ActionScript 3.0 :: Keep Re-loading The Same Image - Addchild?
May 29, 2009
I need to reload the same JPG about every second for an indefinite time. Problem is that that right now with addchild it adds the JPG on top of the old one eventually running out of memory from adding so many JPG's Is there a way to specify with addchild() to replace the old one?
Basically I have this movieclip on stage that is suppose to load another movieclip from an swf. in that swf are 31 copies of the movieclip since theres no duplicateMovieclip function in as3. I am able to load and add child to the movieclips easy with this,
PHP Code: function duplicateMovieclips():void{ for (var i=0; i<movieclipsToLoad; i++){ movieclipsDuplicated++; entrys_mc.addChild(mcV[i]);
Below (which I excluded) are other various bits of code to edit the movieclip and what not. I can also remove it just fine with this bit of code here
PHP Code: function removeF():void{ var repeat:int = 0; for (var i=0; i<timesToRemove;i++){ entrys_mc.removeChild(mcV[i]); repeat++; movieclipsToLoad--; if(i == timesToRemove-1){ loadSelected(); //THE PROBLEM }}}
What this swf is trying to do is record the year and the month the user clicks on and then return every day's data from the xml if a day is filled out. when removeF(); executes, i get the error: Code: ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller. Pointing at entrys_mc.removeChild(mcV[i]);...but when its NOT there, loadSelected(); that is, it works just fine. I even put a trace statement in it. The whole if condition works fine to.
LoadSelected is the one that retrieves the text needed to load in the movieclip. whatever year and month the user selects, it loads the information of it and puts it in a string. then it displays in the dynamic text field inside the movieclip. Also, when SWF loaded it loads all 31 movieclips using this. Code: for (var i = 0; i < 31; i++){ var groupMC:MovieClip=MovieClip(clip.getChildByName("group" + i)); mcV.push(groupMC); trace("repeat # = " + i); }
I've got a movieClip in my library and it's linkage in my library. How do I code it? It will load 11 of "movieClip" in one row and 11 in second row and they will load one after another one.
I have images loading into a single mc container every time i click a button. The images are being loaded (from xml data in a data grid) on top of each other every time the button is clicked. This is the latest Ive been working with and doesnt seem to work
Loader();var reqImage:URLRequest=new URLRequest(data_grid.selectedItem.JPG); imageLoader.load(reqImage); if (imageload.numChildren>0) { imageload.removeChild(imageLoader); imageload.addChild(imageLoader);
I have a main SWF e-learning tutorial and want to have video pop up on certain screens. over the main area.It would be like a person walking over a screen shot of a program.
1. Should I do an load the video through an Add Child method or load it to another level? User would click a button to see the video.
2. Can you pull out all the back ground in a program like Adobe Premiere and have a transparent background or will I need to put some form of a background in like the screenshot.
I've created a couple of flash animations, fairly simple, but the whole relies on loading external swf files and then unloaing them.
The base file works fine, loads the externals and unloads them (although I need to preven the user from hitting the unload button when there is nothing to unload) and will then load another just fine, IF I run it directly from my file system.
I want it to be on a web page, but when you click the button to load the external files, nothing happens. Safari tells me it cannot find the file, and I'm using the exact same directory to test.
So, works fine when testing with flash (CS4) and running directly from the directory in finder, but from a web page, it cannot find the file.
I have an .fla file with 1 image in the library and 1 .as file.I have linked the image up with the Class name of libraryImages and Base class is flash.display.BitmapData.This is my AS:
which works fine and loaded the image, however when I make a class file out of it it never load the image. The trace in the class did indicate that it was running >start drawing If anyone knows why,
I have a movie on stage that acts as a button using the code. person_mc.buttonMode = true;
I load an image onto the stage from my library using addChild(holiday);
What happens is that the person_mc button I have on stage will not function anymore, because I am presuming it is underneath the holiday pic when I loaded it using addChild.
How do I load the holiday pic, so that it is underneath the person_mc?
I know I could do what I did with holiday using addChild for the person_mc, but I do not want to do it that way.
