ActionScript 3.0 :: Show Multiple Image On Stage Using Array?
Sep 22, 2010how to show Multiple image on stage but this code show only single image but i load 2 image
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how to show Multiple image on stage but this code show only single image but i load 2 image
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I have been struggling with this with CS4 and CS5. I am working on an animation with a couple of characters comprised of several pngs I converted to symbols. When one characters symbols overlap another characters the swf file shows the stage color rather than the background image I have placed in the file. I can publish it as an html with the option of playing it windowless transparent and it will remove this problem. But I would like to just be able to play the swf file without this issue.
View 2 RepliesI have done the following coding to get images loaded using array. Now I just cant get the images to appear on the screen when I publish it.
I am not getting any errors either.
[AS]package asFiles{
import flash.display.*;
import flash.net.*;
import flash.events.*;
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I have a for loop wich passes 11 times:
private var currentItem:uint;
for(var i:uint = 0;i<10;i+){
addChild(arr[currentItem]);
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So the problem is that the array only contains 6 items. So when it comes to the 6th item the currentItem resets and the next 4 items that are getting added are the 4 first from the array again. Now when i trace the items, the last 4 trace "null". how can i add items from the array multiple times without losing its properties etc?
Does one normally use some sort of wrapper object to do so?
For example, if I have an array with 10 elements (for example, images that are gonna be linked), I can loop through the array and add them to stage with:
myArray[i].x = i * myArrayElement.width;
What if I wanted to position all of the elements yet keep them in the same positions relative to each other.
Can you do so with an array, I gather the answer is no. So if that's right, do people throw an Array into another object and the use that objects x property?
What I am trying to achieve is to remove an array (containing a single MovieClip multiple times) from the stage alltogether, once you call an end public function. I can remove all the other Movieclips on stage (that are not in the array) using this.removechild(MyChild) The array is located in a package, calling another package where the MC is located, and put on stage with Event.ENTER_FRAME.
View 1 RepliesI am currently in the process of making an image gallery at university over the period of the semester. Eventually it will be able to search through flikr and pull thumbnails from there but for now we are just getting the fundamentals working. Last weeks task was to have the int amount of thumbnails show up depending on the number u placed in the search field.
So in other words i type in 3 in the search field, and 3 placeholder images show up. The problem is having to remove them from the stage and the array so that when u type in 2 or 1 after having typed 3, that it erases the last search results from the array and the stage. This is my code below which half works. It will place however many images you tell it to, but will not erase them next time u press search.
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Ok so here is my XML slideshow Actionscript:
ActionScript Code:
stop();
var xmlRequest:URLRequest= new URLRequest("graphicImages.xml");
var xmlLoader:URLLoader = new URLLoader(xmlRequest);
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So I figured that the coding of separate scenes would work independently of one another, but I guess I was dead wrong, because when I apply this to a different scene and change the XML path for a different set of images, I get all sorts of conflict errors when I test the entire movie. I have my flash film set up so that each link send the user to a different scene, which plays a unique intro for each, and then the slideshow appears on screen and the viewer can navigate the images.
Is there a work around for this? Or am I going to have to break my flash movie into separate movies? Or should I just add a suffix to all my vars and functions so that they are unique for each scene?
I have an image on the stage which is bigger than the stage itself:
The stage is 700x550
The image is 2100x1650, and it's registration point is at its center, if I remember correctly.The initial location of the image on the stage is 350,75.I want to make sure that the user will be able to drag the image, as long as the edges of the image doesn't show.here's what I did:
mapRect = new Rectangle(0-mapMC.width/2, 0-mapMC.height/2, mapMC.width, mapMC.height);
and later on:
mapMC.startDrag(false,mapRect);
The the top and the left of the image are bounded well, but as far as the bottom and the right side of the image.
How can I show an image that I have just captured with the webcam?I am able to save that image using PHP but before I save it, I want to show a preview. How can I do this? Here is a snippet of the code that I think can be used to do this:
ActionScript Code:
foo = new BitmapData(640,480);
foo.draw(myvideoobject, scaleMatrix);
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i want to show a bigger image when the cursor is over the smaller version.
View 9 Repliesi am using the flash xml slide show which is in tutorial section. i want to show a image if the image didnot present @ the location given in xml
View 1 RepliesI have a problem when making flash applications with more than one frame that has symbols placed on it in that I can't declare all of the event listeners for the objects at the same time and I have found that even if I put them all on the first frame, add the event listeners, then click through to the next frame then the buttons won't work on that frame.
Does anyone have any idea how I could solve this? I did consider myself a fairly competent AS3 programmer until I realised I had no idea how to handle this sort of thing. Solved: I initialised the clips from my external class and then addChild'd and removeChild'd them as I needed to and placed their x and y on addChilding.
I created a custom textfield component that I need multiples of in a single swf. I also created a non-visual wrapper component to manage them. I am sending info from the textfields to wrapper. I was planning on using the child index to associate the info with the right component. The problem occurs when I have two instances of the textfield component and one of the wrapper on stage and I use stage.numChildren and it returns 1.
View 1 RepliesThe Setup: For each movieclip the hittests a set of "target" movieclips an array is given a value. If mcIcon1 is dropped onto mcTarget1 the first number in the vacant array is given the value of one. The Issue: If I remove mcIcon1, for example, from the mcTarget1 movieclip I can't find a way of just removing the 1 from that array without the rest of the array numbers being reset.
