I'm trying to load png images from library. My code is:
Code: var deactiveShow_mc:deactiveShow_id = new deactiveShow_id(0,0); trace(deactiveShow_mc); addChild(deactiveShow_mc); deactiveShow_mc.x=goster_btn.x;
[code]....
this code gives following error:
Code: 1067: Implicit coercion of a value of type deactiveShow_id to an unrelated type flash.display:DisplayObject.
I tried this.addChild(deactiveShow_mc) and addChild(MovieClip(deactiveShow_mc) and addChild(BitmapData(deactiveShow_mc) but it gives various errors. How can I fix this?
I'm trying to load images from the library not externally, i know how to load externally but the thing is i need these images to be instantaneous when browsing, so i cannot load them externally.[code]...
As my as3 skills are not good, I stumbled against this problem, my approach in overall will probably not be the easiest, but here it goes:
In the library of my fla file I have imported 4 pictures, in the properties (class) I gave them the name photo0, photo1, photo2, photo3. With my code on the time line I create dynamically 4 movieclips and now I want to attach photo0 to movieclip 1 and photo 2 to movieclip 2 and sofort...
Is there a way to give the bitmapdata name also a dynamic name, something like[code]...
Trying to load images dynamically from library NOT externally since i want these images to be loaded when the site is launched. Basically i have several buttons, each button returns an event that throws a specific image name to grab. Here is the function;
function sendDisplayData(e:MouseEvent){ display_mc.displayName.text = e.currentTarget.parent.menuItemName.text; //name of image eg. "myImageName" in the library; //create the image object
[code]....
So how can i make this function dynamic by using a String and then grabbing the image related to that string from the library.
I have created an application where on button click it has to load an image to a movieclip.
It worked fine in my local system, but when I uploaded it to the server, the image loads late and thus the animation is missing and is causing problems.
how to load image from the library attached to the movie.
I know it can be done with attachMovie, but its not working for me.
I paid someone to write a Flash application, he did what I asked him, but there is one problematic aspect that he doesn't know how to approach:The application consists of many small mp3 files that have to be preloaded in the beginning. The problem is that is takes FOREVER for these files to load. I changed the server to a VPS and nothing changed.The programmer uses the load() function from the sound library to load the mp3 filesI installed an HTTP packet sniffer and found out that every file is being split to many small packets, 1.3Kb in size each. So for example a 76Kb mp3 file is loaded in over 60 requests!
I have a movieClip in my library that I am loading into a scrollPane. When I click on the scrollPane I want to know the name of the target I am clicking on. I am trying event.currentTarget but all that I get in the output box is ObjectMovieClip. I want to use one function for all my buttons so when I click on them it loads another movieClip in my library. I realize I could make 3 separate functions, but I'ld like to use just one.
I have 8 sprites and I want to load png for my buttons but I don't want to have to type all that loader stuff 8 times, so i wanted to try to create a loop with it.
Hopefully that makes sense, This is me trying to do it with just two but the plan is to have 8 buttons.[code]...
I'm making a XML photogallery. Im using a MovieClipLoader to load multiple images on the screen at the same time. I've assigned variable path to hold image
is it better to import images to the timeline at runtime, or export them from the library for use in action script?
I have a few images which make up the background to my website (ie they are unlikely to change very often - if at all), which I am currently exporting from the library for use with my action script code, and the rest of my images I am dynamically loading in based on a set of paths held in a csv file (these may change often).
As I have already built the class to dynamically load in external images, I was wondering if I should also load in those images which make up the background.
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 have 60 images in a library within a .fla file that I want to save to my PC. (I lost the originals). Flash won't let me drag-and-drop them or anything remotely sensible like that.Suggestions posted around t'Internet talk about putting each one on the stage and going through "file-export". Besides from being very tedious, this might not be so great - the images constitute an animation and need to be precisely aligned.Incidentally, the library does have a movieclip of 60 frames - each containing a single image.If all else fails, is there some tool which will extract these images out of the compiled swf?
i have an image and it is a large sheet with series of poses for a character (like a sprite sheet), and wanted to take them out to be animated and make them into individual movie clips.I did successfully, but I went to delete the original image, however, the movie clips became red fills.Is there a way I can get rid of the original without affecting the movie clip?-If not-I wanted to do this because I thought it may save memory but i am not really sure if it will affect the memory since the sheet itself is not going on the stage, is there a chance that this full sprite sheet in the library won't effect the file size of .swf?And if it does, if I turn it into a graphic, or movie clip, will that compress it?I use Flash CS3!
I am using actionscript 3. I can load an image in a class but how do Iload a number of images eg 4 images that animate.?These 4 images are a walking sequnce of a character. I am unclear after googling an loading multi images in as3( just love google).
Loading a single image I load this into a loader Once loaded I load the image into a bitmap and add to a sprite I then add the spite to the stage Q)Now for 4 related images I load 4 loader or 4 sprites or 4 bitmaps or do every thing 4 times?I want to do collisions eventually and I need bitmaps but bitmaps seem useless to use other than collisions.Googling for answers isnt helping me clarify this!
This has happened to me and other co-workers multiple times lately and it appears to have started around the time CS5.5 was loaded on our computers. What will happen is, we will have a file with multiple pngs/jpgs imported in and placed across the timeline. They will import fine and they swf will publish out fine. We will save the fla and close it. Then later we will open the fla back up and the images will all be gone from the library and obviously, in turn, removed from the timeline.
Does anyone know any as3 libraries that allow you to scale, rotate, skew, etc.. images during runtime? I have found the greensock transform manager class, but would prefer not to pay $300.
I want to write some games in ActionScript but I do not have any illustration skill. I am looking for a library that can help me generate simple but beautiful, colorful shapes I will then animate.
Recently, I have stumbled upon such a library, written in C++ and newly ported to javascript, but I can't remember it anymore ! Something like Raphael.js in ActionScript would be cool, but I really want to hear about solutions in any language.
I have got an animation using 4 jpeg pictures which are of course stored in my library...I use them multiple times in the animation and I need to change them from time to time but I dont want to swap them manually in flash. The ideal solution for me would be if I could write some code that is able to swap this images in library for those I have in folder where swf is saved. here you can see my animation for better understanding: [URL]
Ok so what I have is an RSS (XML) file that has a bunch of weather data in it. I'm trying to take certain keywords from the XML and insert images into my movie accordingly. I know how to get the XML and find the strings I'm looking for, but I really have no idea how to get the images to come up. I have already inserted them into my library.
I want to make a photo uploader and after uploading the photo to the server you can load all the photo's that are in a folder in kind of a library.I can load one single image because I name it in AS but I want to load the whole "images" folder so I can see all the pictures that are in it.
"This is what I got so far"
load_btn.addEventListener(MouseEvent.CLICK, LoadBox); function LoadBox(event:MouseEvent):void { //create a Loader instancevar myImageLoader:Loader = new Loader();//create a URLRequest instance to indicate the image sourcevar myImageLocation:URLRequest = new URLRequest("url to website");// load the bitmap data from the image source in the Loader instancemyImageLoader.load(myImageLocation);//add the Loader instance to the display listaddChild (myImageLoader);
I have a library consisting of audio and bitmapped images. I'm looking for a script that would allow me to select several images in the library, then through scripting, have them automatically be placed on the stage for a second each. I'd like this to be done sequentially. I could import them as a sequence, but in my case, I'm not allowed to rename the file in order for Flash to recognize them as a sequence.