ActionScript 3.0 :: Most Efficient Way To Load Multiple Images As Needed?
Oct 26, 2010
I am designing a game that has different rooms and each room has multiple unique images in it in addition to the background. For the record, the size is about 300K or less for each room background image and 1 - 100 K per graphic. What I am currently doing is importing all of the images into my Flash file, making symbols of them and then loading them as needed with ActionScript. Assuming this game will have many many rooms (maybe up to 100 or more), is this the most efficient (and quick) way to load the graphics? Or would I need to load everything from the graphic files when starting the program or perhaps load the graphics from files dynamically as needed?
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 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;
Ok, so I've tried a lot of different ways of loading background music in Flash, and now I'm wondering what the most efficient way of doing it really is.
I have my DocumentClass, and I have a MusicPlayer class. The MusicPlayer class controls the volume and mute function, as well as holding all the visible elements of the music player.
Where should I load the music initially? From the DocumentClass at the startup? Or in the MusicPlayer after the site has initially loaded? I want the music to start playing as soon as the initial loading process has finished.
I've been doing a lot of thinking about how best to construct classes that load multiple images, e.g. photo galleries and such.
What is everyone's take (or the general agreement, if there is one) on how to load those images? The 2 ways I am thinking about are these (after you've already got all the filepaths or urls to be loaded):
1)Create a for loop [code]...
Here, you are creating anywhere from one to a billion loaders, depending on the number of photos in your gallery, but they will load simultaneously. Is that a terribly bad approach?
The only other way I know of doing it is to add an event listener that re-calls the loading function when the loading of one image completes.
I have the basic XML which loads an image onto a page but how do I add 2 more next to it, in the actionscript?
I have tried everything that I could think of, including adding extra image[ii] nodes etc.
Below is the code I am using.
I have also created an instance of image2 and and instance of image3 which should hold the 2nd and third pic. So when clicking on the next button it would change out all three images from the images.xml file...or if there are 5 images it would just show the next 2 in the image and image2 movieclip holders...
function loadXML(loaded) { if (loaded) { xmlNode = this.firstChild; image = [];
I have been looking for a complete example of FileReferenceList but haven't found anything as of yetEverything I found was either incomplete or I didn't understand it as there was not any FLA source files with i
I have a project to do and I'm not sure how to get it done. I have some experience using xml to load images into flash but that was one at a time. the project that i'm currently working on needs to work like something like this.
I need flash to load in three images at one time(from an xml file) and display them in a horizontal line, and then move across the stage from one side to the other.
i know how to load one image at a time but not multiple. and i don't know how to make the images slide across the stage in a line.
I'm having a hard time figuring out how to do something with xml in flash and don't even know where to begin.I'm building a flash piece for the header of a website that will contain six images and six captions. I plan on integrating the xml file with a cms so that the user can simply upload images and type in captions and the xml file will dynamically populate the swf.I know how to execute the back-end development with the cms and xml file, but I'm not quite sure how to tie the pieces I need from the xml to the flash file.
The current code I have works great for one image -- but how do I edit the code to allow for more than one? Every time I try and add an extra button / link to the code I mess the whole thing up.
Here's the code:
ActionScript Code: import fl.controls.ProgressBar; var myLoader:Loader = new Loader(); myLoader.x = 322;
Is there a way to load multiple images with a loop and an array... i mean without using xml as said all forums that i've already read... i have 15 images and i want to know if it's possible to load all of them without a loader and a URLRequest for each one... there is the position problem too.[code]...
As far as I can tell, it's convinced that I'm trying to use the load() method from the scrollpane class (that's where the context help takes me). How do I specify that I want to use the loader class method?
If you load say 3 external images in AS3 and want to run a function "useImages()" only once all three images have loaded what is the best way of listening for them to complete loading.
