ActionScript 3.0 :: Resizing Stage According To Dynamically Loaded Images
Jun 16, 2009I am uploading different size of images dynamically but at the same time I want the stage to be resized accordingly to image's height and width.
View 11 RepliesI am uploading different size of images dynamically but at the same time I want the stage to be resized accordingly to image's height and width.
View 11 RepliesI've got a client who's asking about resizing dynamically loaded images in flash. basically i'm building him a button that displays dyn. text and loads a .png based on a variable (easy). I'm going to tell him that actionscript/flash really has no means of resizing a loaded image and that you need some type of server-side script to do all of that.
View 2 RepliesIm building a site for a photographer, all images are xml driven.. When a thumb is clicked the full size image is loaded into an empty movie clip.
I am after a similar effect as seen here..[URL] If you resize the window the image resizes to scale...
I have managed to align the rest of the movieCLips to the stage when it is resized in its right positions just can't get the image to resize!.
I have a problem on resizing dynamically loaded swf in to a flash movie. The senario is
1) swf files are uploaded by users and the path of the swfs(flash banners) are taken in to the flash via flasvars.
2)so swf uploaded for each user is displayed in a loop
The problem is user may upload swf with different sizes.So I want to re size them to main movie size(ie 500*70) So what i tried to do is using MovieClipLoader and fix the size in onLoadInit function.But it gives really different sizes
than expected.
I cant understand why flash behave like this.
1)Can i resize the extaernal swf by using above method?or
2)what is the approach to re size dynamically loaded swf s?
I have done resizing and liquid flash sites in AS2 before. I have recently started to learn AS3. I have a project where I need to scale an image proportionately when the user resizes the stage. This is what I have so far. I kinda just stole my AS2 code and tried changing it a bit.
//Include tween actions
import caurina.transitions.Tweener;
import flash.display.MovieClip;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
[Code] .....
I wonder if any of you can point me in the right direction. In my stage I have a movieclip where I want to load several images with different sizes. This mc called "container" adds the loader to the stage so I'm asking for the loader width and height once has finished loading and then passing these to the width and height of the mc container so it resizes accordingly. But...it doesn't work. Here is my code:
[CODE]
var pic:Loader;var totalImages:int = 10;for (var i:uint = 0; i<totalImages; i++){ pic = new Loader() container.addChild(pic) pic.load(new
[code].....
i'm new to action script 2.0 and i want to create a movie clip dynamically whose position and dimensions are changed in each frame as loaded from xml;
[Code]...
the position and dimension are changed but the problem is the last dimensions are not removed and it get bigger n bigger
I loaded a swf from external. using loader class. But if i check with the width and height of the loader is differes from loader.contentLoaderInfo.width.
loader.width // 1250;
loader.height // 750;
loader.contentLoaderInfo.width // 750;
loader.contentLoaderInfo.height //420;
From this statement i came to know the loader gets the width of all hidden objects, which are already outside of the stage area. But now I need to increase the size of the stage contents only..
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:
loadMovie("Wave.jpg", _root.image_box_9);
How would I scroll dynamicall loaded images. I would like to use XML but that not required.
View 0 Replieshow to get a movieclip named "topnav" to resize it's width to match that of the stage. I am trying to resize the width of a top nav bar across a resizable RIA. I have started with the following code but with only partial success:
Code:
stage.addEventListener(Event.RESIZE, resizeListener);
function resizeListener (e:Event):void {
var reg2 = stage.stageWidth / 100;
[Code].....
I have several images that are loaded dynamic.Now I want them to center in the container.How is that done? I can get the width and height but I can't adjust the x values on the loaderinfo object. Heres part of the code:
... part of function ...
for (var i:uint=0; i<numPictures; i++) {
var pictLdr:Loader = new Loader();[code].......
preload a dynamically loading image.
My header animates then dissapears.
Then after about 2 seconds the dynamically loaded image appears, is there a way to preload the image before the end of the animation?
My code that doesnt work is:
stop();
addEventListener(Event.ENTER_FRAME,loading) ;
function loading(e:Event){
[Code]....
as you surely know, setting a picture in your library to "allow smoothing" makes it high quality while resizing, rotating, etc with it on the scene.
Now I'd like to know how to set this to a picture you externally load while playing, cause obviously you can't set its parameter "allow smoothing" to true in the library, it'll never be in your library...
I found one thing that draws a bitmap, copies the pict, etc, but it's very slow at usage. I need something faster but the quality of the image must be perfect.
I'm trying to add a preloader to my code (see below) to preload my images:
// for loop
for (p=0; p<401; p++) {
// create array to load images from folder
[Code]....
For the life of me, I cannot get any rollovers to work with the images that have been loaded from XML. I can target them and set the _alpha and whatnot, but rollover/out/press functions don't seem to work :[ I've tried many different ways... does anyone see what's wrong?
[Code]...
Is there a way to modify the code below to make the spacey = a variable + 15 so that the dynamically loaded images can vary in height and be spaced 15px apart?
Code:
cliparray = [];
columns = 1;
spacex = 0;
spacey = 420;
function loadXML(loaded) {
[Code] .....
I have a working AS2 banner that loads in an array of images into a movieclip using flashvars and then cycles through these (there's no limit on the array length).
Unforunately, the images couldn't alpha tween into eachother as the AS2 script needs to be seperated onto sperate keyframes in order to count through the array.
