ActionScript 3.0 :: Load A Group Of Images Synchronously?
Nov 4, 2011
How can I load a group of Images and do something AFTER all of the Images have been loaded?
Furthermore I think they have to be part of the stage, to fire events, right?
I mean... I cannot simply create them, load the iamges and then add them to a Group just present in the interface... I have to add them to the Group BEFORE I load the iamges if I want to be able to handle the complete event, right?
I want to store some test data for a FlexUnit test in small XML files in my Flex project, and access them trivially for the flex test. How can I load these bits of data synchronously? HTTPService is the way I'd be loading them _a_synchronously, but adding event handlers to my test cases seems like a bit of overkill.
I have this group of images loaded around 5 rows. When I mouseover at the edge on the right or on the left, the image will scroll. As I scroll, i want the images to loop.
Then, i tried to find script on this whereby if mouseover, each rows will move in diff speed. Myabe 1st row is faster, and the next row might be bit slower.
How can I loop the arrays of images? How can I make each of the rows move in diff speed?
It's been a while since I've last posted, but I read a lot of others' posts, and try to keep up to date.My question is this:I have a group of images that are loaded up using xml into a movieclip. The movieclip is masked. I have 2 buttons, that scrolls the grouping either up or down. I would like to make these buttons inactive when the grouping of images is on it's last row, meaning when there is only one row of images shown on the screen/mask.
I have tried using hitArea, but I wasn't successful. This would be easy for me to achieve if I wasn't trying to make it a bit dynamic. Basically, someone would be updating the xml file with more nodes/images and the swf would update the list of images, thus making it difficult to hardcode when the list should stop scrolling.
I'm trying to build an AIR app to convert a group of png images in my desktop to SWFs.So far I can do that using PNGEncoder to convert the loaded images into a byteArray and then using another ByteArray to generate the swf.The problem is I want to compress the images as well and PNGEncoder class doesn't support compression. I triyed with JPGEncoder, which supports compression, but it wont support transparency.
What I'm trying to do is something like the properties menu in the Flash IDE where you can select a png and apply a jpg compression to it. And when you export the png's transparency is preserved.The point of this is so is easy to convert, lets say, 100 pngs into swfs (without having to load each one of them into flash, adjust document size, export, ...)
I know I can make an array if all the buttons would have a unified code executable change, i.e. they would become larger and brighter. My problem is that each button represents an product image in the lights off stage, then of rollover it is a lights on stage so I have to import two images in the on and off stage and play around with the opacity.Additional problem is that each button has to ling to a different label.
My question is: is it possible to unify the code if buttons have that much individuality or I have to make each one of them as in the example below.
// makes a hand cursor appear over a mc acting as a button for all the buttons inside the scrollpnaeBckgrnd_mc.scrollpaneBckgrnd_btns_mc. MovieClip(mc_pane2.content).scrollpaneBckgrnd_mc.scrollpaneBckgrnd_btn s_mc.buttonMode = true; MovieClip(mc_pane2.content).scrollpaneBckgrnd_mc.scrollpaneBckgrnd_btn s_mc.useHandCursor = true;
I have a group of Movieclips that I want to load in a random order, until they are all loaded. In other words, when the movie starts, a random MC of the bunch would load, followed by another random, and on until they are all loaded.Right now I have the MCs with a quick alpha fade in onLoad, problem is they all load at the same time, but what I'm trying for is an organic type of loading, like they're blooming up all over the place.
I've a few (eg. three) image sequence animations. One of them is a base, and the others have an alpha channel. I'd like to play them in flash at the same time with overlapping them one on another (base on bottom and the sequences with alpha channels above). I've converted them into flv format with alpha channel (using after effects) and loaded using AS3 one above another. Unfortunatelly i can't play them synchonously. Each of them is loaded by its own netstream, and i don't know, how to play them synchronized. The animations are played with no equal speed - what is obvious in the case of lack of synchronization.
The animations have to be choosen from the set of several animations using some other UI - that's the reason of the mess. I do not insist on the flv format, but it seems to be good choice for this purpose. The lenght of each animation is 300 frames. All of them has the same size.
Is the method of synchronize two flv files? Or maybe such applet has to be done in some other way?
I've got some MC's in my library that have radiobuttons in them -- all of this created at design time -- and pull them onto the stage dynamically. My question is how do I get the selectedData from the group? The setup is like this: In a MC called pageOne, I have a group of buttons with a group name of Q1, Q2, etc. I pull the MC onto the stage like this:
[Code]...
