ActionScript 3.0 :: Updating An Image In The Library?
Aug 23, 2011
Flash, you can select an image in the library and update it's path to a different picture, in turn affecting anything on the stage that uses that image. Can this be done with ActionScript? I know you can export the bitmap, but how do I address this in AS without having an instance name?
I am a learning programmer who is trying to do some simple experiments. However, when I go to change my code, the exported SWF never updates; it simply tests an older version of whatever I am testing. The only way for me to fix this is by restarting Flash, which is not ideal in any way.BTW I am using Flash CS5.5, if that means anything.
I'm putting together an image library on a horizontal scroll. Each of the images is a movie clip and there is an expansion button to see the full images that are contained. How to make it so the scroll contents expands and contracts as the movie clips expand and contract.
I'm using Flash CS4 as my IDE with Actionscript 3 and Flash Player 10. I'm working on a bigger project but the area I'm struggling in is dynamically pulling an image from the flash library (already loaded). I've been finding the same answers to my question all over and they seem to keep producing the same error so apparently I'm just not getting some little detail. I have an image loaded in the library called test1.jpg. I've right clicked on it and selected 'Export for ActionScript' and 'Export in frame 1'. The class is 'MyMc' and the Base class is 'flash.display.BitmapData'. My code is attached.
and it produces the following errors:
quote:
1136: Incorrect number of arguments. Expected 2. 1067: Implicit coercion of a value of type MyMc to an unrelated type flash.display:DisplayObject.
I upgraded recently to Adobe CS5 from MM Flash 8 so that I could recover some newer Flash components that were developed in a newer version. This all seemed to go with out any issue. However, once in CS5, I noticed twice that an images switched to another image in the library. So I had two copies of the image and one image that went missing. I solved this by just updating the image that was corrupted.
I was on a crunch for this project and was working 16hr days, so I just left my computer on over night with CS5 open. I published the presentation and sent it for approval. Once everything was approved closed CS5.
When I reopened it many, (around 30ish) of my images have been corrupted the same way. I went back to my previous backups and the last 8hrs worth also have the corruption.
Is this something I can easily and permanently fix in this demo or as long as I use it will it keep on screwing up?Is this issue only with images or is my action script also likely to be corrupted?
The following code I found on website is for working with the image which is in library. But how to modify it to work with the image on stage. Because I don't want to use it from the library.
Is it the AS2 code or AS3. If it is AS2 code how to modify it to work with AS3.
My image is a 72 dpi png file with sharpen effect , when i use [Import to stage], the image imported in the library get blurred( eye-realizable), but the image on the stage keep original quality(not blurred).I have try change library item properties ( lossless png..etc),import again but no thing different.
How can i make the library item have same quality as the image on the stage?(when i drag library item to the stage it's still blur , except the image on the stage create by [import to stage], also tried with jpeg but nothing different)
how I can attach an image that's in the library to a movie on the stage...? I've tried using the attachMovie command. It looks straight forward enough, but I can't seem to get it to work.
- Have a Flash movie that has images 1.jpg, 2.jpg... 10.jpg in the library.
- I then want to be able to create a new version of the file and replace the images and have them automatically picked up in the resultant SWF. Currently, I'm having to open up the Flash file, edit each of the movies where the image is and replace the image. This can be time consuming.
i have to load image which is already in Library(name as user.png),i want to load this image using loader or any other way in AS3.0 and also want to load this image in multiple position at one time..... ( i have one XML file which is gives me different position on X and Y for image and i want load only user.png at different X ,Y position at same time)
I need to be able to add into the library an image via Actionscript 2 and 3 so when the AS is compiled into a SWF the image is in the library. Anyone know how to do this? I know I can drag and drop into the library manually, but i'm trying to do this dynamically and then compile it by way of the command line.
