ActionScript 2.0 :: Loading Ext Images Into Root Mc?
Oct 6, 2010
I have an AS code which loads external images dynamically using an XML file. but i'd like to change the code so that the images are loading not into the browser but into the root MC through a loader.
I am uploading some photos In flash and Bydefault its saving those files in the folder.But Is there anyway so that i can save them directly in my library of flash instead of using import option?
I have a XML file that doesn't have a <root> node so when using c# XmlReader to create it doesn't like multiple nodes, so what I need to do is script a new way to read the xml file but passing the <Root> node and continuing as the current xml doesn't have it.
This is the current script Code: xmlData.onLoad = function(success:Boolean) { if (success) { //first node is for continents - their countries and color xmlNode = this.childNodes[0]; //xmlNode = Continents for (var counter:Number = 0; counter < xmlNode.childNodes.length; counter++) { [Code] .....
I've been going through online tutorials and so forthand yea I'm still a newb. I have a flash site I'm designing and this is probably a simple answer. I've figured out how to incorporate the external flashes using buttons and loader, please see the script below. The main problem I am having is I want to load my 1.swf file as the main home page. When I load the flash is comes up empty instead of loading the swf file when the flash is first opened. I can use the button to load it back, but how do you get it to appear once the flash is initailly loaded instead of just pulling up a blank page?
Code: on (release) { //load Movie Behavior if(this.home == Number(this.home)){
I am building a small banner, which ideally will have a random string of text fade in (long enough to be read), then fade out...to play another random text.
Each of my texts have been built as movie clips... they fade in, stay up long enough to be read, then fade out. At the end of this, I need the movie to go back to frame 1 of the main timeline, as I am using the following script:
Code: _root.onLoad = function() { //generate a random number from 1 to 11 var nRandom = 1+Math.floor(Math.random()*12); //tell timeline to goto and play the random number 'nRandom' gotoAndPlay(nRandom); };
Each of my text movie clips are on a different frame, so I need to call a new random _root frame to play from within the movie clips. So far, all that is happening is whichever movie is chosen to play, goes in a loop.
Explaination: MX 04' Pro Thumbnail Nav. loading images with XML Loader resizes and displays images when users click on Nav. reading XML Problem: Users click Thumbnail Nav. first image gets loaded and loader resizes to image. However the next choice by user on thumbnail click, the second image doesnt get resized in the loader. It goes beyond holder. Here is my code for Thumbnail and Loader:
[Code]....
Now the first image loads fine and the loader sizes to file from XML. However, when users click second choice from Thumbail the loader doesnt resize to new image size. It only gets resized on the first selction or if users click the next or prev. buttons then the images fade correctly but nothing fades back in. Now if they do hit next or prev and then hit a thumbnail option it loads and resizes.
im loading multiple images but how do I make sure the program will start once all images have dispatched a complete event. like make a universal loader for all the other "small loaders" if you understand.
I need to load dynamically a few images (4-6) so that by clicking on particular image user would invoke particular action. Embedding images solves the problem but at the expense of file size. If I load them dynamically, they lose their ID.
I have typical situation where big loop is loading lots of images and its done asynchronous which make browser to frees during loading and I want to make it synchronous but having big trouble doing it. I found this class synchronous loader and it work great but you cant add mouse event listener to loader. Here is sample code:
I want to have an AS3 app load images from url supplied by the user. But I don't want a malicious user to be able to load an SWF file in place of the image, such as with an altered extension "maliciousSwf.png". Well, not sure how big a security threat that is above and beyond the ability of the hacker to decompile swf, but I think that ideally such behavior should not be allowed.
So, is there any way to prevent this? When people allow users to load images in their Flash apps, do they somehow guard against loading of SWF? Or is this really absolutely no big deal?
How would you defer loading of other graphics on the page until after the images in a Flash gallery's images.xml file are finished loading?Is there any way to detect for this, or would I only be able to check if the flash swf object is finished loading? I'm pretty sure the swf object would be loaded/ready as with document.getElementById('flashobject').onload = function(){}; before the corresponding images have loaded though, instead of after.
I am loading images of different size and then images are scaled and border is drawn for each image as shown in below link,[URL]... I want that border of images to be of the same width and height and for that I need to find out the max width and height size image before loading all the images. Is there any way that I can know the width and height of an image before loading it completely?
I have a root stage, and a MC that is called from the root stage.Now from that MC, i will called in another MC2, and I wanted to placed the MC in the center of the stage. The reason I could not use normal ADDED_TO_STAGE at MC and define the center is because MC is not place in the exact position of the root stage (as in x, y=0). So if I would target MC2 at MC stage center, it would not be the exact center of the root stage/screen.How can I called the root stage properties rather than adding MC2 into the stage?
