ActionScript 3.0 :: Load Images Into An Array From Xml?
Nov 10, 2008Code below:
photos.stop();
var startX:Number;
var startFrame:int;
var changeDistance:int;
var travelDistance:int;
[Code]...
Code below:
photos.stop();
var startX:Number;
var startFrame:int;
var changeDistance:int;
var travelDistance:int;
[Code]...
I just want each image in my array to fade in one at a time, Here is my [code]...
View 1 RepliesI 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++) {
}
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 am trying to figure out how to load a folder of images into an array.
I'm not sure how to do this?
I don't want to have to reference each image, but just reference the folder, which will load in all the images to an array.
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.
View 2 RepliesI'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");
[code].....
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();
[Code]....
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:
[CODE]...
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);
[code]....
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;
[code]....
Is there a way using flash you can display images but each one selected randomly from say an array of different images?
View 4 RepliesPHP Code:
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 have a photo gallery that loads many images using a for loop (image data is from XML file). Simplified code looks like this:
Code:
var photos_xml = new XML();
photos_xml.ignoreWhite = true;
[code].....
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!
[Code]...
I have a rotaing menu that loads in images from an xml file, I would also like it to load in text info from the same xml file to the left side of the images that load in. In my main .fla have created a movieclip and called it 'textInfo' and inside that I have two dynamic text fields called 'headerText' and 'bodyText' where I want to load the text in. this is what I am using to loading in the text in my actionscript, is this correct?
[Code]...
I have successfully dynamically loaded Jpegs into my flash document(using PHP), but then I have another small problem.When I dynamically load the image (example: image_icon_bluesky.jpg) I then need to tell the MC that is holding the loaded image that it needs to do this...
on (release) {
_root.image_bluesky.alpha = 100;
}
SO basically every time a new image is loaded in my sort of "loop" script. I need to tell the image that it needs to put specific code onto the MC using specific "image" details for that specific image.
I hope this is clear. Basically what I'm trying to do.On my flash stage I already have MC's that have their alpha properties set to "0". Lets say there are 3 images. One MC is called Blue, other is called Red and the last one is called Yellow.Now using AS + PHP I have dynamically loaded 3 Jpeg's .
[Code]...
and so on for each image....I have tried to explain this as well as I possibly can. I just wanna know if this is possible or if there is a simple way of doing it
Can images be stored in some sort of array and then called to the stage ramdomly?
View 1 RepliesI'm making a slideshow with 7 pictures in it, what i want to do is add the images to the array.
image names/class(?) are image1, image2, image3, ... image7 and I'm adding them in a loop.
Code:
var arrayName:Array = new Array();
for(var i:int=0;i<6;i++){
arrayName[i] = //this is where I'm stuck
}
need help with that one line of code, and how to get the name right while using numbers in the array elements and, if possible, the class.
I've never done this before, but I'm prety sure its possible to store almost anything in an array.
I'm making a Matching Game in Flex. I want to have images from one array on my left and images from the second array on my right, so that user can drag&drop images from the left onto matching images on the right.I have mx:HBox and two mx:VBox inside. Now, how can I display images in VBox that I have in my gameArray, if the length of my array (amount of images) may differ? I would have to create as many mx:Image as the length of my gameArray, but how do I do it in MXML?
View 2 RepliesActionScript Code:
button1.addEventListener(MouseEvent.MOUSE_UP , Button1Click );
function Button1Click(event:MouseEvent):void {
var pictureLoader:Loader = new Loader();
//var pictureURL:String = "dude.jpg"; this works but if I put the name as an array it does not work
[Code] .....
I have a loader with the array function. When you click on different buttons on top of the loader, images and text load into the loaders. I would like the images and text to fade in and out instead of just flashing.
View 5 RepliesI want to return an array of images from a sql server through a web service written in asp dot net . I could return a single file by sending the byte array back . How to return an array of byte arrays or an image images back to the flex application?
View 2 Repliesdo anyone know how i can loop an array of images that I load external and each last for 5 seconds
View 2 RepliesIs there anyway to create a GIF animation from an array already loaded with bitmap images?I would like to simply create the animation in the order the images currently are in.
P.S. -- how would I display it? Just addChild() I'm assuming, correct?
I've been fighting with this for a while now, I am trying preload several jpgs who's locations are stored in an XML file and then display them sequentially (building a vertical list of thumbnails). What I'm having trouble to figure out is how to preload all the images with one preloader and only when all the iloading is done, to start building the list...I saw something similar here on the Forums, but couldn't manage alter it to fit my needsHere's the code I'm using:
Code:
stop();
this.listContainer.setMask(deviceFontMask);
[code].....
How can i add preloader to images from my array ? I have couple of panels on stage , everyone have place for images, everything is loading nice. I only need to add preloader in every image holder.
[Code]...
Right now I am working on a game where I need to have 19 pieces revolving with 19 different MCs in them. The code I have can accommodate the movement and 19 pieces, but how to get 19 different ones in there - just one with 19 duplicates.
I thought if I addressed them in an array, I could tell my emptyMovieClip to load them into itself with individual MCs. I'm sure I'm on the right path, but it's not working yet.
My array:
anames = new Array (mcAnniePiece,
mcAlbertPiece,
mcAshleyPiece,
[Code].....
I'm making an array of clickable images, based on kirupas gallery tutorial.I want images in rows and columns. To show images in rows and columns i need to change the ._y and ._x coordinate everytime the image hits the end of the screen.....Here is the code:
Code:
tlistener.onLoadInit = function(target_mc) {
target_mc._x = (target_mc._width+1)*k;
if (target_mc._x > 400){
[code]....
When the image's x-coordinate is > than 400 the image should shift down (using ._y + 70), and the x-coordinate should be reset to zero to place the images right underneath another.BUT, when i set ._x to zero it stays at zero throughout the rest of the loop...