ActionScript 3.0 :: Any Way To Load Bunch Of Images At Once?
Nov 5, 2009
So what im planning to do is load a whole bunch of images at once. Flash doesnt know how many images it will load though, so this is what im thinking..
PHP Code:
var l:Loader = new Loader();
var urlreq:URLRequest = new URLRequest("[URL]" + i + ".jpg");
l.load(urlreq);
if (AN ERROR HAPPENS meaning the url is invalid){
//Stop and continue with operations
} else {
//Do stuff with the loader and image
}
How would I check to see if the loader has an invalid url?
I'm trying to load a bunch of external images, and then print them all in the same PrintJob. For testing i tried 40 images at around 599kb. I load all images using Loaders and check that all images are fully loaded (by Event.INIT) and put the images in separate Sprites.When this is done i start a new PrintJob, loop throug all my images and add them to the PrintJob, and then PrintJob.send(); At least this is what i want to do. What happens is this:
So I have this flash app I'm making that uses a URL load to load a bunch of plot points from an address. When the loader finishes, it send the data to a plotter function. the plotter function clears the graphics in a shape called graphLine. It then draws a line from one plot point to another using the lineTo function. Basically every 3 seconds it makes this request and redraws the screen and updates the value of a textfield to the current y value. In flex builder 3, it works great in debug mode. The screen updates just fine. However, when I make the release build and test it out in a browser, it loads the data fine, but will not draw it until I stop the graphing process. Any thoughts on this one? Here's the code for the graphing function
I need to load a bunch of images using a for loop looping through xml. This will be called over and over for various groups of images. Memory management is a major concern. In the for loop I create a loader
ActionScript Code: var thumb_loader:Loader = new Loader(); var thumbContainer:Sprite = new Sprite(); thumb_loader.load (new URLRequest (panelViewer [categoryPanels [indexCategoryPanels][i]].@pathName)); // set the thumb node from xml thumb_loader.contentLoaderInfo.addEventListener(Event.INIT, thumbLoaded); thumbContainer.addChild(thumb_loader);
I also add the thumb loader as a child now in the init handler ActionScript Code: function thumbLoaded(e:Event):void { //when all thumbs are loaded I set them alpha to 0 and then to 1, for a nice effect var thumbTarget:Object = e.target.content; thumbTarget.alpha = 0; Tweener.addTween(thumbTarget, { time:1, alpha:1, transition:"easeOutSine"} ); }
The issue I have I keep adding sprites and loaders and this keeps sucking resources this is for an air app that has to run for several days cycling through hundreds of images. How to keep my resources low and load a group of images delete the loaders and then on the next cycle delete the previous group.
here is some AS3 code I wrote to have a bunch of buttons load some MoveClips. I am using a label to tell the button where to go to play the appropriate movie clip.
It all works fine, but it seems so repetitive and I keep reading about making the code more streamline, but I am having trouble doing just that.
I am trying to load 2 arrays.the first array is a dynamic navigation menu (linkName). The second array is the corresponding title that is loaded in a dynamic textfield. For example if link1 is clicked I want the dynamic textfield to display title1 from the array if link2 is click display title2 and so on. as of right now the dynamic navigation loads fine I just cant seem to figure out a good way to do this without writing a bunch of if statements. I would like it if the programming assumed the that the length of the title array is always going to be the same length as the link array and it finds the corresponding index.
var linkName:Array=["link1","link2","link3","link4"]; var pageTitles:Array=["title1","title2","title3","title4"]; var menuHolder:Sprite = new Sprite;[code]...
I'm trying to load a bunch of external swfs into a tile list. Once the swfs have been loaded I'm adding them to a dataprovider which I then sort and add to the tilelist. Like so:
It works fine except that the way I'm doing it I have to add a bunch of functions to each swf to know which one is loaded and pass the correct info to the dataprovider.Is there another way to tell which swf has been loaded? Something like this.URLRequest. If I could tell something about it I could compare that to my original xml and find out all the other information I need for my dataprovider.
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 am using actionscript 3. I can load an image in a class but how do Iload a number of images eg 4 images that animate.?These 4 images are a walking sequnce of a character. I am unclear after googling an loading multi images in as3( just love google).
Loading a single image I load this into a loader Once loaded I load the image into a bitmap and add to a sprite I then add the spite to the stage Q)Now for 4 related images I load 4 loader or 4 sprites or 4 bitmaps or do every thing 4 times?I want to do collisions eventually and I need bitmaps but bitmaps seem useless to use other than collisions.Googling for answers isnt helping me clarify this!
I have a rotaing menu that loads in images from an xml file, I would also like it to load in text info from the same xml file to the left side of the images that load in. In my main .fla have created a movieclip and called it 'textInfo' and inside that I have two dynamic text fields called 'headerText' and 'bodyText' where I want to load the text in. this is what I am using to loading in the text in my actionscript, is this correct?
I have successfully dynamically loaded Jpegs into my flash document(using PHP), but then I have another small problem.When I dynamically load the image (example: image_icon_bluesky.jpg) I then need to tell the MC that is holding the loaded image that it needs to do this...
on (release) { _root.image_bluesky.alpha = 100; }
SO basically every time a new image is loaded in my sort of "loop" script. I need to tell the image that it needs to put specific code onto the MC using specific "image" details for that specific image.
I hope this is clear. Basically what I'm trying to do.On my flash stage I already have MC's that have their alpha properties set to "0". Lets say there are 3 images. One MC is called Blue, other is called Red and the last one is called Yellow.Now using AS + PHP I have dynamically loaded 3 Jpeg's .
