ActionScript 3.0 :: Loading Image To An Exact Size?
Jun 25, 2009how can i load an image to an exact size in the movie clip ?
lets say i have an img which is 1000X1000 and i want to leave it at the same proportion but display it at 800X800
how can i load an image to an exact size in the movie clip ?
lets say i have an img which is 1000X1000 and i want to leave it at the same proportion but display it at 800X800
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?
View 1 RepliesI have a script that calls for an external swf file. It can import the file no problem but it is always the same size. The problem is that I made the swf file with smaller dimensions and it is still to larger in my window.[code]...
View 1 RepliesHow do I get an exact width and height of a MovieClip if it was scaled on stage resize?
for example if I have:
stage.scaleMode=StageScaleMode.EXACT_FIT;
stage.addEventListener(MouseEvent.MOUSE_DOWN, checkSize);
function checkSize(e:MouseEvent):void{
trace(mc.width);
}
It will always output the same width and height no matter how big or small the stage is. Is there anyway to get exact current size?
How do I get an exact width and height of a MovieClip if it was scaled on stage resize?for example if I have:
ActionScript Code:
stage.scaleMode=StageScaleMode.EXACT_FIT;
stage.addEventListener(MouseEvent.MOUSE_DOWN, checkSize);
[code]........
I'm looking for code which will use my buttons instance name and when the button is clicked a new window will open up a new web page at the exact size referred to in the code. I tried playing around with this code but it comes up with errors.
test_btn.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler1);
function mouseDownHandler1(event:MouseEvent):void {
navigateToURL("hhtp://www.website.com/onlinesurvey.html","_self";
var jscommand:String = "window.open('http://www.website.com
[Code]....
Anybody have a simple script to open an html file to exact size of 526 x 380 with out any toolbars, scrollbars, sizing etc from a flash movie? I am using MX
I have tried a few tutorials and not having any luck. Sorry for being so remedial...but I am ultra-wet when it comes to this stuff!
I am unable to get the exact look when i replace the image with new image.I took one sample program. In this one image will be rotating. I tried replacing this image with new one, but it's not working as old animation.(Actual Old animation is some thing like Moving a needle, after replacing the image with new one needle is rotating some thing like along the boundary of circle. I am unable to find the root cause and solution.I didn't changed any thing in the code.)How to get the smooth rotation?
View 2 RepliesIve been searching high and low to find out how i can dynamically load an image into a container [i.e. im using the xml_photogallery tut. template] and setting it so that it scales to fit specific dimensions. At the moment Im having to resize images in photoshop so that it fits with in the container/webcontents dimensions. Otherwise different images with different sizes will bleed on main body of the site.
View 4 RepliesIve been searching high and low to find out how i can dynamically load an image into a container [i.e. im using the xml_photogallery tut. template] and setting it so that it scales to fit specific dimensions. At the moment Im having to resize images in photoshop so that it fits with in the container/webcontents dimensions. Otherwise different images with different sizes will bleed on main body of the site
View 4 RepliesI am using the MovieClipLoader class to load a bunch of images, and I am trying to build a loader that has a single percentage for the whole batch of images. I need the.bytesTotalof every image prior to loading them, so that I know the total number of bytes I am working with to calculate the total percent of all images that have been downloaded.
My issue is that it seems to be loading the images in a generally linear way (loads all of the first pic, then starts loading the second pic, etc...) and .bytesTotal is returning as 0 for all pics that have not yet started loading.
Anyone know how I can grab the total bytes of each image prior to the actual download of the image?
This is the third thread I've written for my current project (1st was answered perfectly, 2nd failed [but I still figured it out anyways]) but I'm not sure if there is a solution to this problem. I can't really explain my problem, so once again I've included a helpful animation to show you what I mean. Bear in mind that the pale-blue box represents the movie clip's borders, and those borders are usually changed to include the animation (instead of the borders moving with the animation, the borders get bigger).
For the animation problem, I've already got a solution: create an invisible movie clip that has the exact size and shape of the animated movie clip and make it follow the movie clip as it animates, and make the hitTest check the invisible movie clip instead of the animated one. As for the rotation problem, well, I don't know how to fix it. Is there a way to change that?
