ActionScript 2.0 :: LoadMovie Only Temporarily Overwriting Image?
Jul 7, 2009
I have a movie clip called "play_btn". The timeline has 2 labels, "paused" & "playing" ... paused contains a movie clip called "playButton" and playing contains a movie clip called "pauseButton". playButton & pauseButton contain images of a pause button and a play button.I am trying to replace the playButton image using:
loadMovie("play.png", play_btn.playButton);
This works when the swf is first loaded but then if I do:
I'm loading a .png image with loadMovie() and I need to center the image (for later dragging). I know flash has some issues with loading stuff, but I really need to get the movieclip's width. If someone knows how to get over this and get the movieclip's width
This is a part of a more complex app, so that's why I won't paste any code.
I have this for loop where I am circling through an array. I have swf's for each of the numbers like dropTarget_1.swf, etc. For whatever reason I can't seen to get this loaded into my holder.
I am using loadMovie to load an image that a user has uploaded. If I have the loadMovie target as a movie clip of size 300x300 and the user loads an image of size 600x600 it does not restrict and scale that image down to fit within the 300x300 box.
Is there anyway to restrict this? Like setting the properties of the uploaded image to fit within the movieclip?
Another issue is that I am using the following code to edit the size of the preview pane (according to a users input):
I'm creating a DVD with an image gallery, everything local. But the thing is my loaded images appears within flash, and not outside when I execute the swf. The path of the image is inside an array (from an xml file). If I write the path of my trace(array[x][x]), the image outside flash is shown. But when I write: loadMovie(array[x][x].toString()) or loadMovie(array[x][x]) It doesn't... I did a trace of array[x][x] and it shows me the exact path to the image.. Code: _root.obra_mc.containerImg_mc.loadMovie("images/Patrimonio/Ceramica/"+(obras[0][1]).toString());
-would it be possible to set the _x and _y of image.jpg relative to myMC?You see moving myMC and then loading the picture into it will not me because myMC is to be scaled and manipulated, so its axis must be in the center of the loaded image.
I've got an image being changed based on a variable, and although the variable part and the actual image change is correct, the new image is coming up to the right and down from where the holder image was.
i am trying to write an image gallery using the loadMovie comand, loading jpegs into a blank movie clip the thing is, all the tutorials seem based around issuing the loadMovie command as you press a button to actually view that particular picture what I am trying to achieve is to have maybe the 1st and 2nd image of the gallery included in the flash movie and these load up and show instantly but whilst the viewer is looking at these the swf is busy preloading all the other images in the background. The idea being that images are loaded faster than the navigation that takes place so when the user clicks on the 3rd image it is already loaded and displays instantly and so on and so forth question is, how do i achieve this ? Do i still use loadMovie but have one script at the 1st frame that loads say all 20 images each into a different empty movie clip ?
I use attachMovie() to create a new instance of a movieclip, then I use loadMovie() to load an external PNG image into the new movieclip. That is working fine.
I want to be able to detect when the image has finished loading into the movie clip container. I need to detect this because I want to check the image width and height.
If I check the width and height right after I call loadMovie() it is returning the default placeholder size, instead of the new loaded image size. It obviously has not finished loading when I check it there.
I use attachMovie() to create a new instance of a movieclip, then I use loadMovie() to load an external PNG image into the new movieclip. That is working fine.I want to be able to detect when the image has finished loading into the movie clip container. I need to detect this because I want to check the image width and height.If I check the width and height right after I call loadMovie() it is returning the default placeholder size, instead of the new loaded image size. It obviously has not finished loading when I check it there.I am using ActionScript 2.0 but I can use 3.0.
I use attachMovie() to create a new instance of a movieclip, then I use loadMovie() to load an external PNG image into the new movieclip. That is working fine.
I want to be able to detect when the image has finished loading into the movie clip container. I need to detect this because I want to check the image width and height.
If I check the width and height right after I call loadMovie() it is returning the default placeholder size, instead of the new loaded image size. It obviously has not finished loading when I check it there.
I want to overwrite a XML file on my localhost, I always geta error "Error #1088: "The markup in the document following theroot element must be well-formed."AS3:
function upload():void { trace("upload"); str1 = "<?xml version='1.0'
I have a for loop that attaches a new mc to the stage fills it with info from a database. I should be left with three mc's but not the case. only the last one shows up on the stage. I went thru it with the debugger and it is filling all those movieClips with data but, overwrites them when it goes back to the top of the for loop.
what do you do when a loop "overwrites" itself and only displays the last value?
Code: for ( var j:Number = 0; j < xml_array.length; j++ ) { //Set state movie clips' parentMC and mainBroadcaster and onRelease functions this ["state" + j + "_mc"].mainBroadcaster = this.mainBroadcaster;
[code]....
here is the code snippet for the loop; I've used this before in a previous project and it didn't have this problem.
I've created two custom classes to contain data for a web forum controller flash tool:
class postClass { public var post_id:Number; //plus some other variables like timestamp etc
[code]....
When I try to assign a new post to a user (by adding the post data to the postArray variable) I overwrite posts that I had already placed under other users. More specifically, if I'm posting the first post for User Y, I overwrite the first post for User X with the exact same data.I thought this was a reference vs. value passing error, but I tried to eliminate this by not copying the "postClass" objects, but assigning the data directly into the user's postArray array:
var userArray:Array = new Array(); function addNewUser(masterPostIndex,UserNumber) {
[code]....
This all seems to work fine until I try to write a new post for a second or third user. If I trace the contents of User X's posts, they immediately become identical to the content of User Y's posts, as soon as User Y's posts are added. Later, when User Z comes along, both User X and User Y's posts are overwritten. This code is kinda long, so I didn't want to post the whole thing - but I can post any parts you're interested in, of course.
This really 'feels' like a reference-passing error (arrays are all looking at the same location in memory), but I can't figure out what I'm doing wrong - I'm not making a postClass object and then pushing it onto the user's postArray (I tried that too, same result).
var newPost:postClass = new postClass(); //read and assign values to newPost userArray[userIndex].push(newPost); //
this is clearly passing the referenceI can see how the latter example would pass the reference to newPost to the user object, then when I change newPost in the next iteration (when user Y posts something), User X's data will change too. I tried to avoid this with the first set of code.
When I make changes to a Flex project and rerun the project, it seems that FlashBuilder4 rewrites my html wrapper that embeds the SWF. But I have additional javascript code in the html wrapper and don't want to keep losing my code. I had to re-write the code once and it was a pain in the neck.How do I stop it from re-writing the html. And the related question: how do I stop it from deleting the html during a clean?I basically need to exclude the html from its processing once it's been created the first time. P.S. I'm using Flash Builder 4, but I suppose it's the same in Flex Builder 3.
I wrote over my actionscript code, saved it and closed it. now i cant get the information back. Do you have any tips. Been writing for 2 weeks on it. Iknoow i should backup it :)
I've been saving plain text files to the hard drive using FileReference.save and everything is working fine. However, instead of overwriting a file with the same name (as the dialogue box says it is going to), the new text is simply added to the end of the text file! I've even tried using a Byte array, but the same thing happens. Perhaps a Mac OS Flash Player bug?
Can methods declared with a custom namespace be overwritten?
Code: // secret.as package { public namespace secret = "http://www.example.com/secret";
[Code].....
If I try the above I get "1004: Namespace was not found or is not a compile-time constant." If I remove override I get "VerifyError: Error #1053: Illegal override of test in Extended."