I have a pretty simple gallery that loads images into a loader when thumbnails are clicked on. I figured out that the images are actually loading on top of one another and since my images aren't all the same size you can see the one behind it. I am guessing I could use a currentImage variable to then tween out but
var imageLoader:Loader;var xml:XML;var xmlList:XMLList;var xmlLoader:URLLoader = new URLLoader();xmlLoader.load(new URLRequest("data/images.xml"));
xmlLoader.addEventListener(Event.COMPLETE, xmlLoaded);
I have a movieclip called iconinterface_mc and inside of that movieclip I have another movieclip called smsinter_mc iv created a button inside smsinter_mc and I want the button to bring the user back to the iconinterface_mc.
I'm fairly new to ActionScript 3.0 so forgive me if this question is easy, but I'm having issues with my portfolio slideshow. I have a few thumbnails and when you click on one the image slides in from the right. That part is fine. What I really want is for the user to click on a different random thumbnail and have the current image slide out as the new image slides in. My code so far:
If I have 5 frames and each contanins a MovieClip on stage that includes it's class, listeners, functions etc.If I go from one frame to another,should I clean everything up? I mean remove listeners, remove childs etc etc.Or other MovieClips except those in the current frame are ignored from flash player.
I've completed the tutorial to create a photo gallery using flash and xml, and have gone on to add the thumbnails. Everything works as intended, but now I would like to add another feature... I'd like to highlight the thumbnail that coordinates with the current image (maybe at 100% alpha while the others are only at 50% or something along those lines). Any suggestions, building off of this:[URL] ?
I want to tween between two integers. Example: I buffer 360 frames (images). I want to skip to frame 100 (from frame 1), but I want to use ease to make it look better. All I need is to tween an integer that I will use for the current image displayed. So far so good, but I'm not getting how to update my image in the tween:
I'm currently working in Flash mx 2004 and am creating a version of 'what happened in history today'. So my final layout will have the following iobjects.
Heading: 'current date' Title: 'On this day in History' Text box: Which displays the right description from a text file. history.txt Image box: which displays a pic related to the current date.
I know basic Flash but have been playing around for ages am having real trouble getting things to work correctly. The main priority is to get the text loaded based on the current date. I have an images folderwhere the pictures are stored with files names related to date i.e. 14feb.jpg and my history.txt file is set out with a line for each date. i.e., 14feb=Valentines Day etc.
The code works but with an issue. When I load an image it replaces the current one loaded but when I alpha tween the image to zero I see both images fading out on top of each other like the first one is still loaded but underneath the current one. Any body run into this before?
var imageLoader:Loader; function loadImage(url:String):void { // Set properties on my Loader object
I have set up a functioning xml image gallery with simple left and right arrows. I am now trying to make it an infinite looping gallery swapping the first and last sprites in an array and + and - their x value so they "physically" move in the photos container.
All of this works fine except for the actual loaded image. The xml data, name description, and image to be loaded are set up in one function and all the data is added to the sPhotoSprite (sprite) in this function. This All works perfectly..
A second function is then called to add the current image:
var currentImage:Loader = Loader(evt.target.loader); then currentSprite.addChild(currentImage); (the sprite is declared at the start)
The problem being that the sPhotosSprite is no longer reference-able. I've tried :
But this only ever returns the final sprite. The same problem of only ever returning the final sprite occurs when I try setting an external sprite to hold the current sprite in it and then referencing it in the second function.
How do I remove an image using action script. I am making a jukebox that shows an image along with playing a playlist. Both the image and the playlist are in xml. I have a reset button that resets the jukebox, but the image stays in the same place.
I'm trying to animate (rotate) an image in flex4 but it seems that flex is adding easing to my animation by default. How can I over ride this so my rotate doesn't have any easing. Here the line of code I'm using
I'm creating a website for a cabin and I want the users to be able to view a calendar that exists on the reservations website. The calendar is constantly updating as people are reserving cabins. I want this calendar to dynamically load from the external server onto my website for people to view. Then once they view it - I want to remove it on the next mouse click. Right now it stays and ends up on every page in the website. I think it should be easy and I have some sort of misunderstanding of how to do it. I have literally spent days trying to get this stupid thing to work. It's driving me crazy!!! Here's what I have right now.
