Im developing a full browser flash website for a photographer and I should make the pictures really big. Now my problem is that when you see the website in a smaller resolution than the one im using, images get too big. What i need is a function that resizes the image box according to the stage size, but I dont know how to constraint the image proportions. For instance I would make something that would do imageMc._width=Stage.width*0.8 so I could have the image with 80% of the screen size.... but how to make it proportional with height?url...
i have an image that follows my cursor when i click an 'on' button. But the image follows my cursor around the entire stage. What i want to do is have the image only follow my cursor when it is passed over a specific MC. So when the mouse is outside of the MC, it is a regular cursor, when it passed over the MC, it turns into the image without the cursor being visible.
I have made a webpage that scales to the size of the users screen. Now i'm having to following problem. There is a image gallery in this website that makes use of an XML file. Everytime when the website is scaled to a bigger size the image gets unsharp. This only happens to the external image that is displayed in the gallery since the flash elements are all vectors.I was already thinking about a higher DPI rate or using different images.
I'm having problems scaling images in Flash with ActionScript 3.0. The only way I can see to get the quality decent is by using smoothing, which drastically hurts performance.
The thing that confuses me is that I made the same site in ActionScript 2.0, targeting Flash player 7, and the image quality is fine when scaling even without smoothing. As soon as I target Flash player 8 (or 9 with Actionscript 3.0) the quality degrades when scaling.
I'm currently having a problem regarding scaling an image to fit on a frame. Well I tried searching this forum, found some results, tried it but not working with me.So here's the situation, I have a frame with a size of 260x300(width/height). What I want is to scale all images(jpg) automatically to that size when loaded.By the way, I'm currently making my own flash playlist and the image I'm talking about is the album art.
I'm writing a movie that should load image from external location and display it in placeholder. I called placeholder "imageMC" and I gave it dimensions on 250x250 px.Next I load image using Loader class and I'm waiting for complete event.After that I try to resize image so it will fit to placeholder. I also want to keep fine aspect ratio.My code looks that:
ActionScript Code: function onComplete(e:Event):void { var wFactor:Number, hFactor:Number, originalWidth:Number, originalHeigth:Number, newWidth:Number, newHeigth:Number; originalWidth = loader.content.width;
[code]....
The problem is line: "imageMC.addChild(bmp);". When I add a bmp as child of imageMC the trace statement looks like:
Quote:
250:187 //loader.content dimensions 252.05:362.4 //imageMC dimensions ??!! WHY THEY ARE CHANGED??? 250:187 //bitmap dimentsion
and imageMC resizes his heigth and display image wrong scaled.But when I add bmp as child of stage: "addChild(bmp);" trace looks like:
Quote:
250:187 250:250 250:187
and image is scaled propertly.What is cause of this error?
i have read a number of tutorials on the internet trying to find a fix to the problem i am having. Everytime i create a new movieclip using public var mc:MovieClip = new MovieClip(); the movie clip is created after setting the values and drawing a square to show it in the file. However when i add an image to the movie clip i created it scales to be the same size as the movie clip or half the size of the movie clip which isnt what i want.
mc.addChild( GameTile ); // add the square instance into display list GameTile.loadBitmap("stronghold.jpg", 0, 0);
This is the code i use to add an instance of my image class to the movieclip called mc. I was wondering if anyone has a simple way of scaling the image to its original size within the new movieclip instance? I have tried various ways of scaling and it works but when the window is resized the image is not the correct size.
I need to scale an image so that it won't distort. Of course I don't know the dimensions of this image.I tryed something like this but it doesn't seem to work at all.
can scale a group of images with different sizes into one fixed size?
In other words, I have an array of images coming into my movie. that have different sizes. I place each image upon a Mc that resides inside another movie clip and resize accordling. The problem is, all of the images have to be the same size. I want to be able to import any size image and scale and resize it to a specific size.
I load pngs to my flash project. The media size in the project is 1000x635. When I scale my project bigger than the that size I loose quality. the project is used on many different screens therefore scaling is needed.
Is there a way to keep image quality when scaling?
I have been following the instructions posted here on how to achieve proportional image scaling: http:[url].....I want to have one image background for one frame, and then another image background on another frame... so when the viewer goes to different parts of the site the scalable background image changes.I copy and pasted the AS3 code into the actions section for the frame:
//set stage for FBF //set stage for FBF stage.align = "TL";[code].....
It gave me a duplicate function error.So I changed all the variables 'pic' to something else... for example,'pic1'.Still didn't work. Then I changed 'sizeListener' to 'sizeListener1', still didn't work.Then I changed'scaleProportional' to'scaleProportional1' and it kind of worked, but keeps giving me the error that 'scaleProportional1' but still keeps giving me errors.how I can implement multiple instances of this scalable background script on multiple pictures without conflicts?
I'm trying to improve a simple AS3 slingshot that is available at [URL] so that i can make it more realistic. I already changed it so that is possible to aim the ball in any direction, but now I'm trying to create a function that constraints the maximum pull of the slingshot to an elliptical area, preferably having the same two points of the slingshot as the ellipse two focus:
I have a doubt regarding scaling a movieclip. I tried this method where I make a movieclip dynamically, add an image to it which I load from my desktop. The image appears fine. But when I scale the movieclip using the mc.scaleX and mc.scaleY properties the mc woudnt budge. There must be some other wat we can accomplish that. Can someone put in some thoughts on it. here's the code..
[Code].....
In the code I have not used the scaling codes since it doesnt work. And when I add the two line code, the image disappears, but the mc is on the stage which is clickable. maybe I should place my mc inside a container?