I've created another movieclip which loads in the 'next' image in the array, so that when the current image fades down, the next fades up.
So to break down:
bannerContainer_mc - loads current image
nextContainer_mc - loads next image
Unfortunately when the timeline loops to the start again, bannerContainer_mc loads in the image which was previously loaded into nextContainer_mc. This creates a 'jolt' in the animation as the same image is re-loaded.
Is there any way of perhaps caching nextContainer_mc at the end of the banner sequence, to save loading it again in bannerContainer_mc?
I have created a custom 3d wall gallery and I would like to mask it to give it right and left fades. I have posted the code that places the images on the stage but for the life of me I cannot mask it. Themc in the library mask_mc already has the correct gradient so now how do I add it to the top of the dynamic gallery?
Code:
private function viewCarousel():void {
viewport = new Viewport3D(stage.stageWidth, stage.stageHeight, false, true);
addChild(viewport);[code]......
if it's possible to apply mask over images loaded with loadMovie(), be it physical or through setMask.
View 6 RepliesHow can we get .jpeg/.gif/.swf files present in server onto the stage dynamically?
View 3 RepliesI've got an animation in Flash that's made of a number of large images - too large it turns out - flash keeps crashing and running out of memory.
I'd like to scale these down to 50% but maintain their on-stage size in Flash (or at least keep the positioned the same). I've scaled them down on disk, but this scales them in flash too (so messes up their relationships).
I bought and installed a component and now the place I got it from is not giving support and their site has been pulled. The issues is that I can't figure out how to convert the loaded images into bitmaps in order to apply smoothing. Can someone look at the code in the attached .fla and give me a heads up as to where to add i
View 8 RepliesI'm making a Image slider. When the mouse is rolled over, It'll slide to one direction. Just like a normal image slider.The problem is, the images that I want to be inside this slider are in a folder and I want them to dynamically load into flash and into the slider.
For example, Lets say there are 5 images in the folder. I want flash to get all the 5 images and load them into the slider and do the normal scroll thing. When the 5th image is reached, I want the slider to display the first image. (in a continuous loop). If a new image is put into the folder, flash should now have 6 images in the slider.I've manged to get the Number of files in the folder to flash.How can I make a slider where images are loaded dynamically?
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.
[Code]...
I'm trying to make smoothing for images which loaded with loadclip(). I found function for smoothing and it works but only for movieclips located in _level0, for example _level0.mc, but I want to smooth children MC, for example _level0.parent_mc.children_mc and then image just disappears. Smoothing function:
here = this; // trace(here) == _level0
bg_smooth = function (bg):Void {
var bg_depth:Number = bg.getDepth();
var bg_name:String = bg._name;
var bg_parent = bg._parent;
[Code] .....
Also tried to write _level0.parent_mc['children_mc'] instead of parent_mc.children_mc and to make here == _level0.parent_mc - still no luck. If I remove bg_smooth (element) on load complete then all works fine but of course smoothing disabled.
I've got a nifty bit of script that loads some images from an XML file into flash. It loads the pictures into specified movieclips:
ActionScript Code:
xmlImages.reset();
xmlImages = new XML();
xmlImages.ignoreWhite = true;
xmlImages.onLoad = loadImages;
xmlImages.load("[URL]");
function loadImages(loaded) {
[Code] .....
Each instance of the movieclips are called picture_mc1, picture_mc2 etc. On the frame where these picture_mc's sit, I've got this code:
ActionScript Code:
function randomImage() {
if (loaded == filesize) {
image = (imageFileName[0]);
picture_mc1.loadMovie(imageFileName[0], 1);
picture_mc1._xscale=23;
picture_mc1._yscale=23;
[Code] .....
Everything works fine, but my image scaling is making my picture_mc's look really pixilated. I've seen references to bitmap image smoothing, but i'm not sure the best way to approach this. It seems that each time I try and smooth my images, the code is smoothing the image placeholder, rather than the jpg that's being loaded into it.
I am currently building a sphere of images that I'm trying to load from a remote location using XML. I managed to find the source for the sphere and was able to figure out how load the XML into an array of image details.
My problem is that the sphere is made up of images that were loaded into the library and I'm trying to load them in dynamically, i got all the information from XML but i don't understand how to make these dynamic images the same as the ones in the library so i can instantiate the image object.
thumbsArray[0]=[new Bitmap(new Small1(thumbWidth,thumbHeight))];
Small1 = the name of one of the image in the library that makes up the sphere. if i go to the properties of this Small1 image i noticed that its class is called Small1 too. I don't understand this as iv never seen this in actionscript 2.0.
The code below is my attempt at making a image loader object to a bitmap object, that doesnt seem to work my bitmap object becomes null, and throws an error.
SYNTAX / CODE:
function getLoader(url) {
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.CO MPLETE, completeHandler);
[Code]......
I am trying to add simple drop shadows to a few dynamically loaded images and it's not working. If I create a plain box or rectangle, the drop shadow filter works fine, but not with loaded .jpg's.[code]...
View 2 RepliesI am dynamically loading images into a blank movie file. I would like if the images fade in as they load. Remark, I am not using a slide show effect. All i would like to do is load image and make it fade in. When the user clicks to go to the next frame the image should fade out. How to do this?
View 9 Replies