i try create a code, which can load to stage Movie Clips(which included pages of my website)
I've created code which load Movie Clips on stage,Listing of this code:
ActionScript Code:
var currentPage:MovieClip = index_mc;
var indexPage: pageIndex =new pageIndex();
I am trying to load images dynamically to my stage. I am reading an xml file and trying to add the images0 to the scene. For some reason the image file seems to be loaded (I have put a trace "Success to check it") but when I try to addChild nothing happens. This is the code of my class followed by the code of my flash file: The main idea here is to load as many thumbnails as the xml file contains so I can play with them making a horizontal scroll.
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 was wondering if there was a way to dynamically load JPEGs and read their width/ height attributes before they actually land on stage.I have tried it once wherein I hide the targetted movie clip and try to utilize the INIT functin to check for initialize. This works pretty good except that a little dynamic animation I need tends to act a little later than it should creating a bug if u proceed immediately.
I'm creating a moodboard application where the user can dynamically load an image onto the stage by pressing a thumb of the image in a menu item. I have most of that working but what I would like to know is that, if there is a way the user can interactively scale/transform the image when it is on the stage in the swf file?
That's the correct syntax for this? I want to be able to dynamically write to several textfields that exist on the stage but have not been dynamically placed there.
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 have several library MovieClips that I dynamically add to the stage via AS.I need to be able to have several default properties set on the MovieClips each time they are instantiated. For example, I have library Clips named "car" "bike" and "unicycle."I have them exported for AS.At certain points I randomly create a new instance of one of these Clips. Now, I won't know which particular one will be created until the time comes, but I need the new instance to have certain properties (such as car.wheels = 4, or bike.wheels = 2) so that I can check and/or manipulate those values later.I guess I could write some massive "if" statement that would assign all the properties at the time they are created, but that seems counterintuitive.I tried adding AS to the Clip in the library, which seems to get close. If I do that, then the dynamic instantiation has the correct properties, but the values of those properties ends up being set to 0 or a null value.[code]All that works except, if I trace v1.wheels, it ends up being 0, no matter which MovieClip type gets instantiated, and v1.type ends up being null. So the properties are there (not undefined) but not the values.How can I get it to keep the properties AND their default values when the Clip is instantiated? I don't want to have to do: if it's a car, then wheels = 4, seats = 5, etc. because my actual file has 50 or so clips with about 10 properties each, and each instance of the clip will only exist for a few seconds before being removed.
I have a jpeg that I have exported to actionscript via the library. The jpeg class is "adcouncil". If I want to add it to the stage I would use the following code:
Code: var adcouncil = new adcouncil1(150,150); var myImage:Bitmap = new Bitmap(adcouncil) printMC.addChild(myImage);
The problem is that I want to ad these Bitmaps to the stage dynamically. My first instinct is:
Code: var adcouncil = new this["adcouncil1"](150,150); var myImage:Bitmap = new Bitmap(adcouncil) printMC.addChild(myImage);
I am doing one completely dynamic interface which is control by an admin module. what i want to do is to control the stage size by this admin module.When i press submit in the admin module it will generate one xml file which is connected to the flash flie, and what ever the size is mention in that xml that has to reflect in that flash file. I don't want any supporting file only one swf. I don't know whether it is possible to adjust the stage size dynamically on fly.
Im trying to dynamically add several of the same movieclips to the stage. This movie clip contains a textbox. I have tried the following:-[code]I have my movieclip exported fror actionscript with the identifier as (textbox). This code does add a textbox to the stage however it only adds the second one which says "goodbye" but not the first one which should say "hello"? I thought the loop should go round twice and add a 'newText1' and a 'newText2'??
I have a full screen movieclip, in which there are 5/6 buttons that can be draggable around the stage.Now, when i click on a button, a series of images appear at the side of it.What i want to do is to zoom in and center the stage on the photo if i click on it (something that you can see here: ml under the "projets" button, try and click one photo).It may seem tricky since you can actually drag and move the buttons, but logically it is not since i can retrieve the button position (and i place the photos inside it, so the distance between the button._x and the photo._x is in some way retrievable).
Anyway what i'm finding really tricky is the method to zoom and move the stage camera in order to center the photo.i thought of using the transition tweens on the _root in order to change the _xscale and _yscale to zoom, and the _x and _y to move itBut from here i have two problems: how can i determine the right amount of zoom if the stage is in full screen (so with all resolutions possible), and how much the _x and _y properties change after the zoom is done (because it seems to me that after changing the _xscale and _yscale of the _root, it changes the _x and _y values in it, in a way in which i have to add even 2000 pixels in order to center it)
I am new to Flash and ActionScript 3.0. This code (which I think is the code to import an image onto the stage dynamically using AS3 code and convert it to MovieClip, so that I can access mouse_click events on the image present on the stage.) Actually, it is displaying nothing on output and no errors. Will it works good and is the code correct? I am new to AS3.0.
I have an XML file with a list of photos. I have loaded the XML file into Flash (CS3 / AS 3.0) and I am iterating through the list to load the photos. The problem is only the last photo displays. I would like to load each photo and then create a movie and "copy" the loaded content into the movie clip. Here is my code:
I have a htmlText field that is displaying xml content. One of the features I've written imports a swf and displays it in the htmlText field via an <img src> tag. The swf displays some text that is stripped out of the htmlText field when my as3 code finds [Boxed Text]Strip out this content [End Boxed Text]. The result would display 'Strip out this content" in the swf within the <img src> tag. This works great, as the swf has the dimensions of w.300 x h. 250, but I have received a request to resize the swf based off the length/height of the 'Strip out this content" text. I can resize the textbox in the swf via [boxedText.autoSize = TextFieldAutoSize.LEFT;], however, when I do that, the stage size of the swf within the <img src> remains at a fixed 250 height, and as much as I try, I can not find a way to resize the stage. I am under the impression that there is only one main stage, and trying to change the size of a secondary stage within an imported swf is not possible, but then again, I'm also under the impression that anything is possible in flash.
I am reading in collection objects from an XML file. Each collection has an img field that stores a URL to the collection image. So I am trying to load the images of each collection, storing each image in a MovieClip, and add these MovieClips to the stage. However, my problem is that after adding a MovieClip (with the collection image) to the stage, when a new MovieClip is created in my 'for each' loop it overrites the previous MovieClip. So the images I am adding to the stage are being replaced by the following collection's image on each loop iteration. What can I do to avoid this?
I have a button on stage in a movie, the button ("clicker") is empty apart from the "hit" frame. The stage and button are 300x300 and i'm using swfobject to display the flash movie at 400x600 pixels. I have the following actionscript.[code]I want teh button to expand to fill the available stage space (which is 400x600 in this example) so i use the following...
-clicker._width = Stage.width;
-clicker._height = Stage.height;
however this causes the button to disapear from the stage, possibly down to 0x0 in size, as opposed to filling the available stage space. It's been a while since i worked with actionscript so it's probably something obvious, however i can't seem to spot what the problem is.
So I want a dialog box (this is the movieclip) to pop up when I click a button and then go away when I click another button. This is what I came up with...
ActionScript Code: eyebtn.addEventListener(MouseEvent.CLICK,popUp); function popUp(event:MouseEvent):void
I have an image (.jpg file) in the library and I want to instantiate it dynamically through timeline code and then add it to stage. But I do not want to drag it and drop it from the library to stage, I want to keep it in the library and add it to stage through code only... how can I do that?