ActionScript 2.0 :: Preloading An Image Array (loadbitmapsmoothed)?
May 12, 2007
I am trying preload multiple images into an array of MCs..So far I can do this with 1 image using the loadBitmapSmoothed function from this site: [URL]Im using this function mainly because the images will be panning and scaling alot.Here is my code which includes a preloader and I have also attached the flash file (Flash8)
PHP Code:
stop();import flash.display.*;// INITIAL PRELOADER SCALEpreloader_mc._xscale = 0; function loadBitmapSmoothed(url:String, target:MovieClip) { // Create a movie clip which will contain our // unsmoothed bitmap var bmc:MovieClip = target.createEmptyMovieClip( "bmc", target.getNextHighestDepth()); // Create a listener which will notify us when
I have been working on my online portfolio lately and ran into a problem which I initially thought I had solved.I had been loading dynamic images from an XML file into an empty MC using the 'loadMovie' function. No problems. I even had them preloading nicely using a preloader and a bit of script.However, I wanted to be able to rotate these images, and when I did, they lost their quality. I found this was actually an issue with Flash and that it does not by default smooth externally loaded images.
Code: import flash.display.*; function loadBitmapSmoothed(url:String, target:MovieClip) { // Create a movie clip which will contain our [code]....
I think the issue is that the 'getBytesTotal()' and 'getBytesLoaded()' functions do not work with the 'loadBitmapSmoothed()' function. Problem is, I don't know how to edit the code to allow the preloader to work.
I have done this tutorial here at kirupa for transitions. My problem is that I am also using a swf file that has an array that calls in jpegs dynamically. So, how can I modify the preloader script to also include the dynamically loading jpegs as well as preloading normal swf files? Here is the script that is inside the swf that is calling the jpegs.
Code: var imgList:Array = new Array(); imgList[0] = "images/coral.jpg";
I've been fighting with this for a while now, I am trying preload several jpgs who's locations are stored in an XML file and then display them sequentially (building a vertical list of thumbnails). What I'm having trouble to figure out is how to preload all the images with one preloader and only when all the iloading is done, to start building the list...I saw something similar here on the Forums, but couldn't manage alter it to fit my needsHere's the code I'm using:
I'm creating an image gallery (similar to the one that is posted in the tutorials at kirupa) but with one difference. Rather than loading each file individually when they are called, I want to preload the whole array of images first and then let the user sift through them. I've tried attaching them into a nested movie clip that has a preloader on it, but it seems that Flash is too quick and will decide the file is loaded before the JPGs are imported.
i'm making a horizontal scrolling thumbs bar and before i complete it i want to load each thumb at a time. i'm posting my code(though incomplete at the time but sufficient for what i want help for)[code]
I am preloading multiple mp3's dynamically using a looping array and it is working very well. However, I would like to display the percetage of the last mp3 loaded by the array.Does anyone know how I would modify the code to do this:
Code: var my_array:Array = new Array(); my_array[0] = "Audio/audio_1.mp3";
I want to be able to preload images from www.domain.com/1.jpg all way thru to www.domain.com/160.jpg using an array i thought would be best but am having trouble getting it to work, i want it to load one image then load next then when it has finished to gotoandplay my main movie.
I would like to change the bacground image for the preloading bar in Flex, the one which appears before loading your application. This article describes the way in which you can change the background-color, but is there a way to add a background image (and keep the loading bar on top of that)?
I'm using a txt file that contains variables for image locations and text descriptions for a gallery. I'm currently using the following code to load the info: loadVariablesNum("info.txt", 0); Works great until I put in on a website. Is this a preloading issue?
I wrote this script a while ago and it's worked extremely well for me ever since. I use it in nearly every project I do. But the other day I was asked to do a project where I could only use Flash 7.
This is a class I made to easily handle multiple file preloading by passing it an array of files to load. It only has two useful methods. One gets you the current total progress (total of all the files 0-100%) and an onLoadComplete. The actual usage is in the top of the file. It works great under Flash 8, so go ahead and use it.
Simple concept, but I must be missing something. HERE'S THE SETUP:
1) I create 2 empty MCs:
[Code]....
2) then I use code from: [URL] for bitmap smoothing b/c Flash 8 developers where payed more than they deserved :
[Code]....
The function works well if, instead of my target MC being the var "container", it's "s1HLD.HLD0." However (of course), I need to use the var "container" b/c container is truly sometimes s1HLD.HLD0, but other times it's s1HLD.HLD1 (depending on another var). It should work EITHER WAY?????!!! Right??? I know this can't be all that difficult, but I haven't been able to find a workaround.
was just trying to make my site more efficient when its online. I have an image/video gallery. When the thumbnail is clicked, an image or video will be displayed in the container I have. Currently, the code is like
[Code]...
