ActionScript 2.0 :: Scaling Dynamic Image?
Feb 21, 2006i am trying to load the image in MC and i want to scale the image proposinate from the center.
View 2 Repliesi am trying to load the image in MC and i want to scale the image proposinate from the center.
View 2 RepliesI have been working on making a menu that gets it's content from an XML file.
menu.xml
Code:
<?xml version="1.0" encoding="iso-8859-1"?>
<links>
<link name="HOME" ref="index.cfm"/>
<link name="HOW IT WORKS" ref="hiw.html"/>
[code]....
I want to load the menu horirontally and have the buttons resize to the width of the text with a margin on each side. I need the margins to equal the remaining width of the menu stage divided by the menu items(nodes) divided by 2.I have spent hours on this and now have very choppy actionscript code in my source.
menu.fla
Code:
var linksXML = new XML();
linksXML.ignoreWhite = true;
linksXML.load("menu.xml");
linksXML.onLoad = checkLoading;
[code].....
Actually I have a conversation bubble design and dynamic html text inside in a text box. How to scale both the bubble and the text box simultaneously.using scripting.
View 2 RepliesI have made a webpage that scales to the size of the users screen. Now i'm having to following problem. There is a image gallery in this website that makes use of an XML file. Everytime when the website is scaled to a bigger size the image gets unsharp. This only happens to the external image that is displayed in the gallery since the flash elements are all vectors.I was already thinking about a higher DPI rate or using different images.
View 2 RepliesI'm having problems scaling images in Flash with ActionScript 3.0. The only way I can see to get the quality decent is by using smoothing, which drastically hurts performance.
The thing that confuses me is that I made the same site in ActionScript 2.0, targeting Flash player 7, and the image quality is fine when scaling even without smoothing. As soon as I target Flash player 8 (or 9 with Actionscript 3.0) the quality degrades when scaling.
I don't have to move back to Actionscript 2?
I'm currently having a problem regarding scaling an image to fit on a frame. Well I tried searching this forum, found some results, tried it but not working with me.So here's the situation, I have a frame with a size of 260x300(width/height). What I want is to scale all images(jpg) automatically to that size when loaded.By the way, I'm currently making my own flash playlist and the image I'm talking about is the album art.
View 1 RepliesI'm writing a movie that should load image from external location and display it in placeholder. I called placeholder "imageMC" and I gave it dimensions on 250x250 px.Next I load image using Loader class and I'm waiting for complete event.After that I try to resize image so it will fit to placeholder. I also want to keep fine aspect ratio.My code looks that:
ActionScript Code:
function onComplete(e:Event):void {
var wFactor:Number, hFactor:Number, originalWidth:Number, originalHeigth:Number, newWidth:Number, newHeigth:Number;
originalWidth = loader.content.width;
[code]....
The problem is line: "imageMC.addChild(bmp);". When I add a bmp as child of imageMC the trace statement looks like:
Quote:
250:187 //loader.content dimensions
252.05:362.4 //imageMC dimensions ??!! WHY THEY ARE CHANGED???
250:187 //bitmap dimentsion
and imageMC resizes his heigth and display image wrong scaled.But when I add bmp as child of stage: "addChild(bmp);" trace looks like:
Quote:
250:187
250:250
250:187
and image is scaled propertly.What is cause of this error?
i have read a number of tutorials on the internet trying to find a fix to the problem i am having. Everytime i create a new movieclip using public var mc:MovieClip = new MovieClip(); the movie clip is created after setting the values and drawing a square to show it in the file. However when i add an image to the movie clip i created it scales to be the same size as the movie clip or half the size of the movie clip which isnt what i want.
mc.addChild( GameTile ); // add the square instance into display list
GameTile.loadBitmap("stronghold.jpg", 0, 0);
This is the code i use to add an instance of my image class to the movieclip called mc. I was wondering if anyone has a simple way of scaling the image to its original size within the new movieclip instance? I have tried various ways of scaling and it works but when the window is resized the image is not the correct size.
I need to scale an image so that it won't distort. Of course I don't know the dimensions of this image.I tryed something like this but it doesn't seem to work at all.
Code:
loadMovie("../ImageUploadFolder/optimized_images/" + this.file, "_root.back_mc.image_panel_6.imgContainer6");
[code].....
can scale a group of images with different sizes into one fixed size?
In other words, I have an array of images coming into my movie. that have different sizes. I place each image upon a Mc that resides inside another movie clip and resize accordling. The problem is, all of the images have to be the same size. I want to be able to import any size image and scale and resize it to a specific size.
I thought this was going to be easy, and hopefully for someone it is, but I'm having a tough time so thought I'd ask here...
I have an image - say 50 x 30 - 1500 pixels.
I need to scale it so that it keeps it proportion, and takes n pixels - say 20 for example.
I load pngs to my flash project. The media size in the project is 1000x635. When I scale my project bigger than the that size I loose quality. the project is used on many different screens therefore scaling is needed.
Is there a way to keep image quality when scaling?
i placed a fullscreen background image in my website but when i scale my browser window it also scales unproportionaly (or distorted).
Code:
Stage.scaleMode = "noScale"
Stage.align = "TL";
bgTest._width = Stage.width
bgTest._height = Stage.height
[code]....
I have been following the instructions posted here on how to achieve proportional image scaling: http:[url].....I want to have one image background for one frame, and then another image background on another frame... so when the viewer goes to different parts of the site the scalable background image changes.I copy and pasted the AS3 code into the actions section for the frame:
//set stage for FBF
//set stage for FBF
stage.align = "TL";[code].....
It gave me a duplicate function error.So I changed all the variables 'pic' to something else... for example,'pic1'.Still didn't work. Then I changed 'sizeListener' to 'sizeListener1', still didn't work.Then I changed'scaleProportional' to'scaleProportional1' and it kind of worked, but keeps giving me the error that 'scaleProportional1' but still keeps giving me errors.how I can implement multiple instances of this scalable background script on multiple pictures without conflicts?
I'm working on a project that dynamically loads news articles.There is basically a title text box and a news box, both are the same width.I would like to know if there is a way that I can get the dynamic title to scale up/down in font size to fit the width (and also shift the news text down to be about 3px under the title)
View 1 RepliesBasically, I have two movie clips; Square_mc, which is the object I want to scale and scaleTransform_mc which acts as my free transform edit point. What I'd like to happen, is when you click on and drag Transform_mc (The edit point), the correpsonding Square_mc movie clip's _xscale and _yscale change in proportion. I.e. Similar to the free transform tool in Flash.
Code:
scaleTransform_mc.onPress = function(){
scaleTransform_mc.startDrag();
//
[code]....
I have a doubt regarding scaling a movieclip. I tried this method where I make a movieclip dynamically, add an image to it which I load from my desktop. The image appears fine. But when I scale the movieclip using the mc.scaleX and mc.scaleY properties the mc woudnt budge. There must be some other wat we can accomplish that. Can someone put in some thoughts on it. here's the code..
[Code].....
In the code I have not used the scaling codes since it doesnt work. And when I add the two line code, the image disappears, but the mc is on the stage which is clickable. maybe I should place my mc inside a container?
Using Flash CS4. I have some images with transparent backgrounds that I'm putting into Flash. Placed in Flash at original size, transparency looks great. However, when I scale the images to any different size, the edges of the alpha channel get real rough, not smooth and aligned to object. I've experimented with png, targa, gif, but all seem to have this problem. Is this some issue with Flash? I don't remember seeing this problem in say Powerpoint.
View 3 RepliesI have a couple of Image Loaders, the images that they call are bigger than the components themselves but have turned on scaleContent to ensure that it fits and scales to size. This works fine across many platforms but i've found that on some systems it displays the imported image at it's true size rather than the actual size of the component.
View 1 RepliesI have the following code from FW to scale my background image while keeping proportion, however how do I change/fade into other pictures using Pic as my MC?
Code:
//set stage for FBF
//set stage for FBF
stage.align = "TL";
[code].....
scaling image for an image gallery project I am creating. I am adding each image inside a SQUARE Movieclip of their own so I can position them nicely on stage. As not all images are exactly square, there are always vacant gaps. What I want to achieve is to scale the image proportionally so that the smallest dimension of the image ( width or height ) will equal the same dimension of the square Movieclip, though anything that overflows the MovieClip is not visible.