I am trying to learn how to use EventDispatcher. I create xml gallery where I am loading content via xml. In this particular case, I am not loading a sequence of multiple images. I load just one image. I traced the path to the image location and it is correct. I have a very hard time placing the loaded item to stage. I can trace EventDispatcher functions from EventDispather Class. When I do that, the trace statements confirm that the image is loaded. I am wondering what I should do in order to place the image on stage. I definitely cannot do it from EventDispatcher class directly or I am missing something. Below is my EventDispatcher class. How to add the loaded item on stage after EventDispatcher was run. Below is the class of my EventDispatcher.
loading 2 external swfs into one main file using 1 preloader, I have figured out how to get the preloader to handle the correct # of bytes loaded and such but my 1st swf I want to load onto the stage is a video file and I want it as the background but I don't want it to start until after they are both (the video and main file - 2 external swfs) loaded and then I want to start the video and place it on the stage first, then place the main swf on the stage.
I can get the order right if I place them into my load complete function but then my buttons don't work on the main file.
Here is the code:
var bytesLoadedVidBG:Number = new Number();var bytesTotalVidBG:Number = new Number();var loader0:Loader = new Loader(); // load video BGvar loadedSWF0:Object;loader0.load(new
I am trying to learn how to use EventDispatcher. I create xml gallery where I am loading content via xml.In this particular case, I am not loading a sequence of multiple images. I load just one image. I traced the path to the image location and it is correct. I have a very hard time placing the loaded item to stage. I can trace EventDispatcher functions from EventDispather Class.When I do that, the trace statements confirm that the image is loaded. I am wondering what I should do in order to place the image on stage. I definitely cannot do it from EventDispatcher class directly or I am missing something.Below is my EventDispatcher class.find out about the correct technique to add the loaded item on stage after EventDispatcher was run. Below is the class of my EventDispatcher.
I am working on a project where we are making a "wizard" where you answer a series of questions and in the end you are presented with a "parts list" based on your answers.There is also logic which decides which questions you are asked based on how you have answered certain questions so far. The outcome is a list of door control hardware (locks, mounting plates, handles etc. etc.). show a "live image" of the parts list as it builds. For example one of the questions is this: Door Type?
A) Aluminum
B) All Glass
C) Wood
Depending on which you choose I need to show an image of an aluminum, glass or wooden door.Then if the next question is about lock types then your new lock shows up and so on and so forth until you reach the end.The questions all relate to their own variable which are each defined at the beginning of the movie like this:
Code: var doorType:String = "DT0";
The questions use radio buttons and each question (re)defines it's variable like this
Now the tricky part (for me at least) is figuring how in the world to use this in conjunction with the questions (more accurately, the variables they define) to produce this live image.Another thing to add complication to this whole mess is that there are basically two entire sets of images. Single doors or Double doors, they both have (nearly) all the same hardware but they are two different sets of images. They are differentiated by the ot1 or ot2 in front of the class name. The variable openType defines OT1 or OT2 in a previous question. I would like to be able to use the variable openType in the call for the image
Code: //This is how I tested it currImage = new ot2_wood_exit();
//I would like to use openType instead of hard coding ot1 or ot2
currImage = new openType_wood_exit(); //I KNOW this is wrong, but I don't know what is right!So that is my basic dilemma. I need to show or hide specific images based on the answers to previously answered questions AND questions currently being answered (live update).
Here's some code I created as an answer to another question. It pulls a library item out of the library and puts it on stage programmatically. No big deal, except that in order to get the image displayed on the screen to actually update, I had to removeChild() and then addChild() it back. Is there another way to force the screen to redraw?
[Code]....
Note that in this example, this code is on frame 1 of the timeline. It _feels_ like imageClip is not a direct reference to the thing that's actually on the display list. However, when I modified my code to replace the reference to the AS variable imageClip with a more direct reference to the element on the stage (imageClip = getChildAt(1)), that made no difference either.
I have a Movie Clip object with a timeline, and it has 3 layers: a layer to stop the timeline at the last frame, a layer with regular drawing with mask attribute and a layer containing a target movieclip with the instance named 'target', that is masked by the layer above.
