how to import them in to the mc's on the main stage: they are named mc1, mc2 to mc6.Also, because the images will vary in width and height, I need to align them to the center horizontally, and aligned at the bottom of the holding mc.
I'm a newbie to Flash. I'm learning how to create a flash based image gallery. How to call images from a folder to the main stage and animate the image to show for 1 second and the change to the next image as a slideshow in a loop. This is the home page of the gallery.
I am wondering if there is a quick way to put around 500 targa images onto the main stage without having to place each one individually and then change the co-ordinates.
I have the ActionScript working fine on the main stage. Once I convert all layers into mc_clip, then put the mc_clip into the main stage, my html txt file no longer appear on the scroll area. Below is the ActionScript on the first frame in mc_clip. Also, the button 1 and button2 ActionScript to display the html.Questions:How to call the html to display on the main stage?
This is the ActionScript in mc_clip: //load html txt file loadVariablesNum("davehtml.txt", 0);
I use stage in my scrollbar: this.stage.addEventListener (MouseEvent.MOUSE_UP, stopScroll); When I load this .swf into my main swf the stage command does not work. I still want to use stage, is this possible?
I am trying to get an instance of a class to the load an external swf and show it.So far I have the following:
1) I wrote a class that uses the Loader class to load an external swf "loadExtSWF". 2) I have a fla named "MainSWF.fla" that uses a document class "MainSWF.as". 3) I have the MainSWF.as file that instances "loadExtSWF" and calls loadExtSWF.startLoad to load the swf.
This almost works. The instance of loadExtSWF loads the external swf, but the swf is not displayed.If I replace the fla's document class with loadExtSWF (this has an empty constructor) instead of MainSWF, and run loadExtSWF.startLoad, then the external swf is loaded and displayed.[code]
I have created a website which loads external swfs as pages onto the main stage on the click of a button. I am using Flash CS3 and Actionscript 3.0. Here is my code:
I'm trying to work out the details in my head about some of these objects. A loader, and a movieClip. Is the loader the default object to use to load images/movies onto the stage (Actionscript 3)? The movieclip is more of an actionscript 2 object? (thought I read that somewhere).
If not what is the difference between these two objects and why would you use one and not the other.(you don't need to go onto too much detail) I'm learning AS3 but there is some AS 2 scripts (trying to convert to 3) that are used in our projects, so I've had to bounce back and forth with how I code.
Actually i have to load images into stage from any server,so tried using crossdomain.xml from my server root.though it throughs error
SecurityError: Error #2122: Security sandbox violation: Loader.content: http://sss/Player.swf cannot access http://ffff/images/logo-bg.jpg. A policy file is required, but the checkPolicyFile flag was not set when this media was loaded.at flash.display::Loader/get content()at SS4UPlayer_fla::MainTimeline/ss4uLogoCompleteHandler().
I am preparing a photo gallery containing over 100 HD images, and I don't want any site visitor to wait the whole gallery to load. So I made them loaded from a folder with the help of an xmlList file. With GoForward and GoBackward buttons, I made every picture to load when requested with "addChild" command after removing the previous one. But if the next image is too big the visitor still have to wait the image to load, and another problem is if the visitor makes a few forward or backward moves he/she still have to wait for the very same image to load which is shown moments ago because the image have been unloaded.
Is there a way to load all the external images into library but make them wait in the swf cache until the associated button is clicked. so this way no image will be load twice nor the visitor should have wait.
I'm trying to load all the images to display on the stage from an xml file.I am also trying to add them onto the stage using the Bitmap class. This is where I am having trouble. I am using the Bitmap class so I can use their width and height.Right now I'm only able to see one image on stage when I use the Bitmap class. If I don't use the Bitmap class and just addChild(iconLoader) inside the loop in the xmlLoaded function I can see all of the images. But I want to use the Bitmap class.
I have developed a Flash slideshow that loads 6 images from the web server using an xml loader (the image names are in anxml file), then loads these images into an array. I have an xmlloader to read the xml file, and a Loader that loads the images from the array,and then changes the images every 4 secs or so.
My problem is that when the web page is opened from a client, the space where the flash object is located (in a table)flashes white until the images are loaded. I thought I could fix the problem by making the stage the same color as the background on the web page. No dice, I still see a white box (800x320 px) that is the size of the stage, and the size of the images.When I compile it on my computer, if I look fast I can see a quick flash of white just before the images load!I did not develop the page, but put the Flash code in the index.html page.There is quite a lot of javascript on this page, maybe developed in Dreamweaver.I can attach the action script code if desired, for more clarification. Let me know on this.Basically, the images reside in a folder on the web server, the xml file has the image names, the xml loader reads the xml file,and when it is complete, goes to a routine that takes the name of the image from an xml list I create, and then loads an array.I load the image into the loader, etc. This is clearer with the code. I am using CS4 and a document class, slides.as.
