ActionScript 3.0 :: Place Two Or More Instances Of The Same Loaded From A Loader Bitmap In One Container??
Nov 29, 2009Is it possible to place two or more instances of the same loaded from a loader Bitmap in one container?
View 1 RepliesIs it possible to place two or more instances of the same loaded from a loader Bitmap in one container?
View 1 RepliesI want to load an external image (dest) and display it on the stage, and i want to load another image (src) which will not be visible. When i hold the left mouse button on the image that appears on the stage, then a function that start copies the src image to the dest will be invoked. Actually i want to reproduce the scratch effect on an image that hides another underneath. here is my code [ the copypixels function is triggered on mouse_move event for debug purposes ]
package
{
import flash.display.Sprite;
import flash.display.BitmapData;
[Code]....
Although the two images are loaded into memory and the first one is shown on the stage, when the mouse_move events triggers the corresponding handlers the copy does not work.
I'm writing a simple little test app consisting of 'main.as' and 'test.png', both within the same subdir on my harddrive. I'm compiling via command line with mxmlc, and testing via 'open with...' and Chrome. The code uses flash.display.Loader.load( "test.png" ) - but I can't access the loaded content (or even draw it to a bitmapdata!) due to security exceptions.
My goal is to get the image into something (preferably a bitmapdata!) I can draw to other bitmapdatas, as I understand this is fastest for gaming. I've tried all sorts of things, including creating a 'crossdomain