ActionScript 3.0 :: Loading External Images Into Separate UILoaders
Aug 9, 2011
I need to load images into 3 separate uiLoaders.
1.background.png
2.title.png
3.advert.png
I can get it so that all three uiLoaders load the same image, but not 3 separate images....
This is NOT the same as my last thread as i am after three and NOT ONE as last time. In the attached movie there are three seperate movies loading into three seperate tweens. Please note that i am happy with this movie as it is, and do not want to change anything about it except for the script itself. It refurs to three seperate clips "b.a","d.c" and "f.e". What i want is for the script to incorperate all three clips under one name of "mc" And instead of have three seperate widths, "width 1","width2" and "width3" i want the script to also incorperate all three widths and heights into just one name of "width" and one name of "height".
I am making a flash site of all of my lingerie that I sell. There are over 200 pictures that amount to over 20 Mb. I would like to know if placing these images externally would be better than trying to put them in the flash movie file?
I'm loading a external image and want a preloader for this progress.I found this code for a preloader, but how do I connect it so it preloads the image?
I'm new to AS3 but trying to learn. Please be kind and forgiving. I just want to load an external image. I have been cruising the Web for days. Why doesn't this work:
var imageLoader:Loader = new Loader(); imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoadComplete); var request:URLRequest = new
I get that I could find the image in the directory and just change it out with the same name/pixel size, but I'd also like to add more images to this particular project with the same conditions.
I am trying to load external images and .swf's for the first time and was wondering if anyone had any tips, or tutorials they could send my way. I am working with large imagery inside a flash banner animation and I know there has to be a quicker way to get them to load.
I have just started messing around in flash and made a pretty cool site (...design wise, the action script part is my major problem right now) which is suppose to go online sometime soon. I used the following script to load an external SWF into my main SWF: (I placed this script in the main timeline of my 'main' movie on frame 100 or something)
The external swf is al working fine, the preloader, buttons and thumbnails behaviour. All except for one thing: the photos wont load when i click on the thumbnails. The external SWF is a photogallery with thumbnails. The script for the small thumbnails is as following: (I placed this on the first frame inside a movie clip of a movie clip which is staged in the main timeline).
[as] var frameNum:Number; function photoChange(){ _root.photos.gotoAndStop("img"+frameNum); _root.photos.fader.gotoAndPlay(2); } btn1.onRelease = function(){ [Code] .....
First of I'm using Flash CS4 and AS 3.0 I'm trying to make a photo gallery for my website. I have the gallery all setup and made and now I need a preloader for loading my images. Right now my gallery is setup like this:
-A list of clickable thumbnails. (20 thumbnails)
-A UILoader
-You click a thumbnail and it loads an external image into the UILoader.
Actionscript: I have an array with 20 images. I have 20 different event listeners for each thumbnail.
The eventlistener looks like this: thumbs.thumbs1.t1_btn.addEventListener(MouseEvent. CLICK, loadP1); The function looks like this:
[Code]....
The UILoader is inside 2 moveclips because of a transition effect I have. The buttons are also 2 movieclips deep because of motion tweens.specific reason.
I want to rapidly load an image over and over again. Basically it's from a security camera that has a web server running. on it, and it stores the current image in a file called now.jpg. I can do this from AS2 fairly easily as I can just keep calling a loadMovie() on the image, replacing the old one. At one point, I had what looked like 15fps going with that. BUT, with AS3, I can't seem to get this going very fast at all. It takes at least a second to load each image. I am using the code attached to do this. It uses an interval to load, but could be done through other methods. I can run the video out of the security cam into a converter and bring it in USB with the Video() and Camera() classes, but that only gives me 640x480. The camera is actually able to generate 1280x1024 images, which is what I am loading with my AS2 code. So,any ideas as to rapidly load these images? The web server on the camera can display a live image by using javascript to keep loading the image. There must be a way to do it in AS3 if it can be done in AS2 and javascript.
I want to make a photo uploader and after uploading the photo to the server you can load all the photo's that are in a folder in kind of a library.I can load one single image because I name it in AS but I want to load the whole "images" folder so I can see all the pictures that are in it.
"This is what I got so far"
load_btn.addEventListener(MouseEvent.CLICK, LoadBox); function LoadBox(event:MouseEvent):void { //create a Loader instancevar myImageLoader:Loader = new Loader();//create a URLRequest instance to indicate the image sourcevar myImageLocation:URLRequest = new URLRequest("url to website");// load the bitmap data from the image source in the Loader instancemyImageLoader.load(myImageLocation);//add the Loader instance to the display listaddChild (myImageLoader);
I thought it might have been incorrect naming conventions or instance names but I have checked and I'm sure i've got it all right.
Could it possibly have something to do with my setup of the timeline as I have all my layers on the same line.
Should I start all over?
This is what some of the code looks like an i have done the same for the rest of the invisible buttons
this is what part of the code looks like...
cut7_btn.addEventListener(MouseEvent.CLICK, fl_MouseClickHandler_3); function fl_MouseClickHandler_3(event:MouseEvent):void{ // Start your custom code // This example code displays the words "Mouse clicked" in the Output panel. trace("cut7_btn"); probackground.iloader.source = "images/cut7.jpg"; // End your custom code}
I created a flash slideshow which preloads the images. After preloading the images, it proceeds to load an external flash file and then the images. The problem is, very very occasionally, it will fail to actually load the images into view, and I'll just see the preloading animation, but it might still load the external swf. Additionally, it might do the reverse, and load the images and not load the external swf.
