I currently have a working gallery I made with simple next/prev buttons, that calls external images dynamically from a folder. The images are in an array (obviously). I would LOVE to be able to tween the incoming image from the right, and the outgoing image out to the left, which I know how to do just fine (with either built in tween class or tweenmax)..... but not when the images are loaded dynamically. I've searched and searched and have only come across a mention of having two loaders, or possibly a loader for each image? or possibly using the custom BulkLoader class from google.code.
I'm trying to animate the 4 Divs (Discovery, Activities, Beaches, Color Me Martinique) at the top of this page, each Div containing 4 pictures. [URL]. I'm currently trying jQuery but I don't know how to make it work for the 4 Divs (each Div containing 4 pictures). I'm still working at it. But, I was told using jQuery to animate the 4 Divs would start to eat into the browser performance.
So I'm thinking doing it in AS3. Would that be a better choice? Would that eat into the browser performance? What are the downsides using AS3 to animate the 4 Divs, each Div containing 4 pictures.
As you can see, I'm dynamically loading 6 images into 6 boxes (containers). What I'm trying to make is preloader that shows the loading-status of all six images. So I need the totals (total filesize of the 6 images, and the total amount of loaded bytes)... But it doesn't seem to work this way
I would like to animate a sequence of background images within a uicomponent but also dynamically add and remove components to this component. My first question would be: 1.) What's the best way to animate a sequence of images using Flex 3? 2.) What's the best way to handle adding and removing components on top of the background dynamically?
I am calling 18 images into the empty .mc from local drive. MasterHomePage_mc.ImgButton1_btn.Img1_mc.Img1Holde r_mc. ist working fine and images are NOT blinking when they called up.
But, once I have done a simple thumbnail image bar with spinning 18 images they start blining.
I think there is a probles with speed of loading images.
I call a function with some saved animation code where I just need the selected (mouse clicked) object to animate. On the first occasion when you click the object, that object animates just fine. The problem is, if you click another object, that new object and the prior one(s) you clicked on all animate as well.[code]
I am animating a number of items using the Move effect. I am adding each item to an array after it has been added to the display list and once all items are added calling the play method, passing an array of the items to it. Only the last item plays in my animation.
Here is my code: MXML: s:Move id="coinFall" yFrom="-400" duration="2000" /> public function showCoins(n:Number):void{ holder.removeAllElements(); var targets:Array = []; if (n>=2.5){ [Code] .....
I am using Adobe AIR to develop for Android and loading xml text into a dynamic text field.... when I drag the text to see more or less, it is PAINFULLY slow
I am trying to load the data from a txt file into a dynamic textfield.It works fine on the initial stage.But if i nest the text field inside a movieclip called "my_movieclip" it does not load.eg: _root.my_movieclip.newUpdates_txt.text = Update_lv.latestNews;Another problem is if I rotate the text field it again wont show??
Code: Update_lv = new LoadVars(); Update_lv.onLoad = onText;
I've made a little file with some signpost movie clips that do a little animation on mouseover and mouseout. I then wanted to set the text on each of them via actionscript i.e. sign1.sign_text.text = "Checklist: Before you arrive"; etc. This code puts all the right text on the signs when it loads, however as soon as you mouseover it, the text reverts back to the original placeholder text in the movieclip (when it gets to the second keyframe). How can I keep the reference to the text it has at the beginning of the movie clip?
Hello all. I've been writing AS1 and 2 for a loooong time but I'm just starting to get into AS3 and it's... challenging. Making my brain think differently when Flash is still Flash is tricky but I'm coming along. This is my first piece of AS3 that I'm putting together and it loads an image, creates a movie clip for it to live in and then repeats the process 9 more times. The dynamically created clips are supposed to be staggered from the bottom left to the top right. However, when I run the code it only shows the final iteration in the top right.
[URL]
...and his code is almost exactly the same except for the image load. I left the image loading code out of this post since it works perfectly. There's a listener in the image load that triggers when completed and fires the function below:
Code: var cardNum:int = 1; function imageLoaded(event:Event):void { var myMC:MovieClip = new MovieClip();
AS3 to animate dynamic xml text values to -X direction means left side of the screen. The text boxes will be holding dynamic numbers which willl be basically some amounts passed by the user and these amounts will be animated as running towards left. For getting these dynamic text values from an external XML file every n second say every 5 second the xml connection will be refreshed with a timer. Now am working on is like creating text boxes at run time as per the number of amounts coming to the flash while refreshing once. Here the issue what am facing is like first time when the flash loads then there will be some 10 values so 10 text boxes will be generated and the movieclip holding these will be moving to -x direction with a timer, so when the next time the connection refreshes its again creating new text boxes and appending the movieclip and this process repeats in every refresh, if a new value is coming to the flash may be in 6th refreshing time then to see this new values there is a big delay happening because all the old generated set of amounts has to be moved to see the new one. Here we are looking for a instant change on these amounts once the new values gets to flash.
I have been trying to create a die that acts as a 60 second timer in Flash CS4 using Actionscript 3.0. This involves creating a die and a dynamic textbox that counts from 60 to 0. Both of these parts of the project are fine, however I need to animate the textbox in 3D space to coincide with the die rolling. I believe it is not possible to animate a textbox (from online reading and also trying to do it myself by playing about with Flash) so I have loaded the textbox into a movieclip. As I'm having issues with this I thought it would be good practice to split the project into sub-projects in order to identify the problem. Here is the actionscript 3.0 I have used for the timer/countdown clock:
var newTime:Loader = new Loader(); newTime.load(new URLRequest("SWFs/timer.swf")); clock_mc.addChild(newTime); //clock_mc is an instance of movieClipContainer which is a new
im loading multiple images but how do I make sure the program will start once all images have dispatched a complete event. like make a universal loader for all the other "small loaders" if you understand.
