ActionScript 3.0 :: After (Loader) Loading An Image?
Apr 22, 2011
I've tried adding this loader as a child of several different sprites but it only ends up in one of the sprites (must be removing from the other sprites display list automatically).How can I duplicate that image in the loader into multiple sprites?e.g. (note don't worry about making sure the icon is loaded, pretend I wanted to Event.COMPLETE before adding to
var icon:Loader = new Loader();
icon.load(new URLRequest('image.png'));
var iconA:Sprite = new Sprite();
im working on an image viewer and im loading an image to a loader and then add the loader to the stage.I want the user to be able to drag and drop the image but since it's a loader i dont know how to do it. I tried
[code]This script is for a loader image gallery in flash, as part of a class assignment. What happens is that in flash, when I open the swf file, the initial image (images/nair_evanescentautumn.png) will load fine. However, clicking on any thumbnail image (including the exact same images/nair_evanescentautumn.png), will result in an error saying the file cannot be found.I cannot figure out why it is doing this... I've tested it over. Clicking each thumbnail does go to the correct position in the two separate functions. All said full-size image links are in the folder images/, and replacing the initial loader image will load the other images in place of the default one. However, clicking on any thumbnail still results in URL not found, even though everything works correctly.[code]Before anyone asks why I'm putting this kind of content into a flash site, I'm not--this is only for a class assignment. I'm just trying to figure out why my images aren't loading right when I'm only doing the exact same thing in the functions as I am on the other pages.Of note, commissions.swf has the exact same feature, just with swf files loaded instead, and it works perfectly fine. home, traditional, digital, and photography all have the image gallery, and all have the same issue (I only referenced one page because if I can fix one page I should be able to fix all of them).As for the artworks, they are all my fiance's. The website design was built for her, and I used the website design for this project because I didn't want to have to build an entirely new interface design. Since the project also required a gallery, I felt that this interface would work just fine.
I'm trying to load images using the loader class but it doesn't seem to ever trigger the complete event (in this case anyway). The images are only 16x16px images from the local machine, so it should take no time at all to load. I use the totalImages variable as a counter; as an image is loaded, it subtracts 1 from it. Once it is 0, all images are loaded. I can create an instance and it goes as far as tracing "Begin loading images", but that's it. No errors in the console either.
i like to ask about one thing If i create Loader and load external image by URLRequest , ill have result :
loader.content is Bitmap loader.content.bitmapData is BitmapData But if I use Loader.loadBytes(ImageBytes) , result is different even if ImageBytes is loader.contentLoaderInfo.bytes :
bytesLoader.content is MovieClip bytesLoader.content.getChildAt(0) is BitmapData bytesLoader.content.getChildAt(0).bitmapData is BitmapData
i am loading all thumbs and images in a container on a single frame using action script..but the size of the swf becomes 1.2 mb so i want to add a loader to it...the loader i am trying to add counts the frames but my file has just one frame so the loader doesnot show up..
here is the script of my gallery..and the timeline has just one frame...
I am developing a Image uploader using Flash 10. I am using Filereference object to browse images and Loader to show the image:
Sample code:
var tempFileRef:FileReference = FileReference(ev.target); var oLoader:Loader = new Loader(); oLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onImageLoad); oLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onIOError); oLoader.loadBytes(tempFileRef.data);
It works fine with .jpg and .gif files but when I browse .bmp or .tiff file, I am getting the error:
Error #2124: Loaded file is an unknown type.
Is there a way to load and display browsed .bmp images from desktop?
I'm trying to clone / duplicate an object loaded in at runtime via the
-- ldr = new Loader(); var mRequest:URLRequest = new URLRequest(targetFile); --
technique. The problem I think I'm having, is in understanding what exactly the loader returns and how it can be used. after loading an image and tracing the result after the loader completes like this ...
trace(ldr.content); // - traces [object Bitmap]
I have a fuction I built that returns an arrar of clones / duplicates of a passed bitmap ...
I'm trying to get smoother steps in checking the ProgressEvent when loading the image to the Loader.At this moment my eventrogressEvent checks the progress aprox twice within a second. Is there any way to make it check constantly (or more often), so the progres bar "grows" smoothly instead of "jumping"?
I am attempting to load multiple images in AS3 and I'm exploring different options on how this can be done.I would like to have to only use one Load() instance and handle the various image assignments in the onComplete handler...here is my first attempt:
var buttonLdr:Loader = new Loader(); buttonLdr.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onLoadError); buttonLdr.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadCo
Sorry for the complicated topic. I got a .swf that loads in other .swfs. Rather than figuring out how to make a loader for loading .swfs I thought I'd just use a simple loader in the .swf I'm loading.
However, it doesn't work. It starts fully loaded but doesn't finish. Heres the AS:[AS]_root.stop(); PercentLoaded = _root.getBytesLoaded()/_root.getBytesTotal()*100;
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 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
I have this piece of code to change images. I was trying to figure out how you could put a timer on the code, so if the image has been displayed for say 5 seconds it diverts to the next image automatically? Also if it's not to hard, when it has played to the end to divert to the 1st image.
I've looked through a couple threads here about reflecting images... but I don't quite understand it. I will include a link to my project thus far: Final Project First of all, ignore the music/mp3 items at the bottom of the stage. Those aren't wired up yet. When you click on a bike image on the right, the reflection image should appear under the image... but it's not quite working out that way, and I've tried a few things. Here's the segment of AS3 code that is giving me trouble:
I am doing my first all out flash site without a template and tried several different ways to load a external swf file to the site vie ui loader... it works fine on my local computer but when i put it online the external swf doesn't show at all while the rest of the site does, and im not getting any error..
I've set up a swf with three buttons and when you click on one it loads a different swf and places it into a movie clip. If there's already something in the movie clip it removes it and then replaces it. The problem I'm having is if one of the swfs is very large and for whatever reason someone clicks on a different button where the swf is smaller it will load the smaller swf but continue to download the larger one and when that finishes it will load on top of the smaller one.Here is my code:
ActionScript Code: var home:MovieClip = this; var ldr:Loader = new Loader();
I have a flash animation made on the main timeline of the SWF with a couple of layers, some functions and some keyframe labels. For example, i have a movieclip of a star that come across the screen and then trigger a dispatchEvent for the main timeline to go to frame label "next".[code]That SWF alone works perfectly. Problem come when i try to load this SWF into another one. What happen is the loader keep reloading the SWF over and over, overlapping them and the actionscript that's on the main timeline of the loaded SWF is ignored, the timeline plays continuously. Here is the code i use to load the SWF.[code]I have found a workaround by putting the entire animation inside one main movieclip and put that movieclip on the main timeline (one keyframe, one layer, no actionscript) and then load it. That way it works fine but it feel more like a patch than a solution. I would really like to know why it's bugging when you try to load an external SWF that use the main timeline with multiple layers, keyframes and actionscript.
I'm trying to simply have 4 images at a time appear, then scroll over one image when a button is clicked. I'm using the Loader component to call in the external jpgs. This works perfectly in Firefox and when I preview it in Flash, but in IE the images don't load properly. I'm scaling them down using the Loader parameters, but IE usually tries to load the full-sized images. You can see the problem if you visit [URL]
I'm coming from AS3 and I'm trying to mask a SWF file that's being imported in but it's doing something pretty funky. The SWF file is coming in fine, but when I'm masking it, it shows the shape I'm masking with, but it's also masking because nothing is going beyond its' edges.
{ var mask_mc:Shape = new Shape(); mask_mc.graphics.beginFill(0x000000);
I have a Master SWF that has several buttons on it's stage.These buttons each load a remote SWF of a clickable graphic into the Master movie's upper left hand corner. Inside these loaded clips are several clickable areas that I would like to use to load yet another movie into the bottom half of the Master clip ... so, it's loading a remote SWF onto the stage of a third party.I'm having a simple targeting problem. I'm not quite sure how to call a movie to load into a loader on the stage of a different movie clip. I'm using "parent" ... but i got something wrong:
_________________________________ var unitSwfLoader:Loader = new Loader();unitSwfLoader.x = 25;unitSwfLoader.y = 390; function getUnitSWF(e:MouseEvent):void { unitSwfLoader.load(new URLRequest( "units/"+ e.currentTarget.name +".swf" ) ); parent.addChild(unitSwfLoader);}
I'm using the following code to load an swf in a pure actionscript project (Flex Builder 3)
_loader = new Loader(); _loader.contentLoaderInfo.addEventListener(Event.COMPLETE, Loader_Complete); _loader.contentLoaderInfo.addEventListener(Event.INIT, Loader_Init); var request:URLRequest = new URLRequest("Skins/TestSkin.swf"); _loader.load(request);
[Code]..
I have seen examples online where people say these work for them but whenever I set width or height in any of these ways, the loaded swf is simply not displayed at all.
when I run the code there aren't any errors stopping it from compiling correctly. However when I click on my buttons i get an error saying:
Error #2044: Unhandled IOErrorEvent:. text=Error #2035: URL Not Found.
I'm guessing that I'm passing the variable off through the function incorrectly. I'd like it pass a string though so that I can pass the name of the file to load.
ActionScript Code: function contentScreen(mcName):void { var imageRequest:URLRequest = new URLRequest("mcName"); var imageLoader:Loader = new Loader();
I have a flash file with a 200 meg video file in it. I want to run a pre-loader and indicate the file is loading. I have a stop action script built into my first keyframs and on a seperate layer the following action script:
I am creating an image gallery where the user can select from several thumbnail images. Once selected, the thumbnails will enlarge and load the full sized image. My problem is that while the user is waiting for the full sized image to load, he may decide to close that image and view another image. I am trying to find a way to stop a loader from loading. Here is the code I have used. My problem is that even though the user has clicked on the unloadBtn, the loader continues to load the file. Is there a way to disable that?[code]...
I have a loader, and it doesn't seem to be loading my content when I am viewing it on my website. However, when I open up my loader.swf in a browser, it loads up my content once it is done loading.
Loader AS3: var loader = new Loader(); loader.load(new URLRequest("slideShow09.swf"));
Part of my UNI degree is covering AS3 and I'm having to build a game using Flash.
I have hit a problem trying to load a new SWF after unloading the current one that is auto loaded at runtime using the loader. I have a button in the 1st SWF that unloads the current one successfully but I'd now also like to get that same button to load up an alternative one.
My host file has the following code:
import flash.display.Loader; var startGame:Loader = new Loader (); addChild ( startGame ); startGame.load ( new URLRequest ("interface.swf"));
My loaded SWF ("interface.swf") has the following code to unload it when required using the button:
function closeInterface(e:MouseEvent):void { MovieClip(parent.parent.parent).startGame.unloadAn dStop(); }