ActionScript 2.0 :: Resizing Vertical Photo Loaded By Xml?
Aug 16, 2007
Ok, so i'm working on this project here [URL]
I modified how it looks, but generally speaking, it's the same thing.
the files are located here; [URL]
I may have renamed something or another, but basically I'm trying to tell it to scale the loader if the picture is beyond a certain height. This is the code I added.
trace(picture._height)
if (picture._height >= 800){
picture._x = 180;
[Code]....
it's returning a trace of 0, I think it's because it's tracing it before the picture gets loaded.
I read someone else's case about how you'd have to replace how it's loading, in order to fix it.
i'm using Actionscript 2.0, in flash pro 8. It's publishing for flash player 7, and actionscript 2.0
[Url] This is kirupas great tutorial to make a vertical gallery along with a slide show. Normally this is fine but I find one problem here. When I clicked any thumbnail it will load the respective big image but the slide show portion is disturbed and it is not maintaining the correct numbering after clicking thumbnails. What I mean to say if I clicked No Six thumbnail it will load No Six big image and we hope that after that it will load No Seven, No Eight and so on as a part of Slide Show, but that does not happen all time there is some skipping of numbers in the big images after clicking the thumbnails.I posted the Code below. Can anyone help to make the No sequence to big image proper after clicking any of the thumbnails.
I have built a photo gallery connecting to a data base through php. Each photo loads in on a targeted movie clip. Is there any way to resize the image using flash before its displayed?
I am using a mx:Resize effect to change the width of an image in Flex (leaving the height to look after itself) but I want the image to remain vertically centered on the page. Whilst I could calculate the aspect ratio of the photo, and work out the new y value to keep it centred, I would have to include a mx: Move effect too, and I am hopful that Flex has a simpler way. This is for a photo gallery where images are loaded at run-time, and swapped about.
So I really would like to avoid recalculating the aspect ratio and vertical position every time the updateComplete event fires, I tried putting my image inside a mx: VBox with verticalAlign="middle", thinking that the box would do all the centering for me, but this only seems to happen when the app first starts - i need it to gradually adjust the position during the period where the effect plays (to keep it central even when part-way through).
im loading photos of different aspect ratios with a loader onto a child holder frame_mc. I wanted to know what AS3 commands do i need to work on to get the frame_mc to resize to the new childs dimensions and centerize itself on the main stage? (as in event listeners, functions, vars etc)
(If i'm understanding the above code correctly...its loading the SWF into a blank MC i created called dropZone) This part seems to work correctly when tested.
I've got 4 different SWF's that need to be loaded seperatley when its coresponding button is clicked. The issue arises when I import the external SWF file...it resizes itself to the size of the flash stage. I need all the SWFs to be loaded and remain there original size (1257x847) or be scaled to the correct size. Then if I click another button it should load the new SWF and "unload" the old SWF.
What i'm doing is, getting the URL of the image I want from and XML file. It works just fine. It shows up on stage and everything. The thing is though, when I want to resize the image and everything, nothing shows up at all.[code]Basically me just adding imageLoader.with = 100; and imageLoader.height = 100; to the xmlLoadedF function.
I prepared a galley for my client that should load an external image, re-size it and appear while it fades in smoothly from alpha 0 to 100 (motion tween).
The thing is that it looks like the re-size interferes with the fade in action (motion tween from alpha 0 to 100) and as a result, it stuck in the middle of the fade in action. If I load it directly to a single key frame (without any motion) it works properly.
I have attached the code I am using below and attached the FLA so you can see it in your own eyes (change the fla.txt to fla.fla so you can open it with you flash app)
ActionScript Code: // //set stage for FBF var loader2:MovieClipLoader = new MovieClipLoader();
I have a problem on resizing dynamically loaded swf in to a flash movie. The senario is
1) swf files are uploaded by users and the path of the swfs(flash banners) are taken in to the flash via flasvars.
2)so swf uploaded for each user is displayed in a loop
The problem is user may upload swf with different sizes.So I want to re size them to main movie size(ie 500*70) So what i tried to do is using MovieClipLoader and fix the size in onLoadInit function.But it gives really different sizes than expected.
I cant understand why flash behave like this.
1)Can i resize the extaernal swf by using above method?or
2)what is the approach to re size dynamically loaded swf s?
I have tried many things but when i load my external jpg inside a MC (thru the use of a MovieCliploader which then load the jpg inside that MC in an empty MC). I have put my code in the onLoadInit() and did something like
MC._width = target._width;
My MC has a specified width and height in the library. is it because of that or should i put it smaller.
