ActionScript 3.0 :: Clicking On A Thumbnail To Display Larger Image?
Nov 24, 2011
i am building a digital portfolio and i have managed to get the thumbnails on a horizontal scrollbar but i want to be able to click on one to load the full image. I dont know where to start though. The code i have so far is:
I have flash CS4 and some time ago made a simple movieclip in an older version of flash.I now want to make a simple gallery with thumbnails that show a larger image once you hover over the thumbnail.[URL]I forgot most of the workings in flash, so it's difficult to make what I want.
I am trying to display the title of the thumbnail image, which is being loaded from the XML file. If i trace the title then it is printed, but it is not displayed in the TextField.
Below is the code, i used so far.
Code: var Current_page:Number; var Total_pages:Number; var Detail_mc:Array = new Array();
I have a MC filled with button thumbnail images. I am trying to tell the thumbnail to display the corresponding fullsize image. the script I have for the first button is
on (release) { picts.gotoAndStop(2); }
Picts is the name of the MC containing full size images. There is no response to the button.
I am trying to use Actionscript and movie clips. I get my script to work but my thumbnail does not enlarge when clicked. It stays the same size. Here is the script that I am using:
[Code]...
The thumbnail moves where it is supposed but does not get any larger. I have been working on this for 2 days now and have almost lost my mind!
I followed Senocular's XML portfolio tutorial and everything is working fine, except I want for each thumbnail when you click, for it to open the larger pic in a javascript window. I got it working, almost, the strange thing it's opening the same large pic no matter which thumb I click on. It seems to be loading the same javascript window also, with the adress being the html file where the swf file is. The code in the html file is this:
I'm trying to do a simple video gallery but it's not working. When I preview the .swf and click on a thumbnail, the video doesn't play I just get this loading bar. No code errors come up and my flash file (.fla), .swf, and videos (.flv) are all in the same folder.
Here's my code: stop(); btn1.addEventListener(MouseEvent.CLICK,vid1); btn2.addEventListener(MouseEvent.CLICK,vid2); btn3.addEventListener(MouseEvent.CLICK,vid3); btn4.addEventListener(MouseEvent.CLICK,vid4); [Code] .....
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 created a simple mouseover (like this one http:url... )with one small image that grows to a LARGER image directly on top of the smaller image when mouse is OVER the smaller image. When user mouses OVER the smaller image the larger image appears correctly.Problem is that even when user mouses OVER the "boundries" of where the LARGER image WILL appear, that also causes larger image to appear. What I want is for the larger image to appear ONLY when mouse is OVER the smaller image.
I'm coding in actionscript 3 - the functionality is: large image loaded at runtime. The bitmapData is stored and a smaller version is created to display on the available screen area (I may end up just scaling the large image since it is in memory anyway).The user can create a rectangle hotspot on the smaller image (the functionality will be more complex: multiple rects with transparency: example a donut shape with hole, etc)
3 When the user clicks on the hotspot, the rect of the hotspot is mapped to the larger image and a new bitmap "callout" is created, using the larger bitmap data. The reason for this is so the "callout" will be better quality than just scaling up the area of the hotspot.The image below shows where I am at so far- the blue rect is the clicked hotspot. In the upper left is the "callout" - copied from the larger image. I have the aspect ratio right but I am not mapping to the larger image correctly.[code].....
I need the ActionScript (2.0): 1) When rolling over a moving image (like a filmstrip), I want the image to stop and then it zooms into a larger image. 2) Then when you click on the larger image, it goes to another URL page in my webiste.
I am trying to make a group or rollovers that display larger versions on images when you rollover their thumbnails. The problem is since everythign is in layers the bottom layers rollovers show up undernieth the other thumbnails. My whole website design is based on this and I want to avoid writing code for each individual rollover. Is there a way I can make it so all the rollovers apear over all teh other buttons?
I'm looking to do a sliding image menu like this one: [URL]. I can do this using tweening but it is not as smooth as using actionscript. Does anyone know what the name of this is as when I do a search as I can't find any solutions? I've tried 'thumbnail expand' and 'image easing' but am not getting any hits.