And if so, will it be in the cache or anything when it is loaded again within the click event?
Right now I have a manual slide show that works using a simple fade in. Images via an external directory, set up in an array and dropped into an MC whenever someone clicks "next".
What I need to have happen are different transitions applied to each new image via "next" button click.
I've tried a number of things - setting up a transition array and using "switch" however I seem to be missing the proper code for this.
As it stands, here's the basic functioning code:
import mx.transitions.*;import mx.transitions.easing.*; i = 0;var imageList:Array = new Array("slides/1.jpg", "slides/2.jpg", "slides/3.jpg", "slides/4.jpg", "slides/5.jpg", "slides/6.jpg", "slides/7.jpg",
I just completed the image gallery tutorial here (great tutorial!) and I am wondering if there's a way to have a button tell the array to display a specific image instead of just cycling them sequentially.
The button action script is
on (release) { _root.changePhoto(1); }
Which tells it to go to the next image defined in the array. What I would like it to do is display a specific image in the array like "01.jpg"
I just completed the image gallery tutorial here (great tutorial!) and I am wondering if there's a way to have a button tell the array to display a specific image instead of just cycling them sequentially.
The button action script is
on (release) { _root.changePhoto(1); }
Which tells it to go to the next image defined in the array. What I would like it to do is display a specific image in the array like "01.jpg"
I have a page that I'm trying to build that has a scrolling image bar at the bottom but I want to also show the full size image in flash above the images that come up in the thumbnail array when you mouse over each image in the array. I found some code that makes the thumbnail array work but I have no idea how to display the second larger image on mouse over because its loading the images externally... what can I do? Feel free to email me back.
Trying to make a code that dispays a number of products/images. Problem is pretty simple... when I put in a new picture, it ends on top of and covers the last. I want it to end beside the other, on a row. Do I use an image array to fix this?
Also, if I want to position my array/gallery somewhere else on stage, where/how do I adjust the x y values?[code]...
I have a fairly complicated question about converting the data on an image into an array. At the moment the map of a game i am developing is stored like this:
I'm attempting to create an image gallery with Flash and XML. After finding a number of similar threads and attempting to sort the results with Actionscript, I am still unable to display the images in order eg. beauty1.jpg, beauty2.jpg, beauty3.jpg etc.[code]...
I have this to load a random image from my array. But how can I keep track so that a new random pic wont be the same as one allready shown, until all pics in the array has been shown once?
In my photo gallery, I have an array of images that load sequentially using 'next' / 'prev' buttons. The code fades out the current swf, recognises when the new external swf has fully loaded, then fades in:
When the xml file of images is loaded, I place each image into an element of an Array so I can handle them individually. Problem I am having now is this. When image at element 1 is pressed, it should become one of my movie clips background. I am using some code I was using in as3, when the image wasnt in an Array and it worked fine. Now I am in AS2, and the image is in an Array, it doesnt seem to work. Additionally, I get no errors whatsoever.
The code for this is picHolder[1].onPress = function() { picHolder[1].width = card.width; picHolder[1].height = card.height; picHolder[1].x = 0; picHolder[1].y = 0; card.addChild(picHolder[1]); };
Whereby picHolder[1] is an image, and card is my movie clip. If I do picHolder[1].startDrag(true), I can pick up and drag the image. So, I know I am dealing with the correct image here. Should I be doing the above differently when working with an Array?
instead of cycling through the images in the array, it jumps right to the last one. import fl.transitions.Tween; import fl.transitions.easing.*; play_btn.addEventListener(MouseEvent.CLICK, goPlay)
I want to resize an image which i have held within an array so that they can be used for thumbnails.
images show in full size i want them resized as i am using the same image for both the main image and the thumbnails to help keep the file size down. Below is the code its all working great now apart from the resizing which i have tried doing all sorts and i cant figure it out.
function loadImage(filePath:String):void { //for loop to load thumbnails for(var thumbnum:int=0; thumbnum<6; thumbnum++)
Is it possible to load an image (preferably jpg) from a binary array? The reason I ask is because I'm loading the images dynamically through SOAP webservices so I get a byte representation of the jpeg image. I can't run the loadMovie method to point to an image URL because it doesn't exist. Can it be loaded somehow using the bitmap classes?
I'll have to make a page that will stream out the jpg dynamically from the website, but I'd prefer to keep it all on the webservices end if possible.
I have a question about setting up an image array from an external source. I have the following action script and would like to edit it so that it reads from an external file. Either TXT or XML. how to edit the array action.