Im having a problem. Im trying to load external swf's into an MC using reateEmptyMovieClip(), but what i cant do is resize the swf in the new MC.I need it to fit whatever size the MC is (50% smaller in this case).
I've got a client who's asking about resizing dynamically loaded images in flash. basically i'm building him a button that displays dyn. text and loads a .png based on a variable (easy). I'm going to tell him that actionscript/flash really has no means of resizing a loaded image and that you need some type of server-side script to do all of that.
I wonder if any of you can point me in the right direction. In my stage I have a movieclip where I want to load several images with different sizes. This mc called "container" adds the loader to the stage so I'm asking for the loader width and height once has finished loading and then passing these to the width and height of the mc container so it resizes accordingly. But...it doesn't work. Here is my code:
[CODE] var pic:Loader;var totalImages:int = 10;for (var i:uint = 0; i<totalImages; i++){ pic = new Loader() container.addChild(pic) pic.load(new
I loaded a swf from external. using loader class. But if i check with the width and height of the loader is differes from loader.contentLoaderInfo.width.
From this statement i came to know the loader gets the width of all hidden objects, which are already outside of the stage area. But now I need to increase the size of the stage contents only..
i am making a photo gallery. I load photos to a Loader by getting links from XML. My problem is this that while photos are being loaded, when next photo comes, previous one do not dissapear
I have a flash site with 10 different tabs/sections with a stage size of 1200 x 1372. The final tab of the site contains a photo gallery, which I would like to have a different stage size and just fit the browser screen as it loads an external SWF which auto fits to the screen. At the moment, it auto fits the stage size meaning the bottom half of the photos don't show. How I can just alter the last page?
I'm attempting to use "if" statements to determine if an dynamically loaded photo is portrait or landscape. The problem I'm having is when I try "gallery_mc.getChildAt(0).width", it returns 0.
I have a gfx which I have created 6 shapes and converted them into simple buttons. I have urls sat inside an xml file. How can I get the buttons to use the urls set from within the xml file?Also how can I change the current external photo that is being loaded to load the url from a setting in the same xml file.
I am not simply trying to contain things and have the container resize without the contents resizing. I would just use a simple MovieClip for that.. My main focus is on the use of BitmapFill. I'm trying to make a repeating background image for a container; thus far I'm able to draw my BitmapFill sprite to the size I want. (Which is the stage's height) but when the stage is resized, I want to re-size my container but have my containers BitmapFill crop or add more as the window is resized bigger or smaller. Allow me to illustrate what I mean:
I've got a simple rectangle sprite that fills with a bitmap from the library and a simple resize handler function that detects when the window has been resized.what I would like to do is have my rectangle resize to the height of the stage.stageHeight maintaining its bitmap fill, but not resizing the bitmap fill or any children within the sprite.
From what I've read, this is a little tricky because the sprite resizes in relation to what it contains.. or.. something like that.. I really don't know any more.. I saw one example where a person extended the sprite class but I don't know why or how..
in my library there is an image called 'pattern' and my code looks like this:
I'm loading a few pngs/jpgs externally so they can be swapped out occasionally, and the issue I'm running into is when they are shrunk they become fairly choppy. Is there a way to have flash re-render them, or do something to smooth the resizing as opposed to going in and resizing every file manually myself?
I've got a little problem with BitmapFill, I'm trying to use a sprite as a container for various things and i would like it to have a filled pattern background. my problem is that i want it to resize the sprite to the height of the window but not have the background fill resize, and add more / crop as the window size is changed. to illustrate what i mean, please view the diagram attached to this post .
I have an image in my library called 'pattern' and my code is as follows:
i found i can get vertical dynamic text block by setting to vertical and then to dynamic. But, then it ends up being horizontal, and if inside a clip, only the letters over another item in clip show. Like veritcal text on a vertical bar gives only the 1 or 2 letters that fit across bar, rest truncated. i've tried embedding text to get this far, but still doesn't work 'all the way' i see online they talk about all scripting for dynamic, vertical text; is that necessary, or am i missing something??
its for a photo gallery that I downlowded,the images fades in and out, but only start that when you click a button(timer).I'm trying to founf out where in the script I can change this, so that the photo's start automatically,rather than, on a button click.I have pasted the script below, is that ok, or would people rather a zip file of the files?
// (c) Copyright by Andrew DiFiore. All rights reserved. DO NOT REMOVE. fscommand("allowscale", "false"); Stage.scaleMode = "noScale";[code]......