I would like to know if I have to dispose an image in AS3/Flex when using the EMBED-tag[code]...
When I addChild this class and remove it via removeChild, do I have to dispose this or is this unnecessary? I just ask because it uses the Bitmap-class and under normal circumstances you have to dispose it for the garbage collector.
Or is there another way to embed images without the Bitmap class? I just ask because I'm new to Flex and have problems embedding my stuff into my game.
I am trying to embed a swf file, that came with images in folders, on a website. I don't have the original flash file. It works when I upload the file: [URL]
When I embed this code in our website, I get error message about the images.
I am trying to embed a swf file, that came with images in folders, on a website. I don't have the original flash file.It works when I upload the file: [URL]When I embed this code in our website, I get error message about the images.
I would like to know if I have to dispose an image in AS3/Flex when using the EMBED-tag:
[Embed(source="../../../../../assets/interface/pause/cancel_btn_off.png")] public static const CancelOffBtn:Class; private var cancelOffBtn:Bitmap = new Library.CancelOffBtn(); addChild(cancelOffBtn);
When I addChild this class and remove it via removeChild, do I have to dispose this or is this unnecessary? I just ask because it uses the Bitmap-class and under normal circumstances you have to dispose it for the garbage collector. Or is there another way to embed images without the Bitmap class? I just ask because I'm new to Flex and have problems embedding my stuff into my game.
I'm searching high and low for a solution how to embed small 16x16 Icon Images into htmlText! Has anybody an idea where I could find something on the net about that item ??? Found this, but can't get it to work at all.
I have about 90 images which I need to embed into action script (version 3). The only way I could figure out is typing the following code 90 times for each image.
[Embed(source="images/door0091.bmp")] private var Door1:Class; var door1:Bitmap = new Door1();
It's really painful to write it so many times. I would like to know if there is any way to do it programatically?
I cannot use the loader method as the images need to be present along with the swf file. I want the swf to be independent once it is compiled.
I would like to know what is the more practical way to embed many images using actionscript. Firstly, I don't want to download an image every time from the server, and then I would like to change the number of images and/or their names. What do you propose for these requirements? I have been alerted for the Embed tag but it seems a little inconvenient in its use as you have to declare a new class for each asset and instantiate the class separately.
I am putting together a Flash game (using Flixel) and I have a lot of sprites whose images (.png format, mostly) I need to include in my game. I'm used to using code like:[Embed(source = "../../lib/ship-0001.png")]private var _ship0001Sprite:Class;in order to include an image file. Is there a way I can do this other than embed? I'd like to use a for loop if possible, grabbing every needed file by number. This way instead if having several lines for each ship type (to grab its sprite, icon, store view, etc), I can just change a variable (eg NUM_SHIP_TYPES) and add the files by number for the new ship.?
I would like to know if I have to dispose an image in AS3/Flex when using the EMBED-tag:
[Code]...
When I addChild this class and remove it via removeChild, do I have to dispose this or is this unnecessary? I just ask because it uses the Bitmap-class and under normal circumstances you have to dispose it for the garbage collector. Or is there another way to embed images without the Bitmap class? I just ask because I'm new to Flex and have problems embedding my stuff into my game.
I have an image of type '.bmp' (NOT jpeg or png). I am trying to embed it using the following code.
[Embed(source="images/door0091.bmp")] private var door0091_class:Class; private var door91:Bitmap = new door0091_class();
On compiling, the code throws following error.
'door0091.bmp' does not have a recognized extension, and a mimeType was not provided Unable to transcode door0091.bmp.
To overcome that I tried to give a 'mimeType' which is giving a type coercion error during runtime:
[Embed(source="images/door0091.bmp", mimeType = 'application/octet-stream')] private var door0091_class:Class; private var door91:Bitmap = new door0091_class();
TypeError: Error #1034: Type Coercion failed: cannot convert DoorImages_door0091_class@3891e041 to flash.display.Bitmap.
I've searched in the google, but I am not able to find the correct answer. I don't want to convert the image type(bmp) to jpeg or png.
I have this flashbanner that is using an external xml file which lists the images used in the movie. Is it possible to embed this xml and images to the flash document. Because i've no possibility to use any external files wit this one...just the flash file.
I'm using image embedding in Flex 4 (the same goes with Flex 3). [code]...
When i run the application i see the icon but in Flash(Flex) Builder i can't see the images while working in Design mode. Is there any way to enable image visualization in Flash Builder design mode ? or a better way to include resources.
We have a flex application which compiles fine on windows box using mxmlc ant task but when we try to run the same build scripts on linux, it throws the 'Invalid Embed directive in stylesheet' error indicating it is not able to resolve the path to the image files.
Can someone pls. educate me on if there is a difference in the way the image files are looked up, in a CSS file, on windows vs linux.
Flex sdk version is 3.3. The same sdk is used on both windows and linux. Not sure if this has been fixed by any future 3.x sdks.