I have found an excellent tutorial and source file for a 3D image gallery. However I would like to make the thumbnail click thorugh to a url link when pressed rather than loading the image into the gallery.
Currently the images load in through actionscript. Is there a way to amend this script so you can specify that a thumbnail clicked links through to a url, like you would with a normal button instance rather than loading the image. Here is a link to the file and tutorial. The actionscript is on the top layer within the file.[URL]...
As far as I know, what I ask here isn't possible, but I thought I'd ask anyway in case I'm missing something.
Suppose you want to let users upload JPG images, and these images are scaled into smaller icons and the original images are always discarded and never required again. Is there any way that would commonly work in most modern browsers that would let the user select a single image on their hard drive, have that LOCALLY turned into a thumbnail and upload the created thumbnail to a server?
In a case where the server just needs a small image, it would be wasteful both in user time and server resources to proceed uploading the whole image, only to immediately discard it. It would be much better to just scale it on the client.
I can imagine three options. Just plain HTML/Javascript, using Flash or using Java. If this were possible with Flash, that would seem like the best option. But reading flash.net.FileReference documentation, it seems that you can upload a file from the HD yes, but you cannot look inside the file you are uploading. On the other hand, if you enable "can access local files" in Flash publishing options, it seems that you can then no longer access the net, so that doesn't work.
With HTML/Javascript, it is possible to load images and display them on a <canvas>, but if you try to access the pixels of these images, you get security violations, so that doesn't seem to work.
Java I hesitate to use, because only 96.52% of my users have it installed, and the file upload dialogs I have seen implemented in Java (at Facebook for example) have not worked well (unresponsive interface). I wonder though if Java is the only thing allowing resizing images from local HD?
I have found an excellent tutorial and source file for a 3D image gallery.However I would like to make the thumbnail click thorugh to a url link when pressed rather than loading the image into the gallery.Currently the images load in through actionscript. Is there a way to amend this script so you can specify that a thumbnail clicked links through to a url, like you would with a normal button instance rather than loading the image.Here is a link to the file and tutorial. The actionscript is on the top layer within the file.URL...
1) I bought a photo gallery that works well, but when I use it in a project I'm working on, the thumbnail images don't display, but everything else does including XML loaded text so I'm pretty sure it has to do with the actionscript and the level it's targeting.
2) I also can't figure out how to shrink the size of the full view photo which seems to also be loaded somehow with action script to a blank MC, but it may not be in the script below... there's a lot of script here that I don't understand.
I would like to have an image much larger than the stage, with little buttons all over it that play a MC when moused over. When the mouse reaches the edge of the screen, I want it to scroll so that the viewer can explore the whole image. In short, its a map with destinations, and on mouse over the destinations play a MC. I'd like the viewer to be able to "explore" the map with the mouse. It seems simple, is there a good way to do it?
Also, once it is done, is there a way to begin with the entire image shown, but then have it tween to its final (Very large) size, without breaking that functionality.
I am working on this image scroller, where thumbnails of images are displayed. I get each image by
function urlLoaded(event:Event):void { urlLoader.removeEventListener(Event.COMPLETE,urlLoaded); xml=XML(event.target.data);
[Code]....
So is there anyway I could use any of the above code to load the big image associated with the small image? If event.target points to the current thumbnail being picked up, could i do something like event.target.url to point to its name or something?
We're making a Flash browser game with a few reasonably complex animations. Our designer is making the animations in Flash Professional while I'm wiring everything up and adding some logic through AS3 (using FlashDevelop).In one of our more complex animations a "bonus item" moves around the screen. It tweens hither and tither, there special effects and as such, it disappears for a few frames and then reappears later.From AS3 we want to be able to dynamically decide which bonus item (say a mushroom or a star) to include in the animation. We don't want to have to ask our designer to replicate the entire animation for each of our bonus items.This is what we've tried: Created a two frame (1 mushroom frame, 1 star frame) "BonusItem" movieclip in FlashPro and Exported for ActionScript.Created the complex animation movieclip in FlashPro and added the BonusItem movieclip to the relevant frames. Gave the BonusItem instance an instance name on all necessary KeyFrames. Exported entire movieclip for ActionScript(exported as "ComplexAnimation").[code]This would play the complex animation with the star and we could easily call gotoAndStop("mushroom") to play the same animation with the mushroom.
The first problem was that complexAnimation.bonusItem was null on line 02 above. I solved this by handling ADDED_TO_STAGE for complexAnimation and putting line 02 above in the handler. The next problem was that each time the bonusItem movieclip started tweening, or if it was not present in some frames and was subsequently re-added the complexAnimation.bonusItem attribute/reference was reassigned to a new bonusItem instance. I then had to find a way to know when this was happening and call gotoAndStop("star") on the new instance. I've found two ways to do this:
1) Listen for ADDED events on complexAnimation with a target.name of "bonusItem". It's a bit crap in a strongly typed language to have to resort to matching strings, but this works. Btw, when the ADDED event is fired new frame object references are still null.
2) Listen for FRAME_CREATED events. This happens later than ADDED at a point where new frame references have been initialized. As such I can check if complexAnimation.bonusItem is non-null at then call gotoAndStop("star") on it. One problem with this is that calling gotoAndStop actually triggers another FRAME_CREATED event to fire, so I need to guard against infinite looping. Again, it works but I don't have a great feeling about it.
I have a project I have to do and have made a large stage because it will be the only setting of the animation:It is supposed to be a talkshow stage. I need to be able to zoom in to the desk and the chair in order to get a close-up of the people as they're talking. Is it possible to simply zoom in the entire image itself or will I have to make a whole nother image?
I have created a component that I want to add to all of my panels that allows It works reasonably well.The last (hopefully) issue that I have is that I want to embed the image in the class. Doing this causes the click event not to fire.If I us"this.source='assets/info.png'" everything works OK. If however, I embed the image as shown below, the image displays, but is not clickable.
I'm having a panel which shows an image and control bar with buttons in the form of thumbnail image of right mark. When a user clicks on the thumbnail of right mark I want to stick the thumbnail image of that right mark to the mouse pointer and when he clicks on the image, the thumbnail related image should be paste on the image. Same concept of drag and drop with click event.
I'm having issue to display from a selected thumbnail a bunch of images by their category which I loaded from a xml file. I don't have any issues to parse them.[code]...
I set my images at 60% quality JPG files out of photoshop which seems to give a very nice representation. I set up a site to take a full screen, so I expect it to be larger on a bigger screen then what I see on mine. I figured to keep every image actual size at about 25% bigger when the finlal needed size in the layout, so if the site is ever on the bigger screen then images have some stored resolution to be enlarged and accomodate an increase in size. So all of mine images are scaled at about 75%.
Is it a good practise or things don't work this way in Flash? Perhaps it is better to keep the images to 100% (rather than importing intentially enlarges images) but make the maximum quality? Or both ways kind of work out?
I started using AS3. At the moment I'm working on a project with (small) image galleries. When you roll over a small image, there's a larger version showing up, and the thumb changes also. You can also click the image, and then a lightbox effect pops up. To achieve this, I'm using the following script, which works fine:
But I was wondering if there's an easier way to add images. At the moment, I copy-paste the script, and have to change the numbers according to the number of images. Is it possible to put the images in an array or something like that?
Each time I click the "fold_btn" I need to be able to add 10 points and display it in a text box (rot1_txt). Code: on (press) { _root.rot1_txt = 0; _root.rot1_txt = _root.rot1_txt + 10; } Not working!
How would I go about editing the code for this tutorial: http:[url]......so that there are 8 thumbnails displayed at a time and instead of scrolling based on mouse position, the user clicks a next or previous button to display the next set of 8 thumbnails in the xml?I attempted to get it to display the thumbnails vertically by changing some x values in y and a width variable into height, but that failed miserably.This site is an example of what I am trying to accomplish: http:[url]....