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I'd like to be able to have an array of movieclips where i'm able to toggle their visibility depending on what button has been pressed. I would need to have a default movieclip that is visible and all the others are hidden, but then when I click a button to make one of the other movieclips visible the default one is hidden etc.You can see an example of what i'm trying to achieve at http:[url]........I'm experienced in PHP and HTML but have not used flash for several years so i'm pretty rusty. Can anyone point me in the right direction?
View 5 Repliesi need to show 3 sentences consecutively. sentence1 first followed by sentence2 and lastly sentence3. i used these codes:
Code:
var txt1:TextField = new TextField();
txt1.text = "Flash"
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I'm trying to make a memory like game. It might be called Simon or Simple Simon or something. Basically something is shown for a second and then gone, then the user clicks that something. Then two or three things are shown in order and then gone and the user clicks the order.
I'm stuck at the very beginning, just showing something from an array for half a second or so then stopping and then starting over and adding one more element.
How do I get my movieClips to show up on top of everything on the stage. Including the other animated movie clips that have buttons nested inside.
View 6 Repliesi have a shooting game that works with some sort of rounds, for instance, this round is gonna show 4 enemies on the screen that the user has to shoot. I show the 4 enemies at a half seconds interval of each one so it doesnt all appear on the same time. Using something like:
enemiesShowTimer = new Timer(0.5 * 1000, 1);
enemiesShowTimer.addEventListener(TimerEvent.TIMER, showEnemyAtTime);
enemiesShowTimer.start();
The player has 2 seconds to kill each enemy after they appear, so i also use this:
enemiesCleanTimer = new Timer(roundConfig.getSecondsPerEnemy() * 1000, 1);
enemiesCleanTimer.addEventListener(TimerEvent.TIMER, cleanEnemies);
enemiesCleanTimer.start();
The problem is, after the player dies i change scene and if i still have like 3 alive, enemies, the threads will try to run the methods and it will crash. I'm using always the same variable to the start the timer whenever i need it. How can i solve this? Will i have to store each "thread" (timer) on a list and then stop each one separately? Because the way it is, the other threads are in some sort of "limbo" and i cant stop then, just the last one.
I have a Line chart with 12 Legends. Hence the are getting truncated at the end instead of wrapping around dude to lack of space. show the remaining legends on next line. e.g 6 legends on each ln
View 1 RepliesSeveral arrays are created by passing a number (k) from a different array,for every item in the array I need to have a little dot.I have a movieclip on the timeline with a maximum of 15 dots.So if the array has only 6 items, the last 9 dots should dissapear.
PHP Code:
function fill_items(k:Number) {
var item = josXML.firstChild.childNodes[2].childNodes[k];
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But the dots_total[t]._visible = false; part isn't working...Maybe it's the wrong way to achive this, but i can't seem to figure out why it's not working.
On library i have some movieClips like box1, box2 ... boxn.How i can show all this box on stage using array?I just know how to show my array in OUTPUT window. var boxList:Array = ["box1", "box2", "box3", "box4", "box5"];trace(boxList);
View 7 RepliesI have a function that returns an array of search results. I have a limit of 7 per page. When they hit 'next' I want to show the next 7 results in the array. How can I do this?
View 8 RepliesI have a Flash CS4 Professional version installed in my machine. Here is my problem.
1st - I'm importing an image to stage and set the width and height to match the image. (everything is good, no problem) 2nd - I am using the FLVPlayback components build-in from Flash CS4. It does load the video and everything. (everything seems good) 3rd - Publish the video to my local drive (everything seems good) 4th - I could play the video from my local pc and it loads fine and fast 5th - Upload everthing from my local folder to the Web server, it does display the background image but not the video. It has a white blank screen. What is going on? I copy the exact folder from local to server. What have I missed? How could I make the video to load?
In AIR/AS3 Flex Mobile for Android project.How can I capture an "image" of whats visible on the view then just save that image as anything like jpg/pdf to the SD card?Basically a screenshot on Android using AS3.
View 1 RepliesI am using this code to iterate through the contents of a movieclip which contains instances of "alien2" - my alien. I have each alien in a movieclip called squadron1. They all have their own layer and follow a motion path to recreate the attack sequence in Galaga. I can add action script to them by right clicking on them, but when I do this test below I can't call any MovieClip methods on them. It is my intention to add a function to each one via code to make it detect bullets, look for the player etc, but at the moment all I can do is add the code to each one individually on the stage.
Code:
var target;
for(var item in _root){
if(_root[item] instanceof MovieClip ){
target = _root[item];
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is this possible? i have a box with falling stars and i want the stars to fall out of the box and be visible in html.
View 5 RepliesI'm creating a moodboard application where the user can dynamically load an image onto the stage by pressing a thumb of the image in a menu item. I have most of that working but what I would like to know is that, if there is a way the user can interactively scale/transform the image when it is on the stage in the swf file?
View 2 RepliesI'm using Flash CS5 , Actionscript 3.0 and export fo Flash Plaer 10.
I create a class, myHtmlText.as, that builds a basic TextField. I create an empty file myHtmlText.fla I embedded two fonts inside the myHtmlText.fla: "Ghotam Light" and "Ghotam Book"; I selected all characters for each font and exported for actionscript with the following linkage name: "GhotamBook" and "GhotamLight"
I wish to use the fonts embedded, in the TextField using htmlText, like this:
var tf:TextField = createTextField(10, 10, 400, 22); tf.htmlText = '<p><font face="GhotamBook">Lorem ipsum dolor sit amet.</font></p>';
//tf.embedFonts = true;
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but it does not work; the text is not displayed; If I use .text instead fo .htmlText, the latin text is displayed with a system font.