I am using a SildeShowPro for my project. I am trying to write an event listener to the onImageData event and create a conditional that will listen to the final image based on it's number id. Basicly I neet my movie to go to frame 60 after my gallery loads in its last image (number 10). Now, since I am not really familiar with the subject here is what I put together and it does not work...:
As you see from the code above I have a loop that loads images on each pass using the same loader. This works, however, it is looping too quick (I believe) and as such the "addBook" function that handles pushing these into an array is pushing them into the array in the wrong order. Two questions: (1) Am I approaching this incorrectly? (2) If not, is there a way to listen to the loader event so the loop proceeds only after the load of that image is complete?
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..
I'm loading a .png image with loadMovie() and I need to center the image (for later dragging). I know flash has some issues with loading stuff, but I really need to get the movieclip's width. If someone knows how to get over this and get the movieclip's width
This is a part of a more complex app, so that's why I won't paste any code.
I made 1 image gallery. and i am facing a big issue. When one image is loading in my Loader object. If i click on next image button. It starts loading another image without canceling the existing image. So mutliple images appear at stage in this case. I want something that stops loading older image and start loading new image.
I have a database (phpMyAdmin 2.6.0-beta2 ) which holds information which i want to display in a flash form so i'm using an XML file to bridge the gap. After building the application in FLASH and running it the text from the database comes through but no the images. Details of what i'm trying to do are as follows: The XML file
im working on an image viewer and im loading an image to a loader and then add the loader to the stage.I want the user to be able to drag and drop the image but since it's a loader i dont know how to do it. I tried
if there is a way to listen to a variable for changes? I've seen that you can listen to a change in a component, but I've not found any examples of variables?This is what I have tried, to no avail....
Code: var myVariable:Number = 0; var myListener = new Object(); myListener.change = function(change) { trace("variable changed");
[code]...
I have also tried .onChange instead of just .change but get the same results.
I have taken over a project that I didn't start and have a quick question. The file loads an external image, which works well. I need it to load a second one but haven't been successful. Here is the current AS3 that works fine:
This code is loading the xml correctly, populating the mainClipArray correctly, but only adding the last image to the stage.I think it is not waiting for completeClipLoad() to complete. I tried removing :void from the function to see if waiting for a return would do it, but no luck.[code]
(Building on the chap. 10 example, ActionScript 3.0 for ADOBE FLASH CS4, CIB)Using the 'setSong' function, I am successfully pulling data from the <artist> child of my xml, no problem. But I also want to display the jpg in the <image> node and am having great difficulty. I've tried adding more variables to the setSong function, but am frustratedCould someone shine a little light and point this beginner in the right direction?
function setSongs():void {for(var i = 0; i < 4; i++) {var artistText:String = songList_XML.song[i + songCount].artist;var clipArtist = this["song" + (i + 1)].artist;clipArtist.text = artistText;}}
right I'm using unique identifiers to register when an mc has been loaded,I am also calling the mc ["m"+ muid]problem is it aint sticking it in the MC specified... (i've done the same before and it worked it ain't now.
Code: muid = "m"+dog+"s"+sel+"i"+item+"m"+myv; // mpath = ["m"+muid]
I am trying to load an image from the twitter api xml file into a movieclip "pic.inner" but something's bugging me and i can't work it out.All the text loads fine but the image won't, sure it's something simple.here is my code:
I have a fairly simple script that loads an image from XML into a blank movie clip.When I preview it in flash the image loads (and changes) fine. When I view it live in a browser the image does not load but everything else works.This is one child node from the XML:
if I have a class I load, import com.pixelator;//import explosion class In my movie I want to run a function when it finishes and dispatches the event below. How do I do that? here is the code from the class
PHP Code:
function completeHandler() { dispatchEvent(new Event("PIXELS_DONE")); }
I am trying to put a command in one of my movieclips (mc1) that will say: When mc2 is at frame 20 (or has done a function assigned previously), gotoandplay frame 5 (in mc1). I am going to be putting this code inside the mc1. I am trying to design my button (mc1) to dim when mc2 or mc3 is clicked (and mc2 to dim when mc1 or mc3 is clicked, etc.) I have the dim tween on frame 5, and the clicked frame on frame 20, in my example.
How do I listen/respond to a specific cue point by name in AS3?
I have this listener which runs a function as soon as a cue point is reached, but I can't figure out how to run different functions for different cue points.
I am trying to wait for and Event.COMPLETE in another class but my code just jumps through the event listener and executes the following code without waiting for the event to complete so my variable is not being set.[code]
I load plenty of feed and want to know witch feed is comletely loaded in order to process it
var arrayDUrlLoader:Array = new Array ; var arrayRequest : Array = new Array ("http://www.mynewsbar.fr/Elle.xml", "http://www.cosmopolitan.fr/rss/article/2002");