Basically my aim is to use SharedObject to save the basically what I am doing is I have a list of buttons each has a name which when clicked the name is added to an array which is stored in a SharedObject. In another movie clip I am calling back the SharedObject and using the array information to display the images corresponding to the name in the array. And I got everything working except I don't know how I can load my images in. Because the same images are not always selected it means that I can't just load each image to a specific Loader because then I would end up with blank loaders.
Which is the best way to load many images with the movieClipLoader class?do I have to create one instance of moveClipLoader for each image or is it possible to use the same for all the images?
I'm a more desperate search for answers and need to load multiple images at the same time. I'm trying to use the same loader but don't know if this is best practice (and it isn't working). Ami I close?
I am trying to load multiple images by iterating through a for loop. For each image I instantiate a loader and send a loader request. I want to stop the iteration of the loop and cancel all loader requests sent, in case a user navigates out of the screen. How can I do this?
So I made a drag and drop app where I can drop in an image, it get's resized and saved automatically on the desktop.
But now I want to do the same when there are multiple images dragged in. This is where I'm stuck...
private function onDrop(e:NativeDragEvent):void { trace("Dropped!"); var dropfiles:Array = e.clipboard.getData(ClipboardFormats.FILE_LIST_FORMAT) as Array;
[Code]....
The problem is that I want the completeHandler() to run after every ldr.load() but in my code it only runs once right after the for each loop.
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'm not quite conversant with classes and loading external pictures so be patient My intention is the following: a sort of slide show which dynamically loads all pictures of a certain directory and displays them one after the other. To do so I want to get the number of images of a certain diretory (img) by using a PHP script (done), then the PHP-Script sends the data to the Flash file (done) which stores it in a variable (done). I've created a class called PHPLoading for doing this (finally it creates an array which stores the links dynamically created (pictures are named 0.jpg, 1.jpg, [code]...
I am creating a Flash site for a client who wants to display many (about 15) fairly hi-res photos as well as a video. I am using the Video class to display and control the video, and the Loader class to load the photos. I preload them from an XML file up front, while "loading..." is displayed.
The video plays immediately after the loader finishes, and the user can also choose to view the slideshow, which has left/right arrows which show each photo with a simple fade tween between each one.
The problem I am having seems to be that when all these assets are loaded, the video and the "fade" effects are very choppy. If I cut down on the number of photos, everything works fine; but I have to include all of them, plus the video.
I am storing all the Loader instances in an array, and when they are requested, I add them to the stage and fade them in. When it finishes fading in I remove the previous one from the stage. So they are all stored in Flash's "memory", but there is only one Loader or Video instance on the stage at any given time. Is there a better way to handle this? Perhaps some way to cache the images but not bog down Flash's memory? I would prefer to have everything loaded up front in order to avoid needing a "loading..." for every slide.
The above code loads an XML file which contains the path to text and image files, i am able to trace the path correctly within the above PARSE function but i am not able to retrieve the variable (or trace it for that matter) in the LOAD TEXT section, As i continue to code, i would also like to dynamically load multiple images (in the LOAD IMAGES section) using the projectPath and iterating through each image listed in an XML file. I am not at that point yet but my question is how would i create a progressbar/preloader that diplays total progress for all URL Requests (the text file and multiple images listed in the XML).
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 need to load multiple images from ZIP archive and do some actions after all files from ZIP archive have been loaded. I use FZip library to manipulate with ZIP files. My problem is that sometimes the loading of all files are not going.In this code I starting loading process:
loadedImages = zip.getFileCount(); trace("Starting... " + loadedImages); for (var i:uint = 0; i < loadedImages; i++)
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'm making a XML photogallery. Im using a MovieClipLoader to load multiple images on the screen at the same time. I've assigned variable path to hold image
I'm trying to do a demo with a fastforward button and a rewind button that will go to the next scene and previous scene...however, due to the format that my predecessor created used...I'm stuck with alot of scenes. The navbar (ff and rewind buttons) is in a .swf file called main. The actual demo is in demo3.swf. I created a loader scene to redirect to the correct scene (when ff and rewind are hit), but I'm not sure how to pass the variables needed from the main movie.