Making a piano/keyboard application and trying to figure out the best way to set this up .I plan on having a directory of sounds for each 'instrument' in my assets folder (piano1/C4.mp3,piano1/D4.mpg,...)Is there a way to import/embed all of these as an array? Also is there a way I can pass a variable to this class to indicate which folder I want to import these from? Something that would be ideal
var type = "piano2"; //passed from class being called by foreach(notes as note){ [Embed(source = 'assets/sounds/'+type +'/'+note+'.mp3')] private const C3:Class; public var c3:Sfx = new Sfx(C3); }
Or would it be a better idea to have a class for each of these "types" that pulls all notes?
But there is no change in the appearance of the Text whatsoever.. I need the text to be crisp and clear.Just like the way it looks when we embed the fonts using the Embed... Button in the Flash IDE.
I'm creating a wrapper SWF that needs to embed multiple swf's using the [Embed ] tag in Actionscript 3.How can i embed a custom swf when compiling a as3 project using the flex sdk, E.G:
I've been experimenting with learning game coding and have encountered an issue I'm curious about...
At the moment I have 3 GIFs and 1 sound effect being used, with more to come. Now, is it more recommended to embed these files, which I'm been doing, or is it better to load them externally? To be honest, I really hate the idea of having to load them and would much prefer to embed them directly in to my project. What is the general consensus as to which technique is better?
Is there any solution to dynamic fonts yet. I have tried to write classes and followed so much stuff on various blogs but none of them is working. For example, i'm using a font(which is not installed in most machines) say "abc" on my Input and other TextFields/Combos/Radio etc. Now no matter whatever i do, it uses some default font instead of "abc" if accessed from a PC in which this font isn't installed.
One (bad)solution is to embed fonts using the Embed button in "Properties" FOR EACH TEXT FIELd seperately and increase the file size? Still this way wouldn't work for Combos and radio Btns.
I have a flash file sitting inside of a web page in our company domain. There is another server (used to store images) that is part of the domain but is not running any web services (for security reasons). A folder on the images server is however shared in such a way that any site on the web server can display images from the images server as long as the user is plugged into the domain. For example, both I and my boss can pull up a web site on the web server and see all the information, but only he can see the images because I have Vista Basic and no domain support. This is done via "<img src='\serverNamedirectory.'/>"
That's ok, but on this particular instance I don't want to display the image on the webpage, I want it in a SWF on the page. However the SWF can't seem to load the images even though the page it's sitting in could. I've tried tons of variations of URLRequests and Loaders, most resulting in security errors. Since most of the online discussions about these errors revolve around cross-domain access, I can't seem to find any tech support for our specific situation.
i couldn't find a tutorial on this matter so i sorta started making my own hypothesis... what i'm trying to do is: have a gallery of images automatically scrolling horizontally while having the set of images loop. like at[URL]..
here are a couple of my theories and questions for AS commands to have this work:
1) display a range of pixels of an image at certain positions, i.e. if gallery is scrolling to the left, leftmost image when its parts are disappearing out of the viewing area, they become visible at the right.
2) have two instances of each image and when an image is disappearing on left, the second instance of that image comes visible on the right. this I imagine would take up more HD space.
i guess what i was wondering more about is how jager did their gallery where there's only enough images are in a set to be viewed in the viewing area.
Explaination: MX 04' Pro Thumbnail Nav. loading images with XML Loader resizes and displays images when users click on Nav. reading XML Problem: Users click Thumbnail Nav. first image gets loaded and loader resizes to image. However the next choice by user on thumbnail click, the second image doesnt get resized in the loader. It goes beyond holder. Here is my code for Thumbnail and Loader:
[Code]....
Now the first image loads fine and the loader sizes to file from XML. However, when users click second choice from Thumbail the loader doesnt resize to new image size. It only gets resized on the first selction or if users click the next or prev. buttons then the images fade correctly but nothing fades back in. Now if they do hit next or prev and then hit a thumbnail option it loads and resizes.
I am pulling external images, I have my main image, and five small images, I have that to make the small images when click to appear in the place of the main image, but I am not obtaining to make they to click, I am placing my archive who to want to make download
im loading multiple images but how do I make sure the program will start once all images have dispatched a complete event. like make a universal loader for all the other "small loaders" if you understand.
This is my first post as i m just beginner in Flash JavaScript. I want to prepare a FLash Movie in which all the images r dynamic and the images should change after a time say every 30 secs the image changes.
I am trying to load multiple images into a scene and then cycle through the images one at a time.So, here are the essentials what I've put together in AS3:First I set up a counter and a Loader
[code]....
Then, after loading a list of images from an XML file, I call a function that I called "createImages". This function then takes the list of images and creates a bunch of loaders:
[code]....
So far, so good! I now have a bunch of loaders each with a different name "img1","img2","img3" etc.
I would like to have my background image change images every so often. I would like to use only AS3 for this. Could someone point me in the right direction. I am new to the language as well as flash.