ActionScript 3.0 :: Make Image Resizing Galleries?
Mar 1, 2010how to make image resizing galleries using AS
View 2 Replieshow to make image resizing galleries using AS
View 2 Replieshow I could re-size my stage?As well as, I would like to know how I could pan my moving animation horizontally/vertically? And is it possible to make an image fade to the next scene without a whiteout or blackout? How can I do this?
View 4 RepliesI need a simple way to use xml and create a multiple gallery inside 3 main galleries so basicly like this: (Everything would be in the same page, list view, when clicking into one it would open it)
GALLERY 1 (Will include numerious galleries)
-Example 1
-Example 2[code]....
Basicly when clicking the link it would hover the pics with a scrolling effect in the flash file (that all should be sorted out)
When displaying mutiple image galleries (3 galleries with 15 images each) is it advisable to load multiple xml files or is it smarter/easier to include all the info in a single xml file?
View 9 RepliesI'm in the midst of creating my very first portfolio site completely in Flash. I followed the tutorial [url]... to create a nice looking gallery. Now, my problem is that I need to create two other galleries for the same website. All three galleries will be on three different pages. The actionscript doesn't seem to work if I try top use different folders and file names, and I can't even make a second gallery in a separate .fla file so I can access the gallery externally via movieclip. I've gone through countless threads on different forums to try to find my answer, but nothing seems to work.
View 9 RepliesI've created a photo gallery that dynamically loads images into a movieclip entitled 'gallery'. Right now the images are listed in an array. is it possible to make an Array of Arrays so that I could load different Arrays for different image galleries? Is this somewhat how it would work? Lets say I were to switch to a section entitled 'landscapes' which we will pretend is the array "var a:Array = new Array();" for now.
ActionScript Code:
var a:Array = new Array(
"a1.jpg",[code]....
I am loading some separate .swf image galleries in my main .fla; when you go to different sections the image galleries still stay there. How do I make them go away? When you click on the background it takes you to another spot on the timeline and the gallery should disappear, but it just stays there.
View 9 RepliesI am making a set of image galleries which will have looping background music. What are your opinions about the recommended method to bring music in? I am happy with the attachSound and loadSound methods, but wondered whether attaching a soundtrack.swf using loadMovieNum would be better. If so, I only know how to stop and start the music, not pause it and restart where it left off, which is important if I add a narration. Sound Objects seem more versatile because they let you use "position/1000", but from what I have found on the forums I have searched through, I may have to load the swf into a Movieclip or perhaps use _level somewhow?
Here is the code, which works well, but does not "pause" the music, it just stops and starts at the beginning. Code is in the root timeline of my soundControls_mc (play/pause button).
[Flash 8 - AS2]
loadMovieNum("includes/number10.swf", 100);
soundOn = true;
this.onRelease = function() {
if (soundOn == true) {
unloadMovieNum(100);
[Code] .....
I'm trying to create a gallery where each thumbnail you can click loads a different set of images (and unloads or removes the previously loaded gallery).
View 9 RepliesI am trying to load different image galleries into a container flash file. Each image gallery will be in a speparate swf that can be loaded/unloaded from the main swf. I get the first gallery to load and function fine, using the following code:
var ldr:Loader = new Loader();addChild(ldr);ldr.alpha = 0ldr.y = 110ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, loaded, false, 0, true);ldr.load(new URLRequest("folio.swf"));
[Code]...
I have seen many tutorials on how to create xml-driven, thumbnail-based image galleries, but I am looking for one which can do a "Before and After" photo effect. I'm designing a realtor's website and want a "before and after" gallery to show work being done on some homes, before construction and after construction. So, basically, you have two photos, same size, overlaying each other, and use maybe an Alpha fade to "merge one photo into another"? Something which slowly fades one into another, not just something which does a complete Alpha fade out, then a complete Alpha fade in.
View 4 RepliesHave set up a file which preloads all of my images from an XML before displaying. However I'm having problems, one is the preload bar flashes slightly at the start, then is visible as I scroll through each image in the galleries. I've attached my fla file >> here <<
View 12 RepliesI can;t figure out how to do this. Someone selects and image after calling FileReference.browse(). I take that image and make a thumbnail in flash. Then I upload that image like so:
[Code]...
All this does it upload the original image. How do I change the fileRef to upload the new thumb? I have traced out the size of the "myThumbImage" and it is correct. I have placed it visually on the stage after creating the thumb, and it seems like it works. But when I upload it to an aspx page (that basically just throws it into a folder), it uploads the original larger image.
I have created a image cropping tool in flex using core copyPixel method.croppedBitmapData.copyPixels(croppedBitmapData, clipCan, new Point(0, 0));I have to crope area of dementions 20*20 and show this cropped area in an image of demention 250*350. Every thing going well.My problem is image distortion.Even i am using this method for smoothing image contents on complete.
private function smoothImage(event:Event):void
{
var bitmap: Bitmap = ((event.target as Image).content as Bitmap);
[code]....
So I'm having difficulty with this one, basically I am working on an XML image gallery.Load XML - with Image and Thumb paths in itoad thumbsWhen you click a thumb it loads corresponding image etc.When I load in the image I need it to load proportionally into a MC.This is the basics of how I have it at the momentCode: Select all box_mc.addchild(Image) // so it's loading into the box_MC which is H:300px W:500
if (Image.height > 300){
Image.height = 300;
Image.scaleX = Image.scaleY;
[code].....
I was wondering if anyone knew how to scale pictures when doing a website in FLASH. I am creating a flash based website for a friend. I have done all the links and it works greatThe only thing is that the images increase as the web browser is maximised.I would like it to decrease as the web browser is decreased, but to increase to a certain size 900 x 651, and stay that size no matter how big the browser is increased by.
View 1 RepliesDoes anyone know how to resize and move an Image with ObjectHandlesI need it to be as simple as possible.
View 2 RepliesI have been racking my brains trying to figure out how to do this but I can't! The two pictures I have given are different sizes to represent different browser sizes. The 'menu' stays the same size in the same position and the image/ greyblock scales proportionally to the browser keeping the same border sizes around the image.
View 2 RepliesI have a flash file that is pulling images in dynamically from a PHP page. The images will come in all different sizes so I need to resize them once they are loaded to fit in the containers that they are being loaded into...I thought onEnterFrame was the best way to do this? So I have the following:
Code:
onEnterFrame = function (){
for (i = 0; i < 9; i++){
[code].....
I know that one of the most frequently asked questions is on how to resize a movieclip to fit the dimensions of an image.
My question is similar, but kind of inverse;
I need to resize an image to fit in an empty mc.
Code:
loadMovie("image/imageTest.jpg", mc_appImage);
mc_appImage._width = 190;
mc_appImage._height = 225;
There's my current code... the image loads fine, but does not rezie :/ What am I doing wrong? What do I need do to make this work?
how to scale pictures when doing a website in FLASH.
I am creating a flash based website for a friend. I have done all the links and it works great. The only thing is that the images increase as the web browser is maximised.
I would like it to decrease as the web browser is decreased, but to increase to a certain size 900 x 651, and stay that size no matter how big the browser is increased by.
This is what I am trying to create: [URL]
I prepared a galley for my client that should load an external image, re-size it and appear while it fades in smoothly from alpha 0 to 100 (motion tween).
The thing is that it looks like the re-size interferes with the fade in action (motion tween from alpha 0 to 100) and as a result, it stuck in the middle of the fade in action. If I load it directly to a single key frame (without any motion) it works properly.
I have attached the code I am using below and attached the FLA so you can see it in your own eyes (change the fla.txt to fla.fla so you can open it with you flash app)
ActionScript Code:
//
//set stage for FBF
var loader2:MovieClipLoader = new MovieClipLoader();
[code]...
I have a little problem regarding resizing in flash. I dont know if it is possible in Flash MX, since the image size is too large to fit in to my target MC, say 800x600 px pic, loaded into an MC which has a size of 160x130 px.in my MC, i want to load an image (pic1.jpg [800x600 px])loadMovie("pic1.jpg","holder")it loads into the holder MC(instance name), but in the end resizes the MC which destroys my design.All i wanted is to load an image into a "holder" MC which is located at the root, without resizing it. Say, if an image is 800x600 px, will resize depending on the MC where it is loaded. From 800x600 px to 160x130 px.
View 2 RepliesSo I'm having difficulty with this one, basically I am working on an XML image gallery.
Load XML - with Image and Thumb paths in it Load thumbs When you click a thumb it loads corresponding image etc.
When I load in the image I need it to load proportionally into a MC.
This is the basics of how I have it at the moment
Code:
box_mc.addchild(Image) // so it's loading into the box_MC which is H:300px W:500
if (Image.height > 300){
Image.height = 300;
[Code]....
So BASICALLY I would like to be able load in any size image and always make sure it resizes to fit H:300 W:500 but keeps its proportions.
I have a little problem regarding resizing in flash. I dont know if it is possible in Flash MX, since the image size is too large to fit in to my target MC, say 800x600 px pic, loaded into an MC which has a size of 160x130 px.[code]...
View 2 RepliesI am trying to display a bytearray as a resized image. The Image is displaying correctly, but the sizing is off. Let me explain.
First I have the image data encoded so I need to decode the image data
// Instantiate decoder
var decoder:Base64Decoder = new Base64Decoder();
// Decode image data
[Code]....
This works. The image is displayed correctly. However, if I hardcode the image (img) height the resized image is shown correctly, but within a box with the original image's dimensions.
For example, if the original image has a height of 300px and a width of 200px and the img.height property is set to 75; the resized image with height of 75 is shown correctly. But the resized image is shown in the upper left corner of the img container that is still set to a height of 300px and a width of 200px. Why does it do that? And what is the fix?
The best way to illustrate the problem is by placing the image inside a VBox and show the borders of the VBox. From the code block above, if I change the image height and set the image to maintain aspect ratio (which by default is set to true but I add it here for completeness). the problem becomes clear.
// Display image
var img:Image = new Image();
img.height = 75; // Hardcode image height (thumbnail)
img.maintainAspectRatio = true;
[Code].....
package com {
import flash.display.*;
import flash.net.*;
[code].....
I have a UIComponent and inside it I put a loader (which loads an image file).
THE PROBLEM: Even though I resize the UIComponent(to a square), it will still follow the size of the image in the loader. But when I resize the image in the loader, it will become stretched. What I want to do is have a container(UIComponent) that has a fixed square size and after the image has been loaded it will just fit in the dimention of the container without being stretched.
I'm trying to resize a .jpg file that I'm loading in the loader class, and I can't get it to work. Here's the code I'm working with. (Note: I had to cut the URL to the jpg out because the forum blocks me from posting URLs with images!)
ActionScript Code:
getURL = new URLRequest("*URL to a jpg goes here*");
// Load slide image from URL
[code].....
I need to re-size the imgx attribute in the code below,at the moment image only covers half screen, I want to use to my desired size (full size)[code]
View 2 Replies