Here is the (I think) relevant code: function onXMLLoadComplete(e:Event):void { // create new xml with the received data xmlSlideshow = new XML(e.target.data); // get total slide count // misc xml data [Code] ..... The live site is here: [URL]
Is it possible to load an image(jpg, png, gif) from another domain and manipulate the pixels? I guess when the image is downloaded/copied it is in my domain.
Using the Loader and add the content to an Image component I get an error in my debugger. I guess there are some cross domain polices at work here.
But I need to be more sure how this works before moving on. I guess, if it is not possible to load the image directly I could create a local proxy.
I'm using the Loader class in AS3.0 to load external images. I need to load a random image each time and I'm using a timer to load a new image after 5 seconds or so. When I load the first image,
[Code]...
The problem is that my fading routine does not work. One image loads, and the next one appears straight away when it is finished loading.
My code feels like a bit of a hack...is there a nicer way that actually works...?
I want to load 24 external images in 4 rows each containing 6 images. I am using the below script to load images from xml file. But this script displays all images in one single row.
i got a problem with my gallery. my script only loads the loadImageComplete function, when all Thumb-Images are loaded. I want the loadImageComplete-function for every Thumb/Image.
Code: function loadThumbs(src:Array,name:Array) { var xPos:Number = thumbXStart; var yPos:Number = thumbYStart;
I am trying to change the images the following calls up. (Using CS4 and AS 2.0)[code]Where is the getCurrentImageName calling the image up from? or..Where is the imageProperties.link ToOpen pointing to?Honestly, I get that I could find the image in the directory and just change it out with the same name/pixel size, but I'd also like to add more images to this particular project with the same conditions.I'm probably one of those girls that knows enough to cause more damage than good, so at least point me in the right direction.
I have built an image/video scroller in Flash 8. It loads images and flv files from an external xml file. It allows you to scroll through the images using a left and right button. The image in the middle is clickable, and when you click on it, it loads the cooresponding flv for that image and plays the flv. It all works great, except from time to time, the video control components become unactive - they are there, but do not work. Currently, I just have the playpause button. When this happens it becomes active again at the end of the video. It seems to happen more frequently in FF than in IE. If you contact me I can give you a link to a page where this is working.
Here is the main code: import mx.video.FLVPlayback; var picnums; var my_format:TextFormat = new TextFormat(); my_format.font = "Arial"; my_format.size=14; [Code] ......
How can I load jpg files into a flash archive? Do they necesarily be converted into swf files? Can I apply a mask on the flash file without changing the original image file?
My boss bought some pre-made actionscript that traces the mouse position when it's held down to display a certain frame at a certain position. He uses this for 360 product display. Then he asks me to find a way to load the jpg images each frame externally.
I did, one jpg per frame using this: this.createEmptyMovieClip("logo_mc", this.getNextHighestDepth()); logo_mc.createEmptyMovieClip("container_mc",0); logo_mc.container_mc.loadMovie("0.jpg"); logo_mc.onPress = function() { trace("It works");};
However, when you switch from one frame to another, there's a delay in loading the next jpg, even when it's local. So, when you go from one frame to another, there's this strobe light effect. I'm assuming that what one would do to solve this is to load an array and set each jpg visibility to 0 until the frame calls to that movie to set the visablity on a specfic container.
I am learning about loadmovie.How do you load a movie on the press of a button - into a specific frame? A frame that was targeted by the button's actionscript.(Basically, I have set up a portfolio flash site. I have all of my images in the .swf so the file is larger than it could be. In the portfolio section of my .swf I have thumbnails that on pressing them go to a different frame within that clip to display the larger version of the image. Naturally, I want to load these larger images in only when the thumbs are clicked on.)
I modified a 3D spinning carousel that loads images by an external XML file to give it a 2D circle look. Then I took out all the code for the movement so it would remain stationary, but kept the code to adjust radius etc.This is great, except now the client would like the icons to be displayed in a spiral instead of a circle. I'm not the greatest when it comes to mathWhat do I need to change or add etc in order to get the images to display in a spiral (say starting in the middle and spiraling out clockwise)? Do I need to add more math in the sin and cos parts? or maybe there is a much simpler way to do this?In the flash file, I have a 600x600 pixel stage with this code on the first frame:
Code: var numOfItems:Number; var radiusX:Number = 200;
I have a website which needs to load 3 external images into 3 movieclips when the page loads. The page gets the URLs for the 3 images from an XML document, ie.
I've been racking my brain on this one and I just want to do something quite basic. I have 2 external images loading in my "Action" layer on the first frame. These load into movieclip containers which I want to tween / fade etc.The images load OK into the containers only when both motion tweens start at frame one. As soon as I move the 2nd image along the timeline the second image does not display (only the container rectangle tweens).If there is an easier way to do this then fantastic. for example should i use UIloader instead.I want to load multiple images and have them as a slideshow that moves.[code]
I am about to build an image slideshow. I have a mainmovie.swf and a slideshow.swf. I will be loading my slideshow.swf into the mainmovie.swf. I have about 10 images to go into my slideshow.
Should I load the images externally via a Loader/ URL request, or add them to the library and export for AS?
How can I load jpg files into a flash archive? Do they necesarily be converted into swf files? Can I apply a mask on the flash file without changing the original image file?
My boss bought some pre-made actionscript that traces the mouse position when it's held down to display a certain frame at a certain position. He uses this for 360 product display.Then he asks me to find a way to load the jpg images each frame externaly.
I did, one jpg per frame using this: this.createEmptyMovieClip("logo_mc", this.getNextHighestDepth()); logo_mc.createEmptyMovieClip("container_mc",0);
I have been searching all over for on using ActionScript 3 to load external images onto a movieclip container. I am planing to have a sequence of external "png" images loaded onto the "container" when I clip on a button.