ActionScript 3.0 :: Advantage To Store Loaded Images Into A Sprite?
Mar 10, 2011
Is there an advantage to store loaded images into a sprite?
var container:Sprite = new Sprite();addChild(container);var pictLdr:Loader = new Loader();var pictURL:String = "banana.jpg"var pictURLReq:URLRequest = new URLRequest(pictURL);pictLdr.load(pictURLReq);pictLdr.contentLoaderInfo.addEventListener(Event.COMPLETE, imgLoaded);function imgLoaded(event:Event):void{ container.addChild(pictLdr.content);}
I am using an array to store images that I load from xml. I have an enterframe event that transforms the image, it changes the width. I have used concat to make a "copy" of the array of images. When I try to access the first array of the "untouched" images the width is changed. How can I always have a "fresh" array of the images?
I have one xml link. that link have collections of images(apx 1000 images). when i flex applications start at the time load all images in locally. then when i need that images then use it. How i do this... give me some links and logic.
I'm going to show a bunch of images in a slideshow.Since everybody hate waiting for things to load, I thought it would be a good idea to load all the images in the background while the user is clicking on other things. - user enters page-- design and menues are loaded--- the page is showed to the user---- images used in other parts of the flash-site is loading "behind the scenes".When the user finally open the slideshow, he/she don't have to wait for the images to load.This is my code:
Code: function downloadImages(i:uint = 0) { trace("- Downloading portfolio images");
I have the jist of how to load external images into as3. One thing that I do not understand is how to pull all the images needed and store them so that when you want to view a specific image it is not loading the image again.
I need help on how to pull about 10 images externally and store them in to movieclips or something so that when I roll over a button to display this image it will just call the movieclip and display the movie clip with a preloaded image already. I am also doing this dynamically.
I've made an image gallery which loads images from an XML-specified folder. My function doGallery(urlPath); is using an URL-Path as an argument, which allows me to load new images and create a new gallery with these at runtime.The function will store loader objects in a gallery array, which is then cleared and overwritten once a new gallery with new images are made.So far so good. However it seems as if I have to re-download the same images as I have already once loaded, if I decide to go back to a previously visited gallery. I assume this is because I overwrite and clear the array which contains my previous loaders. Could anyone confirm this and possibly offer a solution? I hope I'm making myself clear enough for you to grasp my issue here.
I'm doing an Image Cache following this method: [URL] I copied the two as classes, renaming them CachedImage and CachedImageMap. The thing is that I don't want to store the image after being loaded a first time, but while the application is being loaded. For that, I've created a function that is called by the application pre-initialize event. This is how it looks:
I'm compiling with the SDK 4.5.1 (latest I think) in FlashDevelop, and I have the settings of the project to export for Flash Player 11. I also have set the wmode param to "direct", and my browser flash player is version 11 also.
Is there anything else I should do in order to use the Flash player 11 hardware acceleration features. To be honest... I can not see any difference in my game between flash player 10 or flash player 11...
I have two images that are externally loaded through an imageLoader I made. What I want is to have both those images loaded into a sprite (like a container) so that when I animate them, they move as one, but I'm not sure how to go about doing this...
Is the only advantage that you can now create the XML files using a database, or a script,Or is there something else? Because reading the XML files (through AS) isn't easy at all !
I want to get my star to use one of the loaded sprites, I manage to find the correct urlLoader in my loader, but are unsure what I should return to give it the sprite.[code]...
I'm pretty familiar with using Adobe Flex & AS3, and compared with writing apps in JS/HTML I think it's very cool. However, since AIR is essentially a non-browser version of Flex with benefits like local storage, it seems to be competing as a cross-platform desktop application platform... and in that space it's much less mature than more established desktop technologies.
So what's the advantage of creating a desktop application using AIR compared to something like Java (or C++ using a cross-platform GUI library like wxWidgets)? Java's equally capable of communicating with the server for instance, I'm not quite sure what AIR adds when competing head-to-head in the desktop development world?
This might be a very stupid question, but I have to ask it anyway. I am graduating in about a month and while studying, I have always been taught to use properties instead of public variables. So I started wondering what the advantage was and I must say that in some cases, I have no clue at all. Of course it is handy when some other logic needs to be executed when setting properties or getting properties, but is there any advantage to using properties when you are only getting/setting a variable? An example of what I mean is shown below (As3).
Is there an advantage/disadvantage to designing multimedia (for example a simple animation with music) using fully as3, or is it the same as using the the editor (timeline)? will it boost performance/speed to code the tweens, clips and textfields?