Do I need instance names on each of the buttons and add listeners to all of them?
I see the benefit of asynchronous commands (waiting for server responses...) but in my flex app it creates me more problem than anything. Here's what I want: EVERY command executes only after the previous one returned (to result or fault function) And I'd like to do this as easily as possible.. by the way the GUI must become irresponsive (maybe a wait message) while a long command is being executed (I could show the wait message in the execute function and remove it in the fault or result function..)
Is there a way to make event flow occur synchronously?
Basically this is my scenario. I have a single method call that gets triggered by a server request. I want to be able to notifiy subscribers that the method has/is executing so that they may return a result. By modifying an attribute of the actual event object, the method can return that result to the server dynamically. Eg:
Code: //method invoked by server public function whatever(...parameters):* { var event:MyEvent = new MyEvent(MyEvent.TYPE);
[Code]....
This code works around 70% of the time, but sometimes I see things are really happening asynchronously in Flash Player's event flow. Is there anything I can do to regulate this and make sure it happens synchronously?
I am using an component, and currently have a dataProvider working that is an ArrayCollection (have a separate question about how to make this an XML file... but I digress). Variable declaration looks like this:
I have some code here for some falling leaves. I was wondering how it can be altered so there is a delay between a group of leaves falling and the next group falling? also to slow down at the end of the fall? [code]
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 am using an component, and currently have a dataProvider working that is anArrayCollection (have a separate question about how to make this an XML file... but I digress).Variable declaration looks like this:
[Bindable] private var _dpImageList : ArrayCollection = new ArrayCollection([ {"location" : "path/to/image1.jpg"},
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've got a Flex/as3 application that is embedded into my webapp. Currently we're embedding images into the swf and loading them like:
Code:
[Embed(source="images/foo.png")] [Bindable] public var foo:Class;
There are two things I'm trying to accomplish. The first is the images in the swf are part of a pool of images that the whole web app uses. Currently i have 2 sets of images, one set are images that the rest of my app uses, and the other are duplicates that are used by the swf.
The reason for that is build related (ideally, we could fix this, but fixing the build process is something bigger than i want to tackle at this point in time) I have a ton of images to load up and instead of having a giant ugly if/else block, i was hoping to make a naming convention for the icons, so i could just build a string at runtime and use that to load an image. Is there a way to look up embedded images via a path, or image name? It seems that images/foo.png is floating somewhere around in the swf. Can i get to it without using foo?
Im currently making a flash website. and trying to make it as light as possible.so decided to load images dynamically.Im using UILoaders.I drag the UILoader from components into the main timeline and set the source as 1.jpg, because the image is in the same folder as the .fla file.and scale - false
Tested the movie but nothing shows up. i guess i need some coding? but i dont know where to add the codes. on the same frame? or in frame 1? i also need the image to fade-in.the end result im looking for is, as i click a button. 3 images show up at the same time, fading in.
I have about 20 images. And on click I need the images to load in to a MC. I've used this script to each frame. (shown are example scripts are placed in two frames.
1. The stop command dosen't seem to function. It keeps on restarting.
2. Getting an error "1061: Call to a possibly undefined method addChild through a reference with static type flash.display:Shape."
I have some AS2 code which loads up the images via an xml file. I have been asked to eliminate XML entirely and have images be loaded from with in the library. Aside from images, there are other xml nodes such as:image_name, image_description and such.What would be the best way going about eliminating the XML and getting the code to load images and other related info from the library.
I am building an application built by external action script 3.0 files only. I want to load 5 images on a UILoader using the data providers of a combobox, both located in the library.[code]...
I am using AS3 and OOP to load multiple images, 1 image per class but I cant do this!The constructors dont take paramaters?I want this but I cant do this
var li:atest1= new atest1("img1"); var li2:atest1= new atest1("img2"); var li3:atest1= new atest1("img3");
I got this demo Flash file which loads images through XML and adds different effects. Currently it's being used as a banner on a page. Now I have been asked to keep the effects but to embed to pictures inside Flash (so to get rid of the XML). how to change this to not read from XML. I stopped using Flash back in MX era... :S
I have a movieclip with a scroll pane. also a mc which i named a class with a 'delete' button and an image holder inside it. (linked as chosen_thumb_mc)For some reason, the thumbnails are not loading? I cant find out why because it says the code is correct.... Can anyone see what is wrong with my code?[code]