ActionScript 3.0 :: Masking Lost When Images Loaded
Apr 16, 2010
I have a Sprite name - thumbnailContainer which consist of following Sprites :
maskSprite @ level2
thumbnailPane @ level1
thumbnailBg @ leve0
The thing is that, I have masked the thumbnailPane with maskSprite. The issues is, whenever the external images are loaded into the thumnailPane, the mask is lost - revealing the entire horizontal stripe of the thumbnails. As well as the thumbnailBg in thumbnailContainer gets blurred even though, I have not applied any kind of filters on any sprite ! I am using TweenLite for transitions.
I wonder whether anyone could give me an idea of where I am going wrong with this.I am loading images into a sliding menu which will act as a thumbnail viewer, the structure of which is: "thumbsContainer" (movieclip) nested inside "galleryPane" (movieclip). The images are loaded into movieclips named "all_thumbs", which are added to the thumbsContainer stage.
I would like to mask the content of the thumbsContainer, so that only the images physically within the thumbsContainer border will be viewable. I have tried adding my coded mask to the thumbsContainer stage, and tying it to the thumbsContainer; and have separately tried the same with the all_thumbs movieclip - but no matter how I organise my code, I can't get this to work. If the mask is tied to the thumbsContainer mc - that element disappears; if the mask is tied to the all_thumbs mc, only the background to the thumbsContainer is visible. Either way, I cannot get thumbnails to display through the mask. No thumbnails at all will display on stage.
I've had a good look through the books I have and online, but with no joy so far.
I'd be really grateful if someone could give me a steer with this.
I am loading images into a sliding menu which will act as a thumbnail viewer, the structure of which is: "thumbsContainer" (movieclip) nested inside "galleryPane" (movieclip). The images are loaded into movieclips named "all_thumbs", which are added to the thumbsContainer stage.
I would like to mask the content of the thumbsContainer, so that only the images physically within the thumbsContainer border will be viewable.
I have tried adding my coded mask to the thumbsContainer stage, and tying it to the thumbsContainer; and have separately tried the same with the all_thumbs movieclip - but no matter how I organise my code, I can't get this to work. If the mask is tied to the thumbsContainer mc - that element disappears; if the mask is tied to the all_thumbs mc, only the background to the thumbsContainer is visible. Either way, I cannot get thumbnails to display through the mask. No thumbnails at all will display on stage.
Code:
all_thumbs.addChildAt( thumbLoader, 0 ); c = c + 1; if ( c < totalPics ) { all_thumbs.alpha = 0;
I have an FLA with a 'close button' on the stage, which is given the instance name of btnClose and runs from this class file[code]...Stage Instance Name lost when loaded
I am very new to AS and I'm just starting to grasp the essentials of how things are working... but I haven't got to the point to where I can write my own from scratch, so I kind of have to "Frankenstein" different examples into a working project. I found a great XML slideshow demo that I want to overlay with a masking effect, but I'm having some difficulty combining the techniques.
At the bottom is my original slideshow code. If there's anyone that can modify my code or at least guide me to what I need to do to make it work,
Basically I'm building an image gallery. Rather than thumbnails, it just loads the full size images and masks them, so they can all be scrolled through. (I made an intuative preloader for this). It all works fine. The only problem I see there being is performance, when there's quite a few images.Could anyone suggest a way to reduce the load, and make it a bit more memory friendly? I (stupidly) thought that masked out images wouldn't render. I think I'm wrong though? I thought maybe I could make the images off the screen set to 'visible = false'?
I'm loading an external image to use as part of the background for each section (other section, new external image). But that image needs to be animated in, in a certain shape (I have created a kind of spatter animation).I always use an Movieclip container to place my external images. So on one layer I have this container clip. I mask this layer with a layer on top of that one, which has the splatter animation (this splatter animation is not a movieclip, just some keyframes with the animation).Everything works, except that the image is not loaded. I checked everything, maybe I put the wrong url or something. But nothing.
So I tried unchecking the mask option. Ok... now my image did load. But as soon as I check the masking of that layer, again I'm left without image.It seems to me that it has problems with loading images that are begin masked. How can I fix this? I tried google'ing, but few solutions were found. And I'm nog programer-guru. I use flash semi-design/semi-program.
I'm just starting out with AS3 and this is what I'm trying to do:
1. I have an external .swf banner which is 900x250 pixels
2. I want to load this .swf into my main project, using this code:
var myLoader:Loader = new Loader(); addChild(myLoader); var myRequest:URLRequest = new URLRequest("ptp.swf"); myLoader.load(myRequest);
3. The problem is that the .swf banner that is being loaded has content 'outside the stage' so instead of just showing the 900x250 area I see all the off-stage content as well.
How do I 'mask out' the off-stage content of the loaded .swf so that it will be only the 900x250 that I want?
I have a folder containing some images named 01_image_name.jpg, 02_image_name.jpg, 03_image_name.jpg, ... wich I read with a PHP script. Then I loop loading each image and waiting until all are loaded to display them
I try to get 5 images loaded on one swf.downloading the first one works:[code]from here the fallowing images are loaded each time different.sometimes no images a shown, sometimes only one and the second one is in the left corner, sometime 3 from 5 images are loaded and placed and sometimes it works properly.[code]why doesn't each objet do its job : loading the image and placing it on the right place?