I have an .fla file with 1 image in the library and 1 .as file.I have linked the image up with the Class name of libraryImages and Base class is flash.display.BitmapData.This is my AS:
I would like to write a python script that takes a bunch of swf files and renders them to individual image files.Each swf file has just one frame (text, pictures etc.) and no animations at all. I have already tried the render command from the swftools toolset (The windows version), but the resolution of the resulting image is too low.So what I need is:Acommand line tool (Windows/Linux) or a python library which renders one frame from a swf to a bitmap or better to something like a PDF (It would be cool if the text data could be retained). It would be great if the target resolution/size could be set manually.
I have 500x500px images in my Library that I want to load to a specific set of coordinates. I've found various hints on how to insert images programatically, but none state how to insert to a specific location.Currently, my code goes something like this:
var image:Bitmap; switch(conStyle){ case 4: var chart:IF= new IF(); //Flash CS5 doesn't need the dimensions passed on image= new Bitmap(IF); }
However, this sets the default location to the upper left corner. How can I set the xy coordinates for the image to be displayed at?
is there a way to add alpha channel to an image that is imported to a library and doest have alpha channel? e.g if i use setPixel32 to set a pixel of an image, the alpha channel is ignored. do i have to copy the entire image data into a new bitmap or is there a better and faster way?
I have a class in which I create multiple thumbnails in a for cycle. In the library I have a movieclip for the thumbnails (ThumbnailContainer). This movieclip contains another movieclip (imageContainer) with a mask and a container where the image should load (image). So in AS2 it would be ThumbnailContainerInstance.imageContainer.image. How can I load an image into "image" movieclip? The thumbnail class looks like this:
im trying to make this menu, just having one small problem linking the image or movieclip in the libary to the blank movie clip called instant name icon_img i have a movie clip called mp3_icon with an linkage ID of mp3_icon
Code: b1.onRollOver = over;
b1.onRollOut = out;
b1.buttText.buttonText.text = "Main Conference Day One - Neil Watson";
I am in the process of creating an info box Object, which displays one of the five organizational informations, dynamically on the user's choice. All the code is in the associated Class.I am stuck with one issue. It requires adding a PNG image, from a set of 5 small images, placed in the Library, on the top-left corner of the movie; appropriate to the contents. I tried adding an image container movieclip at the required position; but don't know how to attach the image, from the library, to this container.
24 png images in the Library The image properties are set to 'Export for Actionscript' and the class named 'image1', 'image2' etc Single frame in the timeline
I need to dynamically load 'image1' on the stage at the start of the movie. I have been able to do this using BitmapData ojects.
On clicking the image, I need to increment an internal image and replace the image on screen with image2.
When I try to pass the library class as a variable it throws an error.
I have a series of PNG files I need to use in a Flash project.Usually I bulk load my PNGs via an xml or json page.I'm just wondering, what is the difference between loading PNG files this way and adding a PNG to the stage via the Library (say, if you imported a PNG file to the library and then added it to the stage via Actionscript OR if you just dragged it on the stage)
I simply want to build a slide show from 80 images in my library.So my problem is to create instance of each image(mc) from the library to the stage using a loop
I need to load (dynamically) an image stored in the library of Adobe Flash to the loader component. So far, i have imported this image to the library and exported it to ActionScript under the linkage section. I have named its identifier as well.
I have an existing MovieClip called mc1 on the Stage. That MovieClip has 2 keyframes, the first one has an image in it, and the second one is an empty keyframe.
After compiling, I want to load an image (image1) from the library into the the firstkeyframe, and replace the existing image.
I know I need to right click on the image in the library, export it, give it a class name, and I need to assign an url to it which would be 'image1' in this case.I was thinking of this, but I cannot get the url right, and I dont know how to refer to the firstkeyframe after I've loaded it..
var Imagecontainer:Loader = new Loader(); var image:URLRequest = new URLRequest('image1'); Imagecontainer.load(image); mc1.addChild(Imagecontainer);
I've created a button on the stage and when I clicked onto the button, it will load an internet image in a movieclip from the library, "movie_mc". So here is my code:
I'm working with a UILoader, and I will have it display images; but the images have to be in the library to cut down on overall content size. So I have to somehow refer to images in the library by code to display in the UILoader. How can I do that?