I've been following along with this tutorial, which works except it uses an array to store the image path, and then later converts/saves the loaded Bitmap to a variable.
For cleaner more reusable code though, I'd like the images to come from an XML file.
Now, I'm assuming that if I have my image paths in an XMLList, I need to separate each item so that each is an XML object -- then convert it to a string so it can be saved as a Bitmap?
I'm trying to load all the images to display on the stage from an xml file. I am also trying to add them onto the stage using the Bitmap class. This is where I am having trouble. I am using the Bitmap class so I can use their width and height.
Right now I'm only able to see one image on stage when I use the Bitmap class. If I don't use the Bitmap class and just addChild(iconLoader) inside the loop in the xmlLoaded function I can see all of the images. But I want to use the Bitmap class.
I am trying to load images dynamically to my stage. I am reading an xml file and trying to add the images0 to the scene. For some reason the image file seems to be loaded (I have put a trace "Success to check it") but when I try to addChild nothing happens. This is the code of my class followed by the code of my flash file: The main idea here is to load as many thumbnails as the xml file contains so I can play with them making a horizontal scroll.
I'm using this AS to load multiple external images into mc instances on a stage, using different loaders.[code] The external images always load from the upper left corner down, how can you make the image load from the center of the instance on stage?I found this code below and doubt it will work for me since I have 5 mc instances on different parts of the stage, so the stage wouldnt be a good reference point.[code]
I'm trying to dynamically load multiple images to a Movie Clip on the stage. Where I am having trouble, is when I position different sized images one under another.
What I have done is, assign a variable for the position for the _y of the next image. eg. var spacing:Number = 0;
Since I'm loading the images from a XML file, I've included the height for each image aswell. This is where I am having trouble
Say for example, the image I am loading is 400px high, 'spacing' then appears to be 0400 and not 400. After I load the second image, which is 500px high, spacing appears to be 0400500 and not 900.
I have a problem with buttons and transitions and it is similar to a problem I had a couple of days ago that I posted and that was sorted out. I have two buttons onstage (they're inside a movie clip) inside the movie, on the button one I have the following
[Code]....
I have similar code on button two and this does indeed make the buttons move into place as required. My problem is this, I need to load in external swf files into an empty movie clip on the main stage called container. These External SWF files have transitions and this is where my problem is. If I place a normal button on the stage it works but not if the button is inside a movie clip and has actions applied as above. The code next is what I have believe should also be placed on the button to make swf transition one load in.
I am pulling external images, I have my main image, and five small images, I have that to make the small images when click to appear in the place of the main image, but I am not obtaining to make they to click, I am placing my archive who to want to make download
I have a background swf that has been coded so that it scales with the browser. I want to load the main swf file (main.swf) on top of this bg so that it is always centred on the page.
I am pulling double duty with this question as it serves two purposes. I am developing a total flash controlled ad system for myself, but also need to use the same theory for a project for work.
Concept: I have a main movie (ad rotator system) that I then want to randomly load other swf's (individual ads) into this main swf after a set period of time. The random load I got set no problem. The problem I am having is to get it to move to the new Frame label of the main movie which then loads the smaller swfs. I am using the LoadMovie with nInterval time delay command in flash to load the movies.
I want to load six seperate .swf's into the main movie while the main movie loads too. So in simpler words, i want to be able to load all of the swf's the same time i am loading the main swf.
I am trying to load multiple images into a scene and then cycle through the images one at a time.So, here are the essentials what I've put together in AS3:First I set up a counter and a Loader
[code]....
Then, after loading a list of images from an XML file, I call a function that I called "createImages". This function then takes the list of images and creates a bunch of loaders:
[code]....
So far, so good! I now have a bunch of loaders each with a different name "img1","img2","img3" etc.
I am using actionscript 3. I can load an image in a class but how do Iload a number of images eg 4 images that animate.?These 4 images are a walking sequnce of a character. I am unclear after googling an loading multi images in as3( just love google).
Loading a single image I load this into a loader Once loaded I load the image into a bitmap and add to a sprite I then add the spite to the stage Q)Now for 4 related images I load 4 loader or 4 sprites or 4 bitmaps or do every thing 4 times?I want to do collisions eventually and I need bitmaps but bitmaps seem useless to use other than collisions.Googling for answers isnt helping me clarify this!
i have a 2 swf, one is main.swf, and another one is load.swf, the load.swf height and width will be change dynamically but i have to load the load.swf into main.swf, with best fit the screen. how?
my main.swf is 1000x780 and my load.swf more than or less than 1000x780 how can i fit this? i use to load the load.swf is content_mc.loadmovie("url");