I am loading the data externally from xml and displaying in a datagrid. I have 2 buttons addRow and deleteRow. My datagrid headertext names are "name" "age" "rollno" "image", where image also will be loading externally thru an xml file.now when i am pressing the deleteRow button, whole row is getting deleted but an image icon is still appearing under "image" headertext. It was not an actual image but a blank image icon kind of thing is appearing, how to remove the icon. i want my whole row to be deleted. but its not happening.
I am carrying an image object via UILoader. Use the method unload () to remove this image display. Whenyou remove this image of the disk the system claims that this imageis in use.P.s. This image has been loaded by the function load ().Question:Besides the method unload (), there is another procedure todelete all references to that image loaded?
I've a carousel, that has got an image and a label that shows a description of the icon. It is done using It has got an ItemRenderer that renders the image above the icon description text. [URL].Up on click event I display the image and details of some text pertaining that image/icon.
Now I wanted to introduce a smaller 'x' icon on top right hand side of the icons so the user could remove the items he's not interested in from the carousel's list of items. This would dispatch a different event so removeIconEvent and clickEvent would be handled differently.
Using ActionScript can I do with my game, which is running in a browser, verify that the user already has the files needed to run the game installed on your computer? If he had these files do not need anything else that was born and can play the game immediately. If he did not have the files, they would be loaded so that the browser does not erase these files. So when he returned to play the same game day after,as the files already on your computer, nothing need be loaded.How do I remove one of the main memory image that was loaded using the Loader class? I tried using the unload () method but nothing happened.
working on making a flash program that loads about 1000 jpegs and then plays them like a movie. Have all the buttons and stuff working but the time it takes for an image to load is so high that the movie can't be played at 30 fps. I've tried multiple ways of fixing this using 1 scrollpane and changing its source ever 30 ms. This one is the worst but simplest. Flickers cause strobing and it is unwatchable.
used 2 scrollpanes that were duplicates of each other until I had to load. I would then make that one invisible, load it , then make it visible. Then load the background one. Works but same problem as the first at high speeds, just less severe. used 1 scrollpane per image . This works great, except that it fails miserably on any more than 100 of them due to the number of objects.Currently using action script 3, but will change if its not possible in that.
Also, I want to be able to zoom in and then scroll around the window hence the scrollpanes, but if that's not possible its a sacrifice I'm willing to make
I have a player that loads both images and videos. I am having a problem removing the previous child from the holder and am close to using tricks to fix it. I'd rather not. Here's the code that loads the image:
Code: var _mediaLoader:Loader = new Loader(); _mediaLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded); _mediaLoader.load(new URLRequest("blah.jpg"); function imageLoaded(e:Event):void{ videoConsole.imgHolder_mc.addChild(_mediaLoader); }
And my flv loader is a bunch of mumbo jumbo with this code at the end: Code: videoConsole.imgHolder_mc.addChild(flvPlayer); So, how can I remove the previous child, if there is one, when loading the next item on the playlist?
I am loading the data externally from xml and displaying in a datagrid. I have 2 buttons addRow and deleteRow. My datagrid headertext names are "name" "age" "rollno" "image", where image also will be loading externally thru an xml file. now when i am pressing the deleteRow button, whole row is getting deleted but an image icon is still appearing under "image" headertext. It was not an actual image but a blank image icon kind of thing is appearing, how to remove the icon. i want my whole row to be deleted. but its not happening.
I'm making a game for children where they have to pay money by dragging it on a square. It al works wel only when i pick the first coin of one euro without going over the coin of 2 euro and then pick up a 2 euro coin the one euro disappears. after then it all works fine.i cant remove my duplicate euro's from the stage when i clic on pay here is my code for the euro's the euro's are in a emty movieclip
In flash AS3 Do I need remove childs, if I remove the parent itseft? If I remove childs first, then remove the parent object afterall OR If I just remove parent object Will flash take same memory?
Just wondered if I remove a parent movieclip and then set it to null, will it remove all the child movieclips within it from the Display list and also from memory, or do I need to iterate through the parent movieclip removing all its children before removing the parent?
i want to rotate 3D an Image called img1 in Flex. I want to rotate it around y axis 180 degree. I can do this by using 3D effect already built in Flex but i want to do a bit more different. I want during rotating, there's another image called img2 appear on back of img1 (in default case, the image appear on the back is img1) and when rotating finish, the image will be img2.