I've been teaching myself actionscript 3 over the past month or so and recently ran into an issue where an object kept doing things after I thought it had been removed. I figured out that the problem was caused by an event listener using the default of useWeakReference = false and I'm wondering why that's the default. what is the advantage to not using a weak reference? and why is that the default? it seems to me that in general you'd want to use weak references, so I must be missing something.
I want to load an external image (dest) and display it on the stage, and i want to load another image (src) which will not be visible. When i hold the left mouse button on the image that appears on the stage, then a function that start copies the src image to the dest will be invoked. Actually i want to reproduce the scratch effect on an image that hides another underneath. here is my code [ the copypixels function is triggered on mouse_move event for debug purposes ]
Although the two images are loaded into memory and the first one is shown on the stage, when the mouse_move events triggers the corresponding handlers the copy does not work.
I've made a *.swf file of the sprite sequences of 1000 images with (780 x 480) size. After that I embed this with another one class to show but every time it crushes during run time because of insufficient memory (assume that I have 2GB memory space). Which is the best way to implement such big sprite sequences in AS3 by avoiding the memory problem?
Because of the inability to create Vectors dynamically, I'm forced to create one with a very primitive type, i.e. Object: var list:Vector.<Object> = new Vector.<Object>(); I'm assuming that Vector gains its power from being typed as closely as possible, rather than the above, but I may be wrong and there are in-fact still gains when using the above in place of a normal Array or Object:
I want to create a basic drawing utility as a part of my project. Since the drawing needs to be saved I wanted to convert it to a bitmap. I searched for help on google and found this example.
However since the rest of my program is programmed in AS2, I'm getting errors these errors:
Quote:
The class or interface 'flash.display.Sprite' could not be loaded. // source: var canvas:Sprite = new Image(); The class or interface 'flash.utils.ByteArray' could not be loaded. // source: var bytes:ByteArray; The class or interface 'flash.display.Shape' could not be loaded. // source: var child:Shape = new Shape();
I do understand the differance between ssas and as3. Not all, but all most everything I see written in SSAS can be writen into a external AS3 file. This leads me to quite a few questions I'm hoping you kind people can shed some light on for me.
1) What is the advantage of writing a SSAS file over an external AS3 file?
2) Can I write an .asc file in AS3 or do I have to use AS1? Please understand I'm using tuts from fmsguru.com and the books "Learning Flash Media Server" (pdf) and "Programming Flash Communication Server". I'm not a javascript programmer so nothing I do in AS1 seems to make any sence while everything I do in AS3 does. It may not seem like it to you people that are programmers, but to those of us that aren't, AS1 and AS3 are miles apart.
3) kind of off topic, but a security question. I'm not a "hacker" and don't like the jerks that are. My question is on external AS / SSAS files and swf files. When my fla is compiled into a swf does my external AS files remain external? I assume they do, but then what is the threat of the swf being decompiled? In most projects I would do I could care less if somebody had access to my fla as long as they don't have my actionscript files.
I don't know. Maybe on questions one and two I'm getting confused becasue I'm using out dated material. Again I assume that even though fms was built off of the javascript engine it should be able to read and execute my AS3 file. Other wise what was the point of the evolution of actionscript into a fully functional programming language?
Once the glossary is loaded into my app, if I do a MOUSE_DOWN on the scrollbar and then drag the mouse away from the glossary, onto the parent stage, then when I do a MOUSE_UP on the parent stage, I need to dispatch a new MouseEvent.MOUSE_UP event to the scrollbar in the glossary swf.
How do I access the scrollbar of glossary.swf in my dispatchEvent? In other words, in the following code in the parent:
PHP Code:
stage.addEventListener(MouseEvent.MOUSE_UP, glossarySBMouseUp); function glossarySBMouseUp(me:MouseEvent):void { xxx.dispatchEvent (new MouseEvent(MouseEvent.MOUSE_UP)); }
I created a class, extended the sprite class, and now in the constructor I am trying to set the Sprite's width and height properties which are inherited from the DisplayObject. However, after I set this.width and this.height, and print the values, I get 0 for both.
What the heck is going on? When I view the livedocs I see that DisplayObject has width and height listed as public properties. I have been able to instantiate a Sprite directly, and set the width and height after it's been instantiated, so I don't get it.
package { import flash.display.*; public class ScrollBar extends Sprite {[code].....