I'm making a mockup for a client and I need to Load the .swf with the exact stage size so the graphic elements do not float outside the loaded movies stage area. [URL]Basic load code I'm using...
Actionscript Code:
import flash.display.*;var adLoader1:Loader = new Loader();adLoader1.load(new URLRequest("100828_budlight_texas_fight_728x90_jn.swf"));adLoader1.x = 313;adLoader1.y = 162;addChild(adLoader1);var adLoader3:Loader = new Loader();adLoader3.load(new URLRequest("100828_budlight_texas_fight_300x615_jn.swf"));adLoader3.x = 738;adLoader3.y = 0;addChild(adLoader3);
I made a flash website with photo galleries using a component that I bought online. The component is loading the image in a thumbnail scroll bar via a XML file and the full size image display in a UILoader. So far nothing special. But when I reach a certain amount of pictures in the gallery, the scroll panel get stuck while loading and doesn't display the full size image. Then the thumbnails don't react at all.
[Code]...
I have three images and I want change the images size based on the scene size (default size is 1024x768). After each image has completely loaded I call bindableUtils.setter to set width/height when scene size changes but I don't know how to make a pointer or something like that. I'm using a public var img, but it only works with the last complete image.
Here is my code:
<?xml version="1.0" encoding="utf-8"?>
<s:Application xmlns:fx="http://ns.adobe.com/mxml/2009"
[code].......
I've done quite a bit of digging but it's surprisingly difficult to find informed answers to these questions. I'm making a Flash game with a friend; as far as we can tell, the code is fine, but there are some serious framerate problems that seem entirely related to the graphics.
Is there a performance difference between Movieclips as JPGs and PNGs? Most of our graphics are imported as PNGs because they have transparent sections, but I don't know whether there is a performance difference between setting image compression to JPG or PNG within Flash itselfDoes turning on "Smoothing" for an image affect performance?Obviously larger graphics have more of a performance hit, but is there any benefit to splitting a large image into pieces? Example, changing a 2000*1000 background into two 1000*1000 pieces? One thing is most of our graphics are as much as twice the size in the library as they are displayed onscreen, then scaled in the code. We had wanted to make the game still look good when zoomed in/fullscreened but that doesn't seem practical so I'm planning on resizing all of the image files to their final size in the game and removing the scaling code. Hopefully that's the major part of the problem.
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]....
[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.
View 3 RepliesI 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?
View 5 Repliesi 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:
[Code]....
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 am making a sort of portfolio gallery inside my flash project. Every image I try from large to small still shows up very jagged. What is the best size to fit in my 1024 by 768 stage taking up about 80% of it?
View 5 RepliesI have xml file with images, and they appear in gallery one by one. Is there anyway to trace the width/heigth of each image?
View 1 RepliesI 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.
View 1 RepliesI need to create a gallery to load images and display them. This part is fine:
/**
* @variable image_name to store the name of the selected item
*/
private function showimage(evt:Event):void
[Code].....
where imgMain is the id the image component.
But, I need a small twist. A transition image i.e. loading image should be displayed while the the image is being 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.
View 4 RepliesI need to load some fixed size swf(800*600) in main swf file which displayed 100% in page, i just need to not "resize" secondary swf. Can anyone show me the AS with size definition functions loading other swf.
View 3 RepliesI have a background image at 720x576px. My flash document is also set to the same. When I import my graphic and drag it onto the stage it is a completely different size?
This means I have to re-size using the free transform tool, and as I have to re-size many images for different movies that have to be exact, what is the best way to re-size them? Should my imported image not fit the stage size exactly without re-sizing at all?
I have been trying to figure this out for the longest. I had got it fixed but flash suddenly crashed and everything was lost. Now here is the as code, I want to know how I resize the _loc5, which is the image that is being called.
Actionscript Code:
var _loc2 = _loc6.attachMovie("galleryThumb", "thumb" + _loc3, _loc3);var _loc5 = swfRoot + dataObject.path + dataObject.id + "_" + _loc3 + ".jpg";var _loc4 = _loc2.createEmptyMovieClip("imageHolder", 1);_loc2.id = _loc3;_loc4.loadMovie(_loc5);