i have been building a library that has thumbnails which you click to view the full image. i have built the application it works but i want to change the way the image on the actual thumbnail loads using code instead of manually adding the value to the url loader component.
var myX;var instanceN:String;trace(instanceN);var currentLoad:uint = 0;// current loader and image loadingvar thumbnailURL:String;//Thumbnail URLvar thumbReq:URLRequest;// Thumbnail url requestfor(var k:uint = 0;k < iL_btn.length; k++)[code].....
the loop runs fine without the last line of code which i've commented out.the make up of these thumbnails are a uiLoader component which are each inside there own movieClip.what i wanted this to do was every time the loop runs it currentLoad adds 1 to its value then that value is subbed into instanceN:String and thumbnailURL address that bit works the trace statements read correctly.but my issue is using the instanceN value as the instance name path which then loads the current thumbnailURL value which is the URL address for the thumbnail picture.when i try to load the url address using the commented out code above i got the error .TypeError: Error #1010: A term is undefined and has no properties.the trace statements correct values below
the first value is the currentLoad value.
the second value is the instance name path.
the third is is the URL address for the thumbnail.[code].....
I am making a web page and i have to load in to main page swf multiple swfs that represent background. First there is a gradient swf than swf with snow particle system. My question is what would be best practice to use one loader for all different swfs that are in the background or should i use different loaders for different swfs?Here is what i mean:
1.) var loader:Loader = new Loader();
I use this loader to load first gradient swf and after it it has completed loading i use same loader to load snow swf.
2.) var loader:Loader = new Loader(); + loader = new Loader();
I use this loader to load first gradient swf and after it it has completed loading i set it again to be loader = new Loader(); and than i use this loader to load snow swf.
3.) var bgLoaderGradient:Loader = new Loader(); + bgLoaderSnow:Loader = new Loader();
I use it to load gradient swf and than i make new loader,
bgLoaderSnow:Loader = new Loader(); to load snow swf.
So what would be best way to do loading of the swfs.
Picking up on something wvxvw said recently in another thread:[code]you shouldn't start several loading operations concurrently, you should wait for the first loading to complete and then start another loading, otherwise you are risking to get "request timed out".Had me wondering. I recently changed things around in several of my scripts when I found that running multiple loaders would speed my overall time spent loading by a significant amount (often halving the loading time).So I was curious for some more information and opinions on the matter.[code]
I have a menu swf with multiple buttons and an animated logo which is in a loader called myLoader
These buttons are in an MC which uses this[code]...
...and so on with the add.event.listeners and they all work great- they overlap the menu then disappear.
The problem I have is the logo always stays on top of everything. Looks rather stupid, is there a way I can hide this logo behind the swfs while they play?
I have an arbitrary number of images I want to load. I want to load them, wait until I get an Event.INIT for each, and only then proceed with the rest of the program. I know I can do that by having an Event.INIT listener update and check some count variable, but is that the standard approach? Is there a more elegant or AS-specific way?
It works fine if I wait until the image is actually loaded (loadComplete) and then push the bitmap I create. If I try to push the loaders like you see here, it freezes up, every time. [code]..
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 loading a bunch of SWFs at the same time. I'm using a custom class to do the loading. Most of the time they all load OK, however occasionally one or two will be unloaded (I can see that in the console) before we get to the Event.COMPLETE. The ProgressEvents are all fine - I can see them loading, but then boom - they're unloaded.
I've done a bit of digging around and discovered that this may be a bug in the Loader class where if you are using multiple instances of the class then sometimes one or more will be Garbage Collected before they finish loading and are therefore unloaded. I've tried keeping a reference to the loader and the classes holding the loaders and I'm still having the problem. The solution is to queue the loads and load each swf in order which isn't a problem, just a bit irritating.
I have a group of 16 images that I would like to load 1 of each into each movieclip. I want image1 to be inside of visual1, image 2 inside of visual2, and so on. the images are named like, 1960s_(1).png where the 1960 (year) part is coming from the rangeNum variable. The above gives me this error: 1061: Call to a possibly undefined method addChild through a reference with static type int.
How do i word a for loop to make it loop through multiple arrays?I want 1 for loop to loop through multiple arrays in order to move/alter objects.I want to keep the arrays separate.