I've used AS2.0 to build my site. I have several .jpgs that I'm loading dynamically on my flash site from my server. For some reason only some of the .jpgs are loading pixelated. I've tried to look up solutions to this, but I'm not exactly sure where a quality=best or smoothing=true script should be placed. And I'm equally as puzzled as to why only some of my .jpgs are loading pixelated? This is very frustrating, this is the code I'm using to load my images:
I have a Gallery that loads thumbnails from an XML. I have added a pre-loader to each one of the thumbnails as it is being loaded from the XML. My problem is that I can't figure out how to remove the pre-loaders after it has called the Event.COMPLETE. With my curent code, As it completes loading the thumbnails, it throws an error and only removes the very last pre-loader. Thanks for any help you can provide.
Here is the code I am currently using. var urlRequest:URLRequest = new URLRequest("images.xml"); var urlLoader:URLLoader = new URLLoader();
I've put together an XML gallery with previous and next buttons which navigate through my images. I've applied an alpha tween so that images fade in and fade out. Locally this works perfectly but when uploaded to the server there are delays in the images loading which means that images are not fading in - they appear suddenly and abruptly. Although the images are not particularly heavy in terms of filesize, I do realise that download speeds will vary, but I'd like obviously for the live experience to be identical to the local experience i.e. smooth & predictable.
To explain the setup:-
I have a movieclip with instance name "cover_mc" which contains a UILoader with instance name "imageHolder".
My code:-
import caurina.transitions.*; var lastImageIndex:int = 0;var imgArray:Array = []; lowerNav_mc.btnPrev.addEventListener(MouseEvent.CLICK,
I have a folder containing some images named 01_image_name.jpg, 02_image_name.jpg, 03_image_name.jpg, ... wich names I read with a PHP script. Then I loop loading each image and waiting until all are loaded to display them
1. The PHP script reads file names and returns a string with names separated by a "|" char, then I use the split method to store them in imagesNames array and sort it2. I loop trough imagesNames array loading images3. Anytime a new image arrives I push it in imagesContainer array and check if all images are loaded to show them
The problem is there's no guarantee they arrive in the same order they were requested. So, how I sort the imagesContainer array by file name, i.e. in the same order they are in imagesNames array?
I was wondering if there was a way in Flash to preview externally loaded images in Flash while still working.I am loading images externally to keep the file size down on a piece of elearning but now I'm afraid maintenance will be a nightmare since you don't actually see the screens until you publish. I have interactions on the screens so I need to see them for their placement on screen.
I am trying out an AS2 xml image gallery from a tutorial online (code attached). I have also found out how to add a button to the stage that takes the SWF-movie into true full screen (code also attached).
But the problem is that the images from the xml are placing themselves above the button so that the button can't be seen or used. I would of course like to overlay the button on top of the loaded images.
I thought that putting the button on a new layer above the first layer with the AS2 xml image gallery code would do the trick, but it did not.
How can I specify that the button should be "always on top"?
I have a Gallery that loads thumbnails from an XML.I have added a pre-loader to each one of the thumbnails as itis being loaded from the XML.My problem is that I can't figure out how to remove thepre-loaders after it has called the Event.COMPLETE.With my curent code,As it completes loading the thumbnails, it troughs an errorand only removes the very last pre-loader.
I'm using a embeded variable in the source name of my .swf to define the where my swf is going to load the XML. And the XML tells my swf where to load the pictures.This works great - for a while. but after like 2-5 minutes it stops loading the images!(the movie is still running tho).I am using a fader-movieclip, and inside this movieclip in a specific frame I call for the "changePic();" function I created to change pictures. And when this movieclip is gonna run is told by a variable I call "InteractiveTimer".
When the timer<1, I play the movieclip, who after a few seconds plays the changePic(); function.So, anyone knows what's wrong? is it a browser-bug perhaps or server issues? (it's not happening when there is no more pictures, I've created a function to loop it. Everything works perfectly, but after a while it seems like it looses connection or smth :S )
EDIT: I'm using a Loader to load the images, when it's time for next picture I use:
As the title says. How do I add a stroke or outline to the images loaded by my XML? I need to create a hover state and selected state. So when I rollover my images there is a blue stroke that goes around the image. I created a new movieClip called newHover and I thought I could add it using my loaders mouseout and mouseover events but the loader class doesn't support do that.Maybe adding a movieClip that has the stroke isn't the way to work this. how to accomplish this.
ActionScript Code: //floor color1 var cityPic:Dictionary = new Dictionary();
I have a grid with 17 columns and populating it with images through XML. I would like to scale the images on Mouse over. I can get this to work but the problem is that some of the images when scaled are below the surrounding images. I thought maybe setChildIndex, but perhaps I was not implementing it correctly.
I am importing an external JPG into my movie. I need to use that same JPG in 3 total places, all at different sizes. I also need to motion tween between the first instance of the image and the 2nd, as it moves and resizes to a smaller version. I have it working so I can fade in (on the timeline) my holder movieclip. BUT, when I try to either resize the holder movieclip, or change the mask for it, the image just disapears. Here is how I have the image coming in:
onClipEvent (enterFrame) { // Make canvas dynamically resize to whatever is loaded in imageClip clip and width and height matches (and only when ttally loaded )
Can someone tell me why images or swf loaded dynamically to an empty MC can't assume button events.I'm tring to build mc that load images or swf whit a preloader, but when it loads I can't put a button event on this mc.
I have a somewhat advanced flash question. Im constructing a gallery using xml. My code isn't too different from most xml galleries. But heres what I can't figure out or even know if it can be done. After clicking the links (currentThumb_mc) my full res images come up to view. All my .jpg's/full res images are the same height but they all differ in widths. I have a mask set up where the full res images get loaded to. My question is can i set up code to scroll the current loaded image behind my mask and have the edges stop at the mask width.This may be tricky because all the .jpg's/full res images are different widths. I assume you need to get the x property of the loaded images. im not too familiar with that.below is my code