActionScript Code:
function callImages() {
_root.myImages_mc = _root.myGallery_mc.createEmptyMovieClip("myImages_mc", _root.myGallery_mc.getNextHighestDepth());
[Code]....
I have created a slideshow, in which image is loaded dynamically from a xml. the issue is the images gets aligned to left ,top position by default. i want it to center align.
View 7 RepliesI have created a slideshow, in which image is loaded dynamically from a xml. the issue is the images gets aligned to left ,top position by default. i want it to center align.
View 7 RepliesI want to develop a hair style app in adobe flex. In that ,the wigs should be placed in right position.So i want to adjust the wigs in x and y directions.
how to stretch an image in x and y direction?[url]...
how can i take a small .gif image and show it as a background image that stretched on the entire stage? how can i do this using actionscript 3.0?
View 6 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 a media player, which rotates images for the artist it plays. I load the images dynamically into the flash. The flash downloads the same images from the server over and over, how can i cache the images, so flash grabs them from a local cache and not from the server?
View 2 Repliesi've looked at several ways to centre a dynamically loaded image into a movie clip for the purpose of zooming the image once loaded. I am loading multiple images (16 in total) at a time and they are all 360 x 360 in size. So what i want to do is set 180,180 to be the centre of the loaded image.
This sounds easy to me but in practice i'm finding it impossible (although i know it isn't as i've seen similar examples doing this).
[Code]...
lock the aspect ratio of a dynamically loaded image when i resize my browser.
View 3 Repliesam loading a .png image into a movieclip using loadMovie(). i wanna put a glowfilter on the .png image once it's loaded into the movieclip. is that possible? how?!
View 5 RepliesI'm trying to figure out how to make a dynamically loaded image actually move across my screes. So far, my script loads the image, but stops after 1 frame. Without the loaded image everything works just fine. It's all Action Script, so my gues is that I probably missed something along the way.Here's my script:
Code:
scaler.loadMovie("image.jpg");
set the starting value for 2 variables
var targScale = 45;[code].........
I am having a rather odd issue with scaling down large images. When scaled down quite a bit, the images' right most edge of pixels stretches across the area that should just be the image. All I am doing, is loading an image using the loader class, and scaling it down as a thumbnail. One very odd thing about this issue, is that if I move the parent object x position to the left, it starts to correct itself.
View 9 RepliesI have three movieclips (used as buttons) on my main MC. The following code swaps the depth of a dynamically loaded image the when I rollOver each movieclip (button). I want to put the button.rollOver code in a for loop so I dont have to repeat this code for every image loaded.
[Code]...