ActionScript Code: characters = new Array(); characters[0] = male;
I really hope someone can help me with this one! I've been trying to loop several embedded flv files in one flash document. I've found some really useful script that works when applied to one flv file in the document, however I don't really know how to adjust the actionscript so that it applies to the other three flv files on the page.[code]
I have many MCs on the stage ,I just dont want to paste the same code to all MCs one by one..so I want to ust the following loop but not sure where to paste the following code.
I need to put a load of MC's on stage with the use of an array as such:
Code: for (var i = 1; i = 4; i++) { if (reg[i] == "singlewall") { var Wall:MovieClip = new wallClass() as MovieClip; mainClip.addChild(Wall); } }
I need a lot more then 4 though and I need a way to make new "Wall" variables Tried doing it with:
Code: for (var i = 1; i = 4; i++) { if (reg[i] == "singlewall") { var Wall:MovieClip = new wallClass() as MovieClip; Wall.name = "mc"+i; mainClip.addChild(Wall); } }
This does not work though, yields an infinite loop somehow
1. Created a flash banner ad on the first scene. Take note they're all under frame one because I used movie clips for the animations (Movie clip ends on the 100th frame and not sure if I need to add a stop(); code there or place the gotoAndStop command). Anyways, moving on.
2. I created a new banner onto another scene which by now I have 2 scenes. Just like scene 1, all the animations and such are all under frame 1.
3. Placed an action script on the first scene to play the next scene. gotoAndStop("scene 2", 1);
4. For the second I placed the action script: gotoAndStop("scene 1", 1);
Output:It looks like my banner ad is flipping one scene from another without stopping. I know my action script is not correct. I know you folks are far more experience in flash, so I implore your wisdom.
I have this for loop that is basically pulling some info from an xml file and putting it in a list box. And for each item in the xml, it also adds 2 radio buttons.Everything is working properly except all the radio buttons have the same y location, and i want them to be spaced apart, not on top of each other.I have tried messing around with the y location (rb1.y+105, etc) but I'm not having any luck.
for (var i:uint=0; i<il.length(); i++) { lb.addItem({data:il.description.text()[i], label:il.title.text()[i]});
I have several SWF files which are essentially little trivia files, provided to me by a 3rd party. They are individual files that number about 20. I am wondering, how can I play this as a list; like a playlist, and then loop back to restart? I'd like to do this in the stand alone player however it can only seem to load 1 file at a time. How I might look to accomplish this looping playlist?
I'm very new to Adobe Flash CS5.5. Can you create a common instance EG: "Enemy" and then control it like so: Enemy.x += 1; So that all instances of Enemy will move forward one pixel each frame? Instead of just one enemy? If this is not possible could I set up some sort of array of enemies like you can in C and try something like: int EnemyNo = 1; for(EnemyNo = 1; EnemyNo < 5; EnemyNo++) { Enemy[EnemyNo].x += 1; } Does Flash even support "for" loops?
I simply want to be able to access 3 already created, but not yet added movieclips using a loop. I've tried a few code combination but can't figure out the syntax.[code]
there is something i just dont get regarding motion with multiple movieclips (from a for loop). I have tried many different approaches, and every time there is either all the clips move in the same direction, other times they only move one direction, other times when i get individual motion for each object they dont move smooth, and seems more too move very slowly across the scene but rapidly back and forth in a small area. I dont have any specific code to show, but does anyone have tips or a place to direct me, cause i dont understand the logic of it, however i want to understand.
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]...
I put together this code that builds a container that contains boxes(squares) in an ordered way. Problem is when I rotate the container, the boxes don't stay in their order. (something to do with swapping depths I think) . In fact, they look a bit confusing. Just create a movieClip 24 x 24 and Name it Box. Create another movieClip and name this one Container. Save them in your library. Then just copy this code and compile. You know the routine.
i'm having a problem with a for loop. The problem is that it doesn't create multiple movieclips with an unique instance, i think it copies over itself.
for( var i = 1, x = -20; i < 4; i++){ if(this['plaatje' +i] != undefined){ _root.again.createEmptyMovieClip("image", i);
Everytime I press a movieClip, i -1(on the output window) should be equal to the number of the movieClip (ex: myClip17, when pressed, should produce in the output window a value of 17 for i-1). Please copy paste this code to a flash document and you'll see what I mean (please don't forget that you have to have linkage in the library for a movieClip symbol that you have to create - it's a circle only with stroke that has w=15 h=15). Every time I click on a number it should appear a circle on it. If the circle is already there it should disappear. But that's not the case. Somehow every movieClip has the order to attach one of the instances of movieclip marca_mc to myClip31.