ActionScript 3.0 :: Load 10 Images Through An Array Using A Loop?
Mar 13, 2011
I am trying to load 10 images through an array using a loop. I have the images loaded as movieclips and this set up but nothing is working. Any suggestions?
var picArray:Array = new Array[img1,img2,img3,img4,img5,img6,img7,img8,img9,img10];
for (var i:Number=0; i<10; i++) {
}
I've got a weird problem that could probably be easily fixed if I weren't such a novice coder. I'm loading external jpegs into movie clips that are within a movie clip which is within another movie clip (because they are animated as a whole within the other movie clips). The XML loads fine. The "Image" class I've made up is defined. The attributes from the XML load into the array of images.
However, I can't loop through the movieclips to actually load the images. But if I define manually the movie clip loads it loads perfectly. Here is the code that loads the images successfully, but not 100% dynamically:
ActionScript Code: // Define the Images Array var ImageArray:Array = new Array();
I'm making a highscore table in flash using AS3, I have successfully got working code that displays the names and the scores but also part of my high score table it needs to display the users country flag. The images for the flags are stored on a remote server.
Now I know how to load in a single image and add it to my movie clip but things get very complicated when I want to load in 20+ by iterating through a loop. I've looked at many examples and just cant adopt the sample code to work for me. Anyway without a further a do here is what I have so far.
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]...
Is there a way to load multiple images with a loop and an array... i mean without using xml as said all forums that i've already read... i have 15 images and i want to know if it's possible to load all of them without a loader and a URLRequest for each one... there is the position problem too.[code]...
I am trying to load multiple images by iterating through a for loop. For each image I instantiate a loader and send a loader request. I want to stop the iteration of the loop and cancel all loader requests sent, in case a user navigates out of the screen. How can I do this?
I'm trying to create a slideshow which loads images dynamically from a folder on my server. The number of images in the folder will change on a daily basis, so I'm guessing that this needs some kind of array to predetermine the contents of the folder. The files will not have a regimented naming structure.
Basically, I need to display all of the images in the folder one by one and then loop back to the start.
I'm loading in a bunch of images with a for loop. The images do appear on stage so that part works, however, spacing them is the problem. this is what the following code traces out:
I would like my picture to fade in, how do I do it? I load my image like this: var imageFolder:String = "main_pictures/"; var imageArray:Array = [imageFolder + "picture.png"]; //Container var imagecontainer:Sprite = new Sprite(); //Loop through the image array and load: [Code] .....
What I'm trying to do is to create a class loading three images as a pile into a movie clip and be able to switch from one image to another (with a fade effect) thanks to a method (setPic).
The problem I have is when I want to store my loaded image into my array( magnitude[i-1] = loader.content; ) it doesn't load anything, provoking the addchild(magnitude[i-1]); to return a null error. I know the file is properly loaded because if I addchild(loader.content) directly it does load the image (but I can't store it and access it later obviously).[code]...
I have an XML document that lists url of images to be displayed. What I want to do is load the length of images in the XML doc into an Array. Then take that array and make movieclips for each one.
I'm going to show a bunch of images in a slideshow.Since everybody hate waiting for things to load, I thought it would be a good idea to load all the images in the background while the user is clicking on other things. - user enters page-- design and menues are loaded--- the page is showed to the user---- images used in other parts of the flash-site is loading "behind the scenes".When the user finally open the slideshow, he/she don't have to wait for the images to load.This is my code:
Code: function downloadImages(i:uint = 0) { trace("- Downloading portfolio images");
I've searched for ages on this and I can't see how it's done, I've got a set of images in my library and each one has been "exported for actionscript" with class names of stim1, stim2...stim12. Now, I have a bit of actionscript code that creates instances of these classes and will load the stimuli to the stage:
I've got a set of images in my library and each one has been "exported for actionscript" with class names of stim1, stim2...stim12.Now, I have a bit of actionscript code that creates instances of these classes and will load the stimuli to the stage:
Code: var BitmapDataLeft:stim1 = new stim1(150,150); var imageLeft:Bitmap = new Bitmap(BitmapDataLeft);
Hi I am trying to create an image scroller that just scrolls images from point a to point b on load horizontally in an infinite loop. I just used a code snippet to move it horizontally but don't how to get it to stop and at point b and loop again from a.
I have an array with 20 elements and a shuffle function applied. Now i need to screen only 4 elements from that, which then should be deleted from the array in order to avoid repetition (next play will pick other 4 images and so on) Anyone knows if there a class i can use?
ActionScript Code: function processXML(e:Event):void { var my_xml:XML=new XML(e.target.data); my_speed=my_xml.@SPEED;
I want a movieclip consisting of a dynamic text box that, from the time it's loaded onto the stage, loads a randomly selected text string from an array, and continues to loop until the clip is removed from the stage. I also want the text strings to appear in the text box for random intervals between 500 and 3000 milliseconds.
While I've found tutorials here and elsewhere on loading one element from an array, usually triggered by a button, I don't know how to combine/alter it with the other elements.So I want this movieclip on the stage randomly flashing phrases from an array, some for a barely perceptible time, and others for a readable time.
i couldn't find a tutorial on this matter so i sorta started making my own hypothesis... what i'm trying to do is: have a gallery of images automatically scrolling horizontally while having the set of images loop. like at[URL]..
here are a couple of my theories and questions for AS commands to have this work:
1) display a range of pixels of an image at certain positions, i.e. if gallery is scrolling to the left, leftmost image when its parts are disappearing out of the viewing area, they become visible at the right.
2) have two instances of each image and when an image is disappearing on left, the second instance of that image comes visible on the right. this I imagine would take up more HD space.
i guess what i was wondering more about is how jager did their gallery where there's only enough images are in a set to be viewed in the viewing area.
ActionScript Code: var answerArray:Array = ["3", "2", "5", "3", "2"]; //these are the correct answers var answeredArray:Array = ["3", "1", "1", "3", "2"]; //this is an example of what the user
var filePaths:Array=["thmb1.swf","thmb2.swf","thmb3.swf","thmb4.swf", "thmb5.swf", "thmb6.swf", "thmb7.swf","thmb8.swf", "thmb9.swf", "thmb10.swf", "thmb11.swf" ]; function loadImages3(event:MouseEvent):void {
[code]....
My problem is that I can't figure out how to decouple the loader from this loadNewRow function. Ideally, I'd like to figure out how to load all the swf's give them dynamic names... like thmb1loaded, thmb2loaded, thmb3loaded.. push into an a ("loaded") array and then have that be used to build the grid.Right now, its loading them every time the loadnewrow function fires. I'm sure its a simple matter of iterating a .name within a contentloaderinfo .onComplete when each swf is loaded...
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 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!