How can I make this work? Basically I want to load an image from a URL, then set it as bitmapData, as shown below (down incorrect)..
Code:
var imageLoader:Loader = new Loader();
var image:URLRequest = new URLRequest("http://www.mysite.com/hair/hair_" + hairStyleId + "_" + hairColorId);
imageLoader.load(image);
hairBitmap = new imageLoader(0,0) as BitmapData;
I am trying to load a colour image and then it is changed to black and white image. Here I am using a mask. But it is not getting worked. The code that i am using for this purpose is attached following: import
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.
I have an application that I'm migrating from flex 3 to flex 4.5. In this application, there is some mx Image components that load a simple swf file (image). Spark image doesn't load swf files, so I was wondering, should I keep the mx Image, or should I change it to SWFLoader? Is there any advantages to using one or the other?
This shouldn't be too difficult, but what I have is a button, which in the 'over' state I want to load an external image, and then have the image disappear when the users mouse hovers off the button
I'm creating a moodboard application where the user can dynamically load an image onto the stage by pressing a thumb of the image in a menu item. I have most of that working but what I would like to know is that, if there is a way the user can interactively scale/transform the image when it is on the stage in the swf file?
I want to have an swf load an image file in an image container within the swf from the querystring. 1. In the query string I'd like the extension of the image file to not show:
2. In the swf I might have more then one place where the same howdy.jpg loads, but in different sizes. Which method would keep the aspect ratio of original and resize to fit varying container sizes?
3. I have some javascript parsing code with an swf example that I got from this page. [URL] But when I tried to alter the fla for my use it didn't work. I wasn't able to find 1 line of actionscript in the query.fla.
I cant load an image from a class.I have main.as which calls Classplayer.as Classplayer calls ClassMisiile.I cant load an image from ClassMissile .I can load the image in Classplayer and dont know why the image in ClassMissile doesnt appear and it is spelt right and in the correct directory.I dont get an error and the functions work but no image.
I would like to be able to add the functionality of being able to load different galleries from a menu without loading a new mc with gallery inside it. I managed to botch the file up pretty good on my own, and was wondering if there is a ready answer nearby.So I'm thinking have but1, but2 and but3, with a seperate xml file for each. What would you recommend for a smooth way to swap the the xml files to the gallery, and load the first image of the new xml file? Also, can it be done with one big ol' xml file while keeping the galleries seperate? It's not necessary, but could be handy, and save some loading.It would also be interesting to apply the same principle to the resizing script that Scotty has in that big Resizing thread, just a thought.
Second, I'm struggling a bit on xml and hoping for a hand. Your xml image gallery is a sweet piece of work, and I would like to be able to add the functionality of being able to load different galleries from a menu without loading a new mc with gallery inside it. I managed to botch the file up pretty good on my own, and was wondering if there is a ready answer nearby.So I'm thinking have but1, but2 and but3, with a seperate xml file for each. What would you recommend for a smooth way to swap the the xml files to the gallery, and load the first image of the new xml file? Also, can it be done with one big ol' xml file while keeping the galleries seperate? It's not necessary, but could be handy, and save some loading.
I am requesting an image via an ASP script: http:[url].....Shows up in browser but doesnt show up in flash when I use the moviecliploader to load it.I had a security error when I tried to load it earlier, but that warning doesnt show up anymore in the output window.
I make simple site but I have a little trouble with loading images. As you can see with new category there is new image. There is a problem, beacause only then img is loading, and I want to load all images when my site is loading. sample code how I operate with those img.
imgUrls.push("img/01.jpg"); imgUrls.push("img/02.jpg"); var k3:Boolean=false;
We are moving from as2 to as3.In as2 we were able to load an image file (from a 3rd party website) and quickly dump it if it turned out to actually be an SWF.In as3 it seems you can't dump the a loaded SWF before it has started running.The sites we are loading images from DO NOT have a crossdomain.xml (eg tinypic.com) so we can't use the fancy features of URLStream.We have tried Flash 10's unloadAndStop but that seems to run too late and the loaded SWF has allready done mischief.
how to import text from xml in to a swf. Stage one complete and I can now build on that.
Now, I need to import a single image in to a swf. Very basic I think but I just can't find a tutorial for this level - everythings way to advanced I've found.
simple script that will do that (actionscript and xml) that will do that - import one image in to a swf.
i got a code for loading external images into a movieclip, works fine and all...
Code: var orgImages:Array = ["./images/pic1.jpg","./images/pic2.jpg","./images/pic3.jpg", "./images/person1.jpg"]; var images:Array = orgImages.concat(); function pickOne(){
[code]....
but now i want to add links to the images so when u press on "imageHolder" that the image u see brings u to its own page. The idea is clear but how i have to do it, eventually this has to happen: imageHolder.onRelease = function() { getURL(url);}But how can i tell wich url belongs to a image?
I am trying to simply load an image into a MC. It loads but I can't get it's attributes. I have tried using a listener and it loads one of the images (I have two) but I still can't trace it's attributes. I am currently, but using loadMovie and it loads both, but still can't trace height/width..
Code: var container:MovieClip = home.createEmptyMovieClip("item"+i,i+1); var up:MovieClip = container.createEmptyMovieClip("icon",container.getNextHighestDepth()); var down:MovieClip = container.createEmptyMovieClip("reflect", container.getNextHighestDepth());
I am using flash 8. and i have one .Jpg image (1024 x 768px - Its vary) now i want to load this image to my Movieclip. But my movieclip size is 130 x 140px. how is it possible to load and fix this movieclip size.
How do i modify this so that the proj_1_1_mc movieclip loads an external image instead of putting it in the flash file and thus bloating the .swf file?
I cant load an image in the document class.Do I need to load all images from a class as I cant load images in a Document class directly?With this code I get a Error
#1009: Cannot access a property or method of a null object reference. at Main/moveright() at Main/doSomething() // Class
I have a page with a relatively large background file. I say relatively, because it's the largest single image on the page, but not HUGE, per se. Basically, the page loads other images too, but they are smaller and load first. I'd like to load the background image first, then, load all the others.
I'm not totally sure how to do this, but my best guess so far was with an event listener using the Event.COMPLETE constant, like the code below. deskLoader is the background image. There are also many more images, but this is a sample and the basic idea behind what I'm going for. When I run the code like this, the background image loads, but nothing else and I get no errors.
Ive managed to get Flash to read, in degrees (0 - 360), the location of the cursor in relation to a point. Now I want to tell it to load a certain image when the cursor enters a specific region. For example, if the cursor is inbetween 0 and 90 degrees of the point, load imageA etc. I have used a 'listener' and 'else if' statements, but still nothing.Heres a copy of what I have so far >
onClipEvent (mouseMove) { x = this._xmouse; y = this._ymouse*-1;[code]....