I am trying to load multiple images into a scene and then cycle through the images one at a time.So, here are the essentials what I've put together in AS3:First I set up a counter and a Loader
[code]....
Then, after loading a list of images from an XML file, I call a function that I called "createImages". This function then takes the list of images and creates a bunch of loaders:
[code]....
So far, so good! I now have a bunch of loaders each with a different name "img1","img2","img3" etc.
I have a group of 16 images that I would like to load 1 of each into each movieclip. I want image1 to be inside of visual1, image 2 inside of visual2, and so on. the images are named like, 1960s_(1).png where the 1960 (year) part is coming from the rangeNum variable. The above gives me this error: 1061: Call to a possibly undefined method addChild through a reference with static type int.
i have been building a library that has thumbnails which you click to view the full image. i have built the application it works but i want to change the way the image on the actual thumbnail loads using code instead of manually adding the value to the url loader component.
var myX;var instanceN:String;trace(instanceN);var currentLoad:uint = 0;// current loader and image loadingvar thumbnailURL:String;//Thumbnail URLvar thumbReq:URLRequest;// Thumbnail url requestfor(var k:uint = 0;k < iL_btn.length; k++)[code].....
the loop runs fine without the last line of code which i've commented out.the make up of these thumbnails are a uiLoader component which are each inside there own movieClip.what i wanted this to do was every time the loop runs it currentLoad adds 1 to its value then that value is subbed into instanceN:String and thumbnailURL address that bit works the trace statements read correctly.but my issue is using the instanceN value as the instance name path which then loads the current thumbnailURL value which is the URL address for the thumbnail picture.when i try to load the url address using the commented out code above i got the error .TypeError: Error #1010: A term is undefined and has no properties.the trace statements correct values below
the first value is the currentLoad value.
the second value is the instance name path.
the third is is the URL address for the thumbnail.[code].....
I have 50 images that need to be on stage, which will be embedded into 50 different movie clips. I named the movie clips image1-image50 and the images are in an external folder named 1-50. Every freaking article or tutorial I have found clearly explains how to upload one image, or just one at a time. I can do that, and spend 2 days renaming all the functions, but I do not want to do that. Is there a better way to just load all 50 images, place them accordingly?
I have 260 images that I need to place on different frame. Instead of dragging them one by one the image on the stage, is there a way to drop all of them in one shot but each images is on a different frame?
I have 24 movie clips on the stage: my_menu.image_holder_mc1 thru my_menu.image_holder_mc24. I want to load an image in each one. How do I identify the holder which to add a child.
The Code I have so far is....
Code: for (var i:Number=1; i<=24;i++){ var myLoader:Loader = new Loader(); myLoader.name = "image_"+i;
This is my first post as i m just beginner in Flash JavaScript. I want to prepare a FLash Movie in which all the images r dynamic and the images should change after a time say every 30 secs the image changes.
I'm getting crazy with this error and found no solution until now. Well, the issue consist in create dynamic movieclips and external jpgs into a for loop through xml nodes and add the respective image into that movieclip.
I have am pretty new to AS3 and am trying to figure out how to load images thru XML. I can get one image to load to one MC named upperLeftmc.load_img, however, I have 5 more mc's on my main timeline that need different images loaded. One mc is called MidLeftmc.load_img, BottomLeftmc.load_img and so on. But how do I get these images loading into more than just my Upperleft mc? They all have to be different images too, so my xml looks like
PHP Code: - <Projects> <Project ISBN="Upperleft_mc"> <Title>Schools</Title> <Text>This is a test text</Text> <Image>images/image_01.jpg</Image> </Project> <Project ISBN="Midleft_mc"> <Title>Welcome</Title> [Code] .....
what its meant to do: A casestudy, has a section for each client, showing a selection of work for each one. It starts at a random client/section each time it is loaded, and there is also a menu that allows you to go to a specific client/section if you want.
So what i've done is made a randomly generated var at frame 1, and then told it to gotoAndPlay different sections of my timeline
Code: var myVar = Math.floor(Math.random() * 6) + 1; if (myVar == 1) { gotoAndPlay(5);
[Code]....
This is working fine, as is the menu. However, as soon as I add a new layer with 2 or more images, in any of the sections it stops working.
Stranger still, it seems to be if i use more than one of the same image type it wont work ie, 1 jpg, 1 gif, 1 png it still works, but if i have 2 jpgs or 2 gifs it will break.
I also tried making a movie clip to hold my images, but the same thing happens
I've been doing a lot of thinking about how best to construct classes that load multiple images, e.g. photo galleries and such.
What is everyone's take (or the general agreement, if there is one) on how to load those images? The 2 ways I am thinking about are these (after you've already got all the filepaths or urls to be loaded):
1)Create a for loop [code]...
Here, you are creating anywhere from one to a billion loaders, depending on the number of photos in your gallery, but they will load simultaneously. Is that a terribly bad approach?
The only other way I know of doing it is to add an event listener that re-calls the loading function when the loading of one image completes.
I kinda got a problem with my xml portfolio image loader. I want to load multiple images and the images have a thumbnail and a big image. loading the thumbnails works, but what do i have to write in the mouse down handler to let it work right? since i really got no idea how to pick the right image :Othis is how my xml file looks like:
trying to do a blinds transition with multiple images, and so far the only thing i have been able to do is to give the transition to one image, after that the movie just stops.What i want to do is to start with one image, keep it there for 1 sec, then the blinds transition to image 2 and then back to image 1 and loop the entire movie.What i got is this: