I'm trying to build a picture viewer that can be used in every way. So it's important for me to make everything dynamic. I have a xml file that I load and then I read all the images and I want a border surrounding the image. I've made a new sprite to load everything in, I made a second sprite to load the images and that second sprite should be behind every image but it will only show behind the first image.
<code>
main_container = new Sprite();
main_container.x=containerX;
I'm trying to create a slider which will control the radius of a sprite I've created. This is the code I have so far: var aura:Slider = new Slider(); aura.liveDragging = false; aura.setSize(120,20); aura.maximum = 100; aura.minimum = 0; [Code] .....
This adds my slider, "aura", and the sprite, "circle", and sets the radius to the slider default value, 50. What I need to add to this in order for the sprite to change radius each time I move the slider.
I am writing a small app, and the very first thing I do is to create a sprite called "mainSprite" on Stage. This way, whatever I need to lood, I load it into the "mainSprite" NOT directory on to the stage. Now I would like to connect a progress bar to this "mainSprite" so whenever an asset is loaded, progress bar would pop in and show the progress. I would like to know if I am on right track with what I am trying to achieve, and if I am right, then how can I employ a progress component to just listen to "mainSprite".
var sp:Sprite = new Sprite(); sp.graphics.beginFill(0xFF88CC); sp.graphics.drawCircle(0, 0, 50);
[Code].....
however, I realize even tho im looping that addChild method, its still adding sp, so do I add a new naming convention in the loop, or should I be adding these instances to another display object.... this seems like such a simple thing to do yet I cant figure it out, I also want to randomize the x and y, but this first seems to be the issue I need to address.
Im quite new to actionscript and am in the process of making a simple platformer game. This is my first project and am still learning all the functions of actionscript.I am trying to embed an image, and then have a sprite have the appearance of that image ( I dont know how to word that any better...)[code]Im getting no errors, but the Sprite is still not showing the image i want it to.
I thought would be coded like this: var sp:Sprite = new Sprite(); sp.graphics.beginFill(0xFF88CC); sp.graphics.drawCircle(0, 0, 50);
[Code]....
however, I realize even tho im looping that addChild method, its still adding sp, so do I add a new naming convention in the loop, or should I be adding these instances to another display object.... this seems like such a simple thing to do yet I cant figure it out, I also want to randomize the x and y, but this first seems to be the issue I need to address.
I'm trying to make a little program. It works right now by drawing the top shape to the dark gray area, where it then copies itself and changes color. The new shape can be re-dragged as well. What I want to do now is add a dynamic border when I click on the new object, I want the box to adjust to an appropriate size. And on mouse release I want the selection border to disappear on the new shape. I want the selection border to be dashed much like you find in many of Adobe's programs, if at all possible. Attached is my .fla file
We're building a web-based application that requires heavy image processing. We'd like this processing load to be on the client as much as possible and we'd like to support as much platforms (even mobiles) as much as possible. Here's the info: Image processing is rasterization from some data. Think like creating a PNG image from a PDF file. We don't have a lot of server power. So client-side processing is a bit of a must.
So, we're considering: Flash - most widespread, but from what i read has lackluster development tools. (and no iPhone/iPad support for now). Silverlight - allows us to use .NET CLR, so a big ++ (a lot of code is in .NET). But is not supported for most mobiles ( rumored android support in the future) HTML5 + Javascript - probably the most "portable" option. The problem is having to rewrite all that image processing code in Javascript.
Clarification: I don't need further ideas on what libraries are available for Silverlight and Javascript. My dilemma is choosing Silverlight means no support for most mobiles choosing Flash means we have to redevelop most of our code AND no iPhone/iPad support HTML5 + Javascript we have to redevelop most of our code and not fully supported yet in all browsers choosing two (Silverlight + Flash) will be too costly Any out-of-the-box or bright ideas / alternatives
I am trying to embed an image (PNG) in my SWF and display it with a Sprite. Below is my code, which displays nothing.
Code: package { import flash.display.Bitmap;
[Code].....
I eventually want a class that extends Sprite and contains multiple embedded images, which I load randomly on every instantiation of that class.
I am working on a small project by writing .AS files in a text editor and compiliing from the command line with MXMLC. I have completed most of my project, but am stuck figuring out how to embed images and get them into a Sprite.
public function init():void { var mySprite:Sprite = new Sprite(); mySprite.graphics.beginFill(0x336699); mySprite.graphics.drawRect(100,100,150,50); addChild(mySprite
[Code]...
But how would I and a image to the sprite so the TouchEvent responds to touching the image?
I create a simple .As file with following score code: Code: package{ import flash.display.Loader; import flash.display.Sprite; import flash.events.MouseEvent; import flash.net.URLRequest; public class AS3_Project1 extends Sprite{ private var sprite:Sprite; [Code] ..... And the image wont appear but if i remove the sprite.width = 500; line and I can view the image? what going on?
I have two illustrator vector images "apple.ai" and "orange.ai" imported in the library. I create a new sprite in actionscript and want to assign apple.ai as the graphic for the sprite and on mouseover want to change the graphic to orange.ai. I don't want to use button but only sprite: basically i want to know if there is a way in actionscript to assign and change the graphic of a sprite.
I load an png image and add it to the display list. Now I want to add this image more than once, like a pinball game there could be 3,4,5 balls, all with the same image. But I cant add the same image reference more than once to the display list, right? So should I make a copy of it? How can I copy it and add to the display list without needing to load it from file more than once?
I tried using this: [URL] But didnt worked! I use the class Loader to load an png, and I use the Loader.content as a parameter of that function. When I add the result to the displaylist nothing appears!
I am trying to get an image object from one sprite container and adding it to another sprite container. But when I use GetChildAt for this, it will remove the object from the parent sprite and place it inside the other.
In AS3 / CS4 I'm trying to programmatically create a bunch of rectangular objects, let's call them 'cards', that will contain an image and a colored background and eventually some other elements like text. I want to create alot of these cards and move them around inside of a larger panel (also a Sprite) of sorts. I can successfully create colored rectangles in my cards and place the cards where I want in the panel, but whenever I try to add an image to a card, I can't seem to position the image inside the card's coordinate space, it ends up being placed inside the larger panel's coordinate space instead, even though I'm adding the image/loader as a child of the card. I thought maybe it had something to do with having to wait until the image loading was complete, so I added the listener as a test but that didn't work. Here's the code:
I've got a few spites on stage that are created dynamically and live in an array. I'm rotating images through these sprites and now need to know which image is in a sprite when clicked. My code: loading the images:
I've got a sprite object that gets a custom shape loaded into it, that gets used as a mask so as to cut out a custom shape from an image that is loaded in with a loader object - The loader(loada) and shape(lines) objects are both children of the sprite object - I've added code to save out the image from beneath the mask but when the save function is called nothing is saved out, and no errors are thrown.[code]
I've a slider class (SliderUI) and I'm passing slider and track images to that class as sprites.
What I'm trying to do is, passing one more image as sprite and changing its width for doing masking in slider. (It will expand or collapse as you move volume slider)
When I try to change width of sprite, it doesn't show up and I guess sprite is just container and resizing it makes it disappeared.
So how can I resize sprite with its child image (it's loaded by a Loader object by the way)?
first i have 2 sprite.. it`s mcproduct sprite and mcproductpane sprite . mcproductpane is a parent of mcproduct sprite.. so inside mcproductpane there a several mcproduct sprite.. this is a script of mc prodcut
[Code]...
The problem is i want to set a button in here(mcproductpane sprite), this button will unload / make dissappear an image that i load using loader class in mcproduct sprite.. when i want to make a button in mcproductpane sprite which the function of the button it`s to unload/make an image that i load using loader class in mcproduct sprite disappear..
I have set up a functioning xml image gallery with simple left and right arrows. I am now trying to make it an infinite looping gallery swapping the first and last sprites in an array and + and - their x value so they "physically" move in the photos container.
All of this works fine except for the actual loaded image. The xml data, name description, and image to be loaded are set up in one function and all the data is added to the sPhotoSprite (sprite) in this function. This All works perfectly..
A second function is then called to add the current image:
var currentImage:Loader = Loader(evt.target.loader); then currentSprite.addChild(currentImage); (the sprite is declared at the start)
The problem being that the sPhotosSprite is no longer reference-able. I've tried :
But this only ever returns the final sprite. The same problem of only ever returning the final sprite occurs when I try setting an external sprite to hold the current sprite in it and then referencing it in the second function.
I am creating an image gallery and the images change but change right back to the original image. I had it working yesterday but today it doesn't work.
I want a class that I'm going to pass a short bit of XML data And then I want that class to create either a Sprite or Clip that consists of an image and some text based on the XML data Example my XML might look like
I know how to get to the data what I'm looking for is the best way to create this Sprite on my stage.should the class create a sprite or clip?should the class called to create an instance and then I addChild in my core script?
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].....