How can I load multiple conditional MC's in to my stage?What I am trying to do is use nams stored in an array that corrispond to MC's and have it place the MC's on the stage in a way similar to a gallery. However the array is generated by clicking a selection of buttons so the buttons that aren't clicked are not added to the array hence IF statements are used when looking at the array. [code]...
I've been following along with this tutorial, which works except it uses an array to store the image path, and then later converts/saves the loaded Bitmap to a variable.
For cleaner more reusable code though, I'd like the images to come from an XML file.
Now, I'm assuming that if I have my image paths in an XMLList, I need to separate each item so that each is an XML object -- then convert it to a string so it can be saved as a Bitmap?
I am trying to make an interactive book that will have a chapter broken into several paragraphs that will load into dynamic text boxes.
For my first chapter, I have 3 text boxes, in which I have 3 different .txt files being called upon with 3 separate loader(); events It's important that the .txt files are loaded dynamically so the content can be edited easily.
Is there a way to do this with array or classes so I don't need to create and code 10 boxes for each chapter?
I'm using this AS to load multiple external images into mc instances on a stage, using different loaders.[code] The external images always load from the upper left corner down, how can you make the image load from the center of the instance on stage?I found this code below and doubt it will work for me since I have 5 mc instances on different parts of the stage, so the stage wouldnt be a good reference point.[code]
I'm trying to dynamically load multiple images to a Movie Clip on the stage. Where I am having trouble, is when I position different sized images one under another.
What I have done is, assign a variable for the position for the _y of the next image. eg. var spacing:Number = 0;
Since I'm loading the images from a XML file, I've included the height for each image aswell. This is where I am having trouble
Say for example, the image I am loading is 400px high, 'spacing' then appears to be 0400 and not 400. After I load the second image, which is 500px high, spacing appears to be 0400500 and not 900.
I have a problem when making flash applications with more than one frame that has symbols placed on it in that I can't declare all of the event listeners for the objects at the same time and I have found that even if I put them all on the first frame, add the event listeners, then click through to the next frame then the buttons won't work on that frame.
Does anyone have any idea how I could solve this? I did consider myself a fairly competent AS3 programmer until I realised I had no idea how to handle this sort of thing. Solved: I initialised the clips from my external class and then addChild'd and removeChild'd them as I needed to and placed their x and y on addChilding.
I created a custom textfield component that I need multiples of in a single swf. I also created a non-visual wrapper component to manage them. I am sending info from the textfields to wrapper. I was planning on using the child index to associate the info with the right component. The problem occurs when I have two instances of the textfield component and one of the wrapper on stage and I use stage.numChildren and it returns 1.
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;
I have 4 movies that need to be loaded in sequence. The first movie loads the second one, the second one loads the third, then the third one loads the fourth. What I can't figure out is how to make sure there's only one movie loaded at any time. I've tried removeChildAt(0) and other methods. What's the best way to load a movie to the stage and wipe out what was on the stage?
I'm making a mockup for a client and I need to Load the .swf with the exact stage size so the graphic elements do not float outside the loaded movies stage area. [URL]Basic load code I'm using...
I purchased a flash home page template that had menu buttons at the top that I decided not to use. I removed the buttons, but now there is a 125 pixel blank horixontal space at the top of the stage. I tried resizing the horizontal size of the stage hoping the artwork would move up and eliminate the blank area, but the stage sizes from the bottom up. The layers get cutoff at the bottom and the blank space is still at the top.
The movie is quite complex with many layers and 450+ frames. Have attached the swf file to illustrate how the top of the stage is empty after I removed the menu buttons. Is there any way to get all of the layers to move up by 125 pixels so that they fill in the blank space without having to do each layer one at a time?
how to create the type of particle I want and add it to the stage but how can I add multiple instances of this particle, with different values assigned? Here is what I have so far:
I want to disable all buttons on the stage when a certainevent trigger. Some of the buttons are already on the stage (manuallyplaced) at the startup and others are placed dynamically usingactionscript.Do I really have to assign each button a code telling them tobe disabled or can I target them all at onc
i want to have multiple blocks moving over my stage, but i want use just the one mc in the libary and my function, what adds a new block with random color, alpha and speed.I think, that i have to use addChild();, but i have no idea how to use it properly.
I've got as far as adding multiple buttons to the stage with AS3 and giving them unique instance names, but now I have a problem. There is no limit on the amount of buttons that could be present, there could be one or one hundred so I can't hard code.
How would I go about creating event listeners for each button? I tried pushing each instance name into an array then looping through but that gave me an error about how the buttons didn't exist, so it can't listen.
I want to view all of the frames from within a MovieClip concurrently on the stage, however I am struggling to extract the individual frame information from the MovieClip.I have managed to load an external SWF into a MovieClip and view the frames sequentially with the following code:[code]What is the most efficient way to view ALL of the frames on the screen?
Has anyone seen any tutorials about or know how to randomly place multiple, different-sized movieclips on the stage without overlapping them? The final output would be something like this:
I have a movieclip that gave a class name and set everything to export into action script. Now, I would like to put multiple instances of that same movieclip on the stage. I would also like to be able to keep track of them individually. Would I need to do something like create a for loop and have it run however many times i want that movieclip onstage? If I did that, how would I be able to manage them? Would I also give them names in the for loop and have a var that goes ++ every time it loops, then attach that var to the end of the name I give it.
I have a timmer on the Main Stage, I want to Call Multiple Sprites to stage, in order, one after the other, and remove them when the Tweens Inside them are complete. The the first two Sprite's containing sample text do display, yet the third does not.
I need to call many sprites to the stage. But I need them to display and then remove from stage.
function Main() { var newBordText:GoldBordText0 = new GoldBordText0(); addChild(newBordText);
I understand how to import a swf and add it to the stage. Is it possible (using code) to add the one imported swf to the stage multiple times, each with different instance names? So the same as adding a library item to the stage multiple times, each time with a different instance name, with code, but using an imported swf?