[Code]...
and so on for each image....I have tried to explain this as well as I possibly can. I just wanna know if this is possible or if there is a simple way of doing it
I need to take a bunch of movieclips from the stage and dynamically store them all together in a separate swf on my computer. Is that possible? how do i do it??
How would I sort a bunch of XML nodes? I don't necessarily need to change the existing structure, but I do need to iterate through in a specific order. In AS2 I would use the childNodes array and use Array.sort.
I have a bunch of objects that are dragable. You click and hold the mouse button to drag them around, then release the mouse button to put them back down. The problem is that when an object is dragged so that another object is between it and the mouse cursor, and the mouse button is released, the object gets stuck to the cursor. Clicking and releasing the mouse button is the only way to drop the object. Is there any way to fix this? Or, better yet, is there a way to make it so an object is immediatelly moved in front of every other object when it's clicked on?
i cant seem to get a bunch of different buttons to work at once.this is a pretty complicated movie but the buttons are all simple.heres what i need.a next and previous frame button at the bottom
3 play button links that need to show a movie. (i was thinking of just using gotoandstop and having three frames at the end of the timeline for these movies, but if theres a way to just have the flv start playing ontop of the current frame on release that would be better.and the last thing is just some links to external urls from buttons made of ads and what not within the magazine.now i know how to make all these work by themselves but when i add the code for all these nothing works.i'll attach the .fla as well as an .swf.
I'm tasked with creating a site that runs full-screen video in the background at all time. I have it set up in XML in "batches" of 10-second clips that correspond to navigation sections. Currently the video just selects a random clip out of that batch once the current video has stopped playing, so it gets a random chain of videos.Of course, when it gets onto the crappy server, my framerate plummets (first disappointment) and i get a little pause in between clips (second disappointment). What I'd like to do is start loading the videos once you get to the site and hope that they're cached by the time they come up. My first thought is to put those batches into shuffled arrays rather than pulling them randomly at load, so I can at least have a predictable order.
I used a sample of macromedia to get a XML file with the names to the swf files i want to import in the stage. That works (for now). But now i also want to at a link (using getURL();) to the movieclip where the swf file is placed.
PS. i used gallery_tween.fla from the sample folder if someone wants to know...
I'm basically trying to make a bunch of particles jump around. I've used the draw tools to draw a small red puff. When you click the puff shoots up from the cursor a few pixels before falling down.
how to call the information from this .as file in another file. This way I will take out the click functionality from the file I have done and have the puffs shoot out automatically at the mouseX and mouseY coordinates.
I eventually want to have these puffs shoot out from a character as it runs across the screen in a game I have planned. It will make it much easier to have these puffs called from a seperate file I believe.
I have the alphabet in a background picture, and when I click on the letter, the letter sound is played. Simple enough. I have all 28 letters in seperate mp3 files. I can embed the 28 files into the swf. I want to use add the sound files to a vector, and then just play the appropiate sound based on the location that the user clicked.
My question is what is the best way to load all these sound files.
I could do something like this:
var sndVector:Vector.<Sound> = new sndVector.<Sound>(). sndVector.push( new "name of class assigned to sound 1"() ); sndVector.push( new "name of class assigned to sound 2"() ); .... sndVector.push( new "name of class assigned to sound 2"() );
I am kind of lazy, so I don't want to do that. I could load the files at runtime, from a server, or my hard drive, by I would like to keep all the files embeded in the swf file if I can.
Ideally I would like to just throw all my sound files into the library, NOT assign them class names. (because I am lazy again), and then access them anyway form actionscript and push them onto the vector.
I got a tiny problem here. I want to get a bunch of words from a database and then put them in an array in Flash. The array and database works, but the getting-the-words-in-it does not. Here's what I got[code]...
As you can see I got a counter, and a bunch of words. Now I would like to put those words in that array, by means of push(e.target.data.word%), in a for loop ran by the counter. Pretty easy, but I can't come up with a good idea to format word[i]. Then I can just use it as an index.
I'm working on a for-fun project where I have a bunch of letters, in a row, that are jumbled. What is supposed to happen is that if you press one of the letters, then press another, and it is supposed to tween the two of them to the others position. For some reason though, the tween doesn't seem to be working (Since there are about 12 or 13 letters, I was planning on temporarily placing the two to be tweened into an array, and then tween them via the array)
Here is my ActionScript Code: import flash.events.MouseEvent import flash.geom.Point import com.greensock.TweenLite; import com.greensock.easing.*; var tempPoint:Point = new Point(0,0); [Code] .....
I am working on a project and I have a bunch of AS3 code where it makes an image flip to a second image and then back to the first image. this code is all on frame 1 in the timeline. I want to put some tweens on following frames and then have the image link to certain points on the timeline. however i cannot get it to stop when i play it. it plays all the AS3 code and all of the tweens.below is my code: so how do i get frame 2 and up to not play unless directed to.
Is there any way to combine a bunch of F4V's into a SWC or SWF and then load them via actionscript? I tried FZip with a bunch of F4V's, but when I get to loader.loadBytes(), it comes back with an error - Error #2044: Unhandled IOErrorEvent:. text=Error #2124: Loaded file is an unknown type. Essentially, I just want to collect all of my media into a single external file that I can then pull stuff from - pngs and videos - preferably keeping the video in F4V/H.264, but not necessarily required.
I am trying to assign events to a bunch of buttons at once. To test out to see if my theory works i tried this code with 3 buttons on the stage named test1, test2, ect.
I'm trying to apply a ChangeDepths() to a bunch movieclips that I've nested inside a main movieclip which I'm using as a mask. The ChangeDepths() function worked fine when the clips were not nested, but after I placed them in a new movieclip, I get this error: