ActionScript 2.0 :: Way To Make Multiple Copies Of Same Image?
Apr 17, 2011
I have multiple images in flash, all on the same frame. What actionscript do I need to use to be able to print just the one image and not everything on the screen? Also, is there a way to make multiple copies of the same image?[code]
I've used the New Library panel to copy symbols from one Flash document to another & subsequently closed the extra Library panel. I did this twice for on different occasions.
My Library panel is usually docked & collapsed so ocassionally I use Crtl-L to expand it. Now, when I do that, the previous 2 extra Library panels also appear & I have 3 Library panels on the screen - 1 docked & 2 extra floating ones! How do I get rid of the other 2 for good?
I load images into my .xfl project and use them amond movie clips - everything is ok at beginning. But after a some moment (which is absolutely undefined) Flash Professional CS5 starts duplicating all of them at saving and new copies names with "Copy 1", "Copy 2" and so one, or just with blank string. Because Flash duplicates them EACH saving, so after a several savings Flash refuse to save at all (shows "Too big project ..." error).
I made a Post-It note movie clip that is draggable. I want to create a whole pad of notes, or at least simulate this. I thought the best way to do this would be to add another Post-It whenever the startDrag() is triggered.
I first tried creating the Post-It with symbols but didn't think I could dynamically create new ones this way. I then created a class and added it to the stage[code]...
i try to stream a sound i get this message on my output screen "SWF contains multiple copies of a sound item". The sound still plays, but some popping noises are added here and there throughout the recording
I currently have one movieclip in my library, but 4 instances of it on the stage. I was wondering what the best way to animate them so they can do things 'separately'- I'm not sure if Actionscript is the answer, but it's worth a try. I just don't want all of them to move when I move one of them (when I try to animate them inside their movieclip).Possible solutions: I already have one that isn't very... resource friendly. For every individual instance I can turn it into it's own Movieclip, so it isn't affected by the rest... but if I were to have many, many movieclips on the stage, that would quickly overflow my library. If that's the only way fine, but I'm sure there's a work around.
I wished to create multiple copies of a variable in a loop.such as:
var pots:String = thisString [i]
and then i wish to reference one of these loop generated variables.Now how would you set it up so you could have all those variables of "pots" had their own names so one could reference say: "pots1" "pots2" or "pots17" ? This kind of situation would bee seen in a situation where I would be bringing in many array values and assigning certain parts of them to the variables. such as array[i][name]
It's easy to share bitmap data between multiple Images: // target and source are instances of the mx.controls.Image class var content_copy:Bitmap = new Bitmap((source.content as Bitmap).bitmapData);target.load(content_copy);
But how to do the same thing for movie clips with vector grapics? The only way I've found is to load movie clip using byte data of another movie clip as the source.
target.load(source.content.loaderInfo.bytes); But it actually duplicates the content.
I have a movieclip wich has a simple movement of a simple shape. This movieclip is copied many times to create a graphical effect. As the number of copies, or the complexity of the movieclip increases, CPU usage goes up. As from 90 copies, when I keep moving the mouse over the swf movie in a circle, playback stops (hangs). When the mouse movement stops, the swf continues again at the right position, as if calculation has continued, but updating the display has not. Now this is a quadcore pc, and we're 2010. I can't believe or accept that 100 mc's is the maximum number of movieclips that can be rendered. The obvious question is what can be done to optimize CPU performance ?
I'm using AS3, flash player 9. Movieclip is a simple rectangle shape which moves along 1 axis. var myLinkage:Class = Class(getDefinitionByName(getQualifiedClassName(McToRepeat))); var newMC:MovieClip = new myLinkage(); containerMC.addChild( newMC );
I can run the same SF in two windows so that two copies of the same SWF are runiing at the same time.How can I run it in one window splitted into two halves vertically or horisontally?Is it possible to make a third SWF which would do that?
I know very basic AS and ran into a small problem. I have a movie clip that I would like to be duplicated when the user clicks on it and then they can drag and drop it anywhere while the original stays in its place. Right now I have that working, the user can drag as many copies as they want, however when you release the clip you are unable to drag it anymore. "x" is my movie clip.
I'm working on a particle emitter, and I want to be able to pass in custom sprites (one for smoke, one for fire, et cetera). They are instanced on in the library as separate classes, but I want to be able to call a function like, "ParticleEmitter.SetSprite(Smoke)", then have it start creating instances of the smoke class.
The problem is, I don't know how to pass in a class name as an argument or how to use it to create copies. Is there any way to do this, or would it be best if I just put all my different particles inside a MovieClip and set the frame for each one it created?
I am writing a maze program for school. I am using a 2d array to represent to location of walls for the maze. The background (for figuring out where a player can move) is not the problem.I am using this algorithm for places the images...
for (i = 0; i < 22; i++) {for (j = 0; j < 16; j++) {if (maze[i][j] == 1) {instanceName = "wall" add i add j; //for multiple names for each instance duplicateMovieClip("wall", newname = "instanceName", 1); setProperty("instanceName", _x, (25*i+13));
[code]....
What needs to be done to use many copies of one instance to build the visible part of my maze? I want to be able to have all pieces anmed "wall" instead of "wall1", "wall2", etc...which isn't working anyway.
I am working on an Image manipulation application which will be developed using Flash/ C#.Net. Is this possible to save the image manipulations (not the image) saved from Adobe Lightroom for a specific image & then merge these change sets with an image to make a new image using C#.Net?
Also, the application for image manipulation will be developed in the Flash/ Action Script. Please share some links as to how we can save the image manipulations for an image (not the image) so that it can be merged with an image later on.
I'm trying to find out how to make a simple image gallery which changes image upon a mouse click on a button, when a button is pressed I want the image to slide in from the left into the viewable area and then when another image is selected I want the previous image that was viewed to remain in the screen and then the new image slide across over the top to replace the image.
I can get the images to slide across from the left upon a mouse click however I can't change the layer order so if image 6 is viewed and then I click to see image 1, the image will slide into place however it will be below image 6 so therefore not viewable.
I don't have an example of what I'm after but I hope my explanation was good enough, I've seen this been done in javascript but I have to use flash and am unable to replicate the effect I'm after
How would I make an image I load using AS3's loader class into a button with an event handler on it? Below is what I have started. And below that is my error I get when I click the message.
AS:
//call function that starts loading my image callButtons(); function callButtons():void {
[code]....
the error I am getting when I click the spanish.png on the stage is: ArgumentError: Error #1063: Argument count mismatch on MyVideoPlayer_CS4_fla::MainTimeline/playSpanish(). Expected 0, got 1.I NEEDED TO ADDED evt:MouseEvent
Is there a way to make the transparent area from an png image not to register when I add with a mouse event to that image? What is happening is the rectangle around the symbol is effected by the mouse event.
I want to make a "module" composed by an image and a text and make this clickable, how could I made this in AS? PS: to create the text I'm using the TextField(), what I have to use to make the image from a url?
I use a content management system [CMS] here at work so am to a certain extent restricted in terms of web design. In Dreamweaver I can easily create 'hotspots' on an image so there are hyperlinks all over it, however inserting this image in the CMS so that all the 'hotspots' work isn't possible (well I can't make it work). However, it is possible to embed Flash into the CMS by using appropriate code in an html portlet.
Consequently, if I have a .PNG image how do I convert that to a movie in Flash and then create lots of hyperlinks all over the image? If Flash is not the best way to do this, should I use Fireworks? In Fireworks I am able to add hotspots to an image, but when I save the image with the hotspots in my 'web folder' and view the url, the hotspots don't work. The onlt way I seem to be able to make the hotspots work in Fireworks is to save it as a .htm and then view that url, but obviously that is no good as I can't insert that as an image on a webpage in the CMS as it isn't an image
I have a image of a person that I would like to load a certain number of times in a row to show a total of how many people took part in this particular event. In total I need 166 replications of this image, is there any actionscript I can use to do this without having to create a key frame for every separate image?
I'm loading images using XML. Right now, the situation is that the image is only loaded onto the last entry in the XML. cv is a popup that contains a holder called cHolder and a text field called ct. The images will be loaded onto cHolder. How do is solve this so that image will loaded onto all cHolder?
for each (var projectName:XML in projectAttributes){ //trace(projectName); var projectDP:XMLList = projectInput.project.(@name == projectName).displayP; trace(projectDP); var cv:MovieClip = new cView(); [Code] .....
I'm attempting to create a multiple image uploader (think Coppermine) where the user clicks a button in an SWF, selects a file or multiple files, and then these files are uploaded to a directory. I have a PHP script that handles the uploading a file, and my Flash file iterates over the files in the FileReferenceList and sends the file to this PHP script to upload. The directory path in the PHP script is correct, and permissions set to 777.
The contents of my ActionScript 3.0 class look like this: package com.yourfightsite.imageupload { import flash.display.MovieClip; import flash.events.Event; import flash.events.IOErrorEvent; import flash.events.MouseEvent; [Code] .....
The three methods at the bottom of the class fire JavaScript functions in my HTML page that add the file names to a file queue widget, and update the percent value next to them, and finally mark them as complete. However, when I select files, they are added to the file queue widget as expected and then nothing. The files aren't uploaded, the files in the file queue widget aren't updated, and no errors are thrown, either in the console (I'm using Chrome) or Flash when publishing my movie.
When displaying mutiple image galleries (3 galleries with 15 images each) is it advisable to load multiple xml files or is it smarter/easier to include all the info in a single xml file?
It featured multiple images on a screen and when you clicked on an image it grew and pushed the surrounding images out the way. (the surrounding images also resized downwards so that all images are still on the screen)). I have been searching for this script recently as I wanted to adapt it for a new project but I cant find it anywhere.
I saw the Interactive Image Panning tutorial (great one) and i whould like to know what modifications can be made on the tutorial actionscript in order to pan more than one image.