I am trying to import some images into flash using an XML file. My XML file seems to load fine, and my code seems to find the URL of the images to load. However when I actually try to load the images into my Loader nothing. This is my code that is relevant:
----------------- public var xml:XML; public var xmlList:XMLList; public var imageLoader:Loader;
[Code].....
So as you can see my xml file is loading, my URLRequest seems to be finding the image path and filename (the paths are correct and those files are located there) however my imageLoader doesnt seem to actually load them .
I have an fla which is loading images from an XML, then the images start scrolling , but when it arrives at the last images, I want it to loop back from th first images, like a never ending scrolling..
I have a flash site, which uses XML to load an image gallery, but it cant find the images on the server even though they are there. It works fine locally.In firebug, each image is listed in the net tab as found, but when you click on it, there is an error message..Plus an error page is listed for each of the images.If you click on one of the other button's in the gallery strip on the site, it tries to find Freeola's (my host) 'crossdomain.xml' file which doesn't seen to be there, could this be a cause?
I have a webpage created in flash which uses xml to load specific gallerys into movie clips. Everything works fine in preview, but when uploaded it doesn't work. When you click on film or any of the other galleries, the galley does not load. I don't know whether this has something to do with the hosting or not. I'm only begining to use xml so my knowledge is quite limited. The website adress is below. I've also attached my action script.
I am pretty familiar with ActionScript 3, but I have a question. I will create a flash application that will display a 5,000 panel comic. I could load the files from my server, but it would result in 500MB being needed to download. Is there a more effecient way to do this, and if so, how?
I have a movieclip, which moves around as you move the cursor. This is called "layout".Inside this movieclip, i have ALOT of smaller movieclips, around 100 i think.These movieclips all have different measurements, and different instance names, and placed differently around the stage. To keep track of them all, ive devided them into 8 "groups". Movieclips from the first group are named "g01_i01", "g01_i02", "g01_i03" all the way to "g01_i27". Movieclips from group 2 are named "g02_i01", "g02_i02", to "g02_i11"... - I think you get the picture.Then i have 8 folders with my images devided into aswell. These are called "gallery01", "gallery02" to "gallery08". The images inside the folders are named similar to eachother. "img01.jpg", "img02.jpg" to "img27.jpg" in the "gallery01" folder, but only to "img11.jpg" in "gallery02".Im really trying to make the structure clear.
Ive tried loading all these images into my flash movie just by using actionscript, but it bugs alot. I dont know if its just me who cant manage it, or because its simply not the best way to do it.So i figured that loading them in via XML might be the real way to go. Only problem is, i have never used XML, and have no idea how do use it. Tried looking through a couple of tutorials, but its still too complicated for me to actually make it work with my project.It simply has to load the images from all the folders, into their specific movieclips. No discriptions of the images, no thumbanils or anything. Just simply load all the images.
I have an XML driven Mp3 player and I want it to load a different image for each song. How do I link it in? My loader is named "photo_loader".I was thinking I could use: photo_loader.contentPath = photo; but it failed
i have a movie clip that serves as a box for loading external images from a determined folder. The image size is 713 x 299 as well as the movie clip. However, when it loades the images they are smaller than their normal size.
var portafolio:Array=new Array(); portafolio[1]="fotos2/image1.swf"; portafolio[2]="fotos2/image2.jpg"; portafolio[3]="fotos2/image3.jpg";
I am using the Casousel3 tutorial and getting some cool effects but would like to make some mods - but don't really have the knowledge it seems to do them. I have tried but only succeeded in creating a rather nice white screen. I would like to be able to bring in the images via xml at 75% their original size so that when i click them I can enlarge them too 100% (part where the text comes in - have sorted the enlarging) and not get any pixelisation appearing. I would also like to be able to preload the images as they are loading (with that swirl loading graphic if possible !?)
I have searched the threads and have seen a few examples of what I am trying to do. I am wanting to load images (thumbnails) onto a page from images in a dir. (they can be predefined as for name) The thumbnails on my page will change everyweek, and going in and changing all of them in the SWF file seems to be not the best use of time. The gatcha to all this is: I am not Flash savy. I have a designer develope the site for me, and he has kinda left me high and dry, and is asking a VERY large amount of money to make this change for me.
I am making a flash site of all of my lingerie that I sell. There are over 200 pictures that amount to over 20 Mb. I would like to know if placing these images externally would be better than trying to put them in the flash movie file?
I need to know how to get flash to load an image on the web and replace the an object with whatever instance name, with that image.The url to these images
I m loading gallery.swf in main.swfIn gallery.swf i m loading images through XML. Independently it works fine.But when i load it in main.swf it does not work. The text load correctly but not the images. I have loaded the gallery.swf in main.swf in a moveclip called container.
How can I load an image on top of an existing image. I want to load an image using xml but instead of unloading the previous image I would the new image to load on top of the previous images while fading into the new image. I know how to load images using xml I just dont know how to do it this way. I hope I was clear enough