I have a swf file that loads into my main movie, and within that swf there is a masked image that i would like to scale using zoom in and out buttons and also by using a slider bar.However i cant find any tutorials that will allow me to combine the two.I have used the following code for the buttons. Which seems to work ok but i would like it to be a little smoother. (using speed or some sort of easing??)
rotating/scaling images is seemingly a no-go in flash at least when i try it.but still seeing sites as this: [URL]walk with me :
shangai : work : december 2007 : WWF
when you select a picture and zoom in, the transition is so darn smooth, the picture isn't even distorted/pixelated they use 2 versions, the original size, and the bigger size once clicked they switch between the two and scale them. Still it doesn't work well for me. i still have pixel distortion. i tried loadBithmapSmoothed classes, etc, all to no avail.
Some images I load dynamically are too big so I would like to scale them to fit the stage.
[Code]...
this returns 0. Why does it return 0 when the image loaded is obviously much larger then 0 pixels. How do I change the width and height of imgCont to a specified dimension.
I imported and .png (bitmap) and converted it to symbol however when I place it on stage and look at it the corners (marker with red, edit: basically all the corners are somewhat incorrect) appear somewhat ugly, however when I zoom in to 200% I see that everything is correct. I'm also sure that when importing the .png image the pixels were correct. Why is it so and how to fix it?
I actually try to do the following: I have loaded an external image in a bitmapdata object and create a bitmap from it which i attach it to a sprite/MovieClip in order to have mouse events on it. Now under the previous logic i loaded two images (let's say circles) of the same size one that has a particular color and is covered by its black foreground circle. When i press left mouse button and hold it down i want while the mouse is moved to erase the foreground circle's pixels and so the background image starting to appear.[code]...
I have a movie clip called column1_mc. when I click a button I need to move the movie clip in incremental moves consisting of 30 pixels.
column1_mc._y = 30;
Does not work because that is giving a _y coordinate.For example.I need to make the movie clip jump to _y 300 but make 10x30 pixel incremental jumps. Moving 10 times 30 pixel jumps.
Any way to copy the pixels or handle the image from URL "[URL]" in Flash? It will work fine in FLASH IDE but when I look this in browser, then it crashed. I know that its crossdomain Issue. I always get childAllowParent=false after loading. It always crashed when I want to get event.target.content or addMC.getChildByName(mcName); I am loading this image from Google Image search API in Flash CS3 Professional and AS3.
I have a Flash fla file that contains a whole lot of images. The majority of each image is composed of transparent pixels with a visual object in there somewhere. Each image at the moment is at {x:0, y:0}.I want to trim away the transparent pixels of the image down to a minimum bounding box, but keep the object at the same global position. This requires shifting the trimmed image to the global position of the object in the untrimmed image.This is not so much a problem, but the fact that the images are all contained in a fla is the problem. The options I see at the moment are:
investigate JSFL, the Bitmap object has a getPixels, this in combination with a selection and delete operation could work save the fla to xfl and enumerate the images and associated xml with something like Ruby + image processing lib
Questions: Does anyone know upfront if this operation is possible in JSFL? Have anyone done much automated processing of xfl files? Is there an off the shelf image processor that can perform this trimming operation?
I'm trying to copy pixels from a loaded image. This code generates no errors but there is a missing link between the bitmapData object and the loaded image.
Is it possible to detect (dynamically) the white pixels of an image and delete them? Actually i have some images that i load on stage but they are square without the actual image be a square sized. So i want to make the hit area exactly the shape of the image and not the whit border they have.
I've seen this being done before and I thought it would be easy, but got stumped when trying to replicate it. I'm trying to create a function in flash which will take dark pixels of an image of hair and lighten it and maybe add colour too... Is that really tough to do or does anyone have an easy way around it? Example: [URL]
I am trying to load an image of size 6000 × 8192 pixels which cleary exceeds flash platform limitation for an image.
I am trying which doesn't seem to work.
I have had search around the internet and found few components like BitmapDataUnlimited, and BigAssCanvas but I amn't sure if I can use them for displaying a remote image as none of them seem to have a working implemented example and just the class itself.
I want to do a distortion on a image. Something simple, i searched the web for a tutorial but I couldn't find one. What i need to do is to re-arrange the pixels in a video element or in a bitmap element.
I have made a webpage that scales to the size of the users screen. Now i'm having to following problem. There is a image gallery in this website that makes use of an XML file. Everytime when the website is scaled to a bigger size the image gets unsharp. This only happens to the external image that is displayed in the gallery since the flash elements are all vectors.I was already thinking about a higher DPI rate or using different images.
I'm having problems scaling images in Flash with ActionScript 3.0. The only way I can see to get the quality decent is by using smoothing, which drastically hurts performance.