View 1 RepliesI'm working on a fullscreen application that doesn't run flash on the browser. Running Flash player 10. When you open the file, I have fscommand to run fullscreen, the flash file is built at 1280 x 800, and I have an image (menu screen) that starts off the flash file. I'm trying to find a way to center the image to the native SCREEN resolution, not the flash resolution. Is that possible?
I have this code running on the menu MC:
onClipEvent(enterFrame){
this._x = Stage.width /2;
this._y = Stage.height /2;
}
I've tried other variations of this, and no luck. On my 1280x800 native resolution monitor, it's great. Tested it, and it works. However, if I run the same file on a 1920x1080 monitor, the image is on the lower right hand corner. Also, the image at the moment has a center anchor point, but I'm sure you realized by my simple code. Also, just escaping the fullscreen mode, and scaling the window also screws up the formula. So I'm not sure what I can do to make it dead center no matter the screen res, or size of window. The reason I need to do this, is also because there are times where I have to change the flash resolution, and I don't want to go into the image everytime to adjust the center.
I know but basically I want to place some images on the stage and I want every image, whether big or small, portrait or landscape, to be scaled to about a quarter of the stage size.
I have tried coding this myself and even tried many suggestions found on the web, but they all seem to do the same thing. The code either sizes every image to be equal in width and varying height, or scale every image to be equal in height with varying width.
Say you have some images all the same size, but some in landscape orientation and some in portrait orientation. Most of the code I found for "proportional scaling" would scale the landscape images okay, but make the portrait images the same height as the others, so they looked alot smaller. Or the reverse was true.
example:image.width = stage.stageWidth;image.height = stage.stageHeight;
( image.scaleX < image.scaleY ) ? image.scaleY = image.scaleX : image.scaleX = image.scaleY;
This makes all the images fit on the stage all right, but they all have the same width. reversing the equality amkes all teh heights the same.
If two images did not have the same width before they are scaled down, they should not have the smae width afterwards in my opinion.
Sometimes I get some code that seems to work, then I change the stage size to check it and all the images did not scale to 1/4 of the stage new size when the FLA was run.
1) if I create items in a for loop, is correct to add a new eventListener for each item ? Or should I add only 1 eventListener to the parent ? and call the event through ID ? 2) if I want to scale my item, (a LinkButton with icon image), I noticed that the icon is sometimes resized with delay, so I have a bit of flickering when I trigger the event. Should I not use icons, and set the image in another way ? How can I fix this?
View 1 RepliesI have a problem where the images look a little pixelated because they have been scaled down alot, just need a way to make everything appear smoother.
I need the game I'm making to look high quality and also work at different resolutions so when I made all the graphics I made them massive and same for the stage size in flash.
The stage size is 2000*1500 and it's being scaled down to 800*600 which is an exact ratio, I didn't expect to see pixelization when scaling the images DOWN, that's why I made them so large.
If there's no options for smoothing things out, then does anyone know the best option for swapping images at run-time? This way I can have pre-made images for all the most popular resolutions.
I want to display an image, and it should be transformed like this:If for example, my original image is 200x300 pixels in size, I want it to have a width of 150, and then scale the height accordingly. Then I want to crop the image, so that the result has a dimension of 150x150 pixels.
View 2 RepliesIve seen this done in some website, the image while resized (down of course) doesnt lose quality. When I tried to scale the loader it loses quality. I even tried to use bitmapdata for that but it seems the result is the same.
View 3 RepliesURL...Basically I would like the loaded jpg to center and scale to it's longest side within the stage. So a portrait shot will stretch 100% from top to bottom but might have bars on either side. A landscape shot might letterbox if it is short enough. However, if the landscape shot is too tall, the top and bottom would bleed off the screen.
View 14 RepliesIn my movie I have a few products that I resize dynamically based on which one is selected. the selected product is shown full scale while the other are scaled back. However the scaled back ones lose image quality and look pixelated. the products are currently movieclips in my presentation. Is there a way to use scale w/o it distorting the image? I'm currently using TweenLite for my tweening/scaling.
View 1 RepliesIs there a way to manipulate a font's horizontal scaling if it is set as dynamic text?
The text was horizontally scaled in Adobe Illustrator to create a more "sleek" look, but now when putting together the movie in Flash I would still like to keep this look but need dynamic text.
Im asking this in AS 3.0 category, but would like to know it for AS 2.0 as well if there is a way.