Using Flash CS4. I have some images with transparent backgrounds that I'm putting into Flash. Placed in Flash at original size, transparency looks great. However, when I scale the images to any different size, the edges of the alpha channel get real rough, not smooth and aligned to object. I've experimented with png, targa, gif, but all seem to have this problem. Is this some issue with Flash? I don't remember seeing this problem in say Powerpoint.
I have a couple of Image Loaders, the images that they call are bigger than the components themselves but have turned on scaleContent to ensure that it fits and scales to size. This works fine across many platforms but i've found that on some systems it displays the imported image at it's true size rather than the actual size of the component.
I have the following code from FW to scale my background image while keeping proportion, however how do I change/fade into other pictures using Pic as my MC?
Code: //set stage for FBF //set stage for FBF stage.align = "TL";
scaling image for an image gallery project I am creating. I am adding each image inside a SQUARE Movieclip of their own so I can position them nicely on stage. As not all images are exactly square, there are always vacant gaps. What I want to achieve is to scale the image proportionally so that the smallest dimension of the image ( width or height ) will equal the same dimension of the square Movieclip, though anything that overflows the MovieClip is not visible.
use Flex which has a great constraint based layout system architecture by default, but in Flash CS3 there is no built in way to do this. To create intelligently resizing layouts, you have to manually resize each element on a stage resize event. This can create obscene amounts of code really fast, especially if you start to work in simple arithmetic to avoid hard coding in positions, such as "stageWidth-obj.x-obj.width" etc.
Is there any code library to do this for you built in AS3? I basically want something like this:
ActionScript Code: var layout = new Layout(); layout.header_mc = 'left|right|top'; layout.left_mc = 'left|top|bottom';
I have an original flash site that has a preloader mc and it functions 100%.
[code]...
I take this preloader and dump it into a new site and it doesn't work... Now this new site is actually much larger than the original site and the swf for it is close to 2 MB.Is there a size constraint that makes using preloaders inefficient?I've tried making the preloader in another scene and still no go, maybe I should try the preloader and load the site with AS for loading an external swf? I've read a few post from the forum and I'm not sure I understand 'how' to get the preloader to match the % bytes of the externally loading swf...
I'm working on a fullscreen application that doesn't run flash on the browser. Running Flash player 10. When you open the file, I have fscommand to run fullscreen, the flash file is built at 1280 x 800, and I have an image (menu screen) that starts off the flash file. I'm trying to find a way to center the image to the native SCREEN resolution, not the flash resolution. Is that possible?
I have this code running on the menu MC: onClipEvent(enterFrame){ this._x = Stage.width /2; this._y = Stage.height /2; }
I've tried other variations of this, and no luck. On my 1280x800 native resolution monitor, it's great. Tested it, and it works. However, if I run the same file on a 1920x1080 monitor, the image is on the lower right hand corner. Also, the image at the moment has a center anchor point, but I'm sure you realized by my simple code. Also, just escaping the fullscreen mode, and scaling the window also screws up the formula. So I'm not sure what I can do to make it dead center no matter the screen res, or size of window. The reason I need to do this, is also because there are times where I have to change the flash resolution, and I don't want to go into the image everytime to adjust the center.
I know but basically I want to place some images on the stage and I want every image, whether big or small, portrait or landscape, to be scaled to about a quarter of the stage size.
I have tried coding this myself and even tried many suggestions found on the web, but they all seem to do the same thing. The code either sizes every image to be equal in width and varying height, or scale every image to be equal in height with varying width.
Say you have some images all the same size, but some in landscape orientation and some in portrait orientation. Most of the code I found for "proportional scaling" would scale the landscape images okay, but make the portrait images the same height as the others, so they looked alot smaller. Or the reverse was true.
This makes all the images fit on the stage all right, but they all have the same width. reversing the equality amkes all teh heights the same.
If two images did not have the same width before they are scaled down, they should not have the smae width afterwards in my opinion.
Sometimes I get some code that seems to work, then I change the stage size to check it and all the images did not scale to 1/4 of the stage new size when the FLA was run.
1) if I create items in a for loop, is correct to add a new eventListener for each item ? Or should I add only 1 eventListener to the parent ? and call the event through ID ? 2) if I want to scale my item, (a LinkButton with icon image), I noticed that the icon is sometimes resized with delay, so I have a bit of flickering when I trigger the event. Should I not use icons, and set the image in another way ? How can I fix this?
I have a problem where the images look a little pixelated because they have been scaled down alot, just need a way to make everything appear smoother.
I need the game I'm making to look high quality and also work at different resolutions so when I made all the graphics I made them massive and same for the stage size in flash.
The stage size is 2000*1500 and it's being scaled down to 800*600 which is an exact ratio, I didn't expect to see pixelization when scaling the images DOWN, that's why I made them so large.
If there's no options for smoothing things out, then does anyone know the best option for swapping images at run-time? This way I can have pre-made images for all the most popular resolutions.
I want to display an image, and it should be transformed like this:If for example, my original image is 200x300 pixels in size, I want it to have a width of 150, and then scale the height accordingly. Then I want to crop the image, so that the result has a dimension of 150x150 pixels.
Ive seen this done in some website, the image while resized (down of course) doesnt lose quality. When I tried to scale the loader it loses quality. I even tried to use bitmapdata for that but it seems the result is the same.
URL...Basically I would like the loaded jpg to center and scale to it's longest side within the stage. So a portrait shot will stretch 100% from top to bottom but might have bars on either side. A landscape shot might letterbox if it is short enough. However, if the landscape shot is too tall, the top and bottom would bleed off the screen.
In my movie I have a few products that I resize dynamically based on which one is selected. the selected product is shown full scale while the other are scaled back. However the scaled back ones lose image quality and look pixelated. the products are currently movieclips in my presentation. Is there a way to use scale w/o it distorting the image? I'm currently using TweenLite for my tweening/scaling.