The thing that confuses me is that I made the same site in ActionScript 2.0, targeting Flash player 7, and the image quality is fine when scaling even without smoothing. As soon as I target Flash player 8 (or 9 with Actionscript 3.0) the quality degrades when scaling.
I'm currently having a problem regarding scaling an image to fit on a frame. Well I tried searching this forum, found some results, tried it but not working with me.So here's the situation, I have a frame with a size of 260x300(width/height). What I want is to scale all images(jpg) automatically to that size when loaded.By the way, I'm currently making my own flash playlist and the image I'm talking about is the album art.
I'm writing a movie that should load image from external location and display it in placeholder. I called placeholder "imageMC" and I gave it dimensions on 250x250 px.Next I load image using Loader class and I'm waiting for complete event.After that I try to resize image so it will fit to placeholder. I also want to keep fine aspect ratio.My code looks that:
ActionScript Code: function onComplete(e:Event):void { var wFactor:Number, hFactor:Number, originalWidth:Number, originalHeigth:Number, newWidth:Number, newHeigth:Number; originalWidth = loader.content.width;
[code]....
The problem is line: "imageMC.addChild(bmp);". When I add a bmp as child of imageMC the trace statement looks like:
Quote:
250:187 //loader.content dimensions 252.05:362.4 //imageMC dimensions ??!! WHY THEY ARE CHANGED??? 250:187 //bitmap dimentsion
and imageMC resizes his heigth and display image wrong scaled.But when I add bmp as child of stage: "addChild(bmp);" trace looks like:
Quote:
250:187 250:250 250:187
and image is scaled propertly.What is cause of this error?
i have read a number of tutorials on the internet trying to find a fix to the problem i am having. Everytime i create a new movieclip using public var mc:MovieClip = new MovieClip(); the movie clip is created after setting the values and drawing a square to show it in the file. However when i add an image to the movie clip i created it scales to be the same size as the movie clip or half the size of the movie clip which isnt what i want.
mc.addChild( GameTile ); // add the square instance into display list GameTile.loadBitmap("stronghold.jpg", 0, 0);
This is the code i use to add an instance of my image class to the movieclip called mc. I was wondering if anyone has a simple way of scaling the image to its original size within the new movieclip instance? I have tried various ways of scaling and it works but when the window is resized the image is not the correct size.
I need to scale an image so that it won't distort. Of course I don't know the dimensions of this image.I tryed something like this but it doesn't seem to work at all.
can scale a group of images with different sizes into one fixed size?
In other words, I have an array of images coming into my movie. that have different sizes. I place each image upon a Mc that resides inside another movie clip and resize accordling. The problem is, all of the images have to be the same size. I want to be able to import any size image and scale and resize it to a specific size.
I load pngs to my flash project. The media size in the project is 1000x635. When I scale my project bigger than the that size I loose quality. the project is used on many different screens therefore scaling is needed.
Is there a way to keep image quality when scaling?
I have been following the instructions posted here on how to achieve proportional image scaling: http:[url].....I want to have one image background for one frame, and then another image background on another frame... so when the viewer goes to different parts of the site the scalable background image changes.I copy and pasted the AS3 code into the actions section for the frame:
//set stage for FBF //set stage for FBF stage.align = "TL";[code].....
It gave me a duplicate function error.So I changed all the variables 'pic' to something else... for example,'pic1'.Still didn't work. Then I changed 'sizeListener' to 'sizeListener1', still didn't work.Then I changed'scaleProportional' to'scaleProportional1' and it kind of worked, but keeps giving me the error that 'scaleProportional1' but still keeps giving me errors.how I can implement multiple instances of this scalable background script on multiple pictures without conflicts?
I have a doubt regarding scaling a movieclip. I tried this method where I make a movieclip dynamically, add an image to it which I load from my desktop. The image appears fine. But when I scale the movieclip using the mc.scaleX and mc.scaleY properties the mc woudnt budge. There must be some other wat we can accomplish that. Can someone put in some thoughts on it. here's the code..
[Code].....
In the code I have not used the scaling codes since it doesnt work. And when I add the two line code, the image disappears, but the mc is on the stage which is clickable. maybe I should place my mc inside a container?
Using Flash CS4. I have some images with transparent backgrounds that I'm putting into Flash. Placed in Flash at original size, transparency looks great. However, when I scale the images to any different size, the edges of the alpha channel get real rough, not smooth and aligned to object. I've experimented with png, targa, gif, but all seem to have this problem. Is this some issue with Flash? I don't remember seeing this problem in say Powerpoint.
I have a couple of Image Loaders, the images that they call are bigger than the components themselves but have turned on scaleContent to ensure that it fits and scales to size. This works fine across many platforms but i've found that on some systems it displays the imported image at it's true size rather than the actual size of the component.
I have the following code from FW to scale my background image while keeping proportion, however how do I change/fade into other pictures using Pic as my MC?
Code: //set stage for FBF //set stage for FBF stage.align = "TL";