The drawing is very simple, not even a movieclip, just vector drawing. It's supposed to show the target movieclip only on regions where the mask layer has some drawing, right?
So, I created the method to load an image, listen to the complete loaded event and add the image to the target masked movieclip, but it disappears after the first frame! If i delete the layer with the mask drawing, works fine.
It pulls a library item out of the library and puts it on stage programmatically. No big deal, except that in order to get the image displayed on the screen to actually update, I had to removeChild() and then addChild() it back. Is there another way to force the screen to redraw?
I'm trying to have a class file which can add objects to the stage via addChild; however, when I call addChild from within the class file, I get the error "1180: Call to a possibly undefined method addChild." I've tried importing flash.display.* and that doesn't fix the problem. Does the class file have to extend Sprite or MovieClip to be able to add objects to the stage?
I have downloaded Box2d ([URL]) and created a project that looks like this: [URL]. catalyst is the green cube and it has the base class "shapes.box", it is inside "world" which has the base class "wck.World". What i want to do is to add another "catalyst" from the library inside "world" when i click on add_btn. I tried to accomplish this by this code:
[Code]...
Symbol 'buttons', Layer 'Actions', Frame 1, Line 41061: Call to a possibly undefined method addChild through a reference with static type Class.
The newMC doesn't show up.If I add 'parent.' in front of the addChild then it appears.mc_LibItem has a base class of "flash.display.MovieClip" and is exporting for ActionScript and on frame one.For grins I created a new .fla and began messing around with the same addChild idea and it worked.
I am loading images of different size and then images are scaled and border is drawn for each image as shown in below link,[URL]... I want that border of images to be of the same width and height and for that I need to find out the max width and height size image before loading all the images. Is there any way that I can know the width and height of an image before loading it completely?
I developing a site where on the homepage, there are about 6 images that rotate, but if you click on a sub link, a different image loads. But the problem is that, the first image has to cycle through before the second image loads. I want the second image to load immediately.
[code]This script is for a loader image gallery in flash, as part of a class assignment. What happens is that in flash, when I open the swf file, the initial image (images/nair_evanescentautumn.png) will load fine. However, clicking on any thumbnail image (including the exact same images/nair_evanescentautumn.png), will result in an error saying the file cannot be found.I cannot figure out why it is doing this... I've tested it over. Clicking each thumbnail does go to the correct position in the two separate functions. All said full-size image links are in the folder images/, and replacing the initial loader image will load the other images in place of the default one. However, clicking on any thumbnail still results in URL not found, even though everything works correctly.[code]Before anyone asks why I'm putting this kind of content into a flash site, I'm not--this is only for a class assignment. I'm just trying to figure out why my images aren't loading right when I'm only doing the exact same thing in the functions as I am on the other pages.Of note, commissions.swf has the exact same feature, just with swf files loaded instead, and it works perfectly fine. home, traditional, digital, and photography all have the image gallery, and all have the same issue (I only referenced one page because if I can fix one page I should be able to fix all of them).As for the artworks, they are all my fiance's. The website design was built for her, and I used the website design for this project because I didn't want to have to build an entirely new interface design. Since the project also required a gallery, I felt that this interface would work just fine.
I tried searching for an answer to this on the forums and it seems you can't duplicate a movieclip that has a dynamically loaded jpg in it, I mean you just get a duplicate empty movieclip?What I want to do is have 3 copies of a pic, each tinted a little differently, and have them converge and reveal the "composite" of this pic. Do I then have to use loadMovie 3 times?Does loading the same 50kb image at the same time mean you're actually loading 150kb?
i was creating my portfolio using xml gallery script from this site. the thing is that it loads one picture at a the with a preloader between each load. is there a way to load the first image and keep loading the rest so there will be only one loading time? here is my action script:
Is it possible to capture the image loading event like when the image is fully loaded and such when it is assigned to the htmlText of the textFiel???
I have a scrollPane that contains a textField which is loading an image via img tag where there is no scrollbars initially because the textField is not large enough in the beginning, but it is larger than the scrollPane after the image is fully loaded.. and I am trying to update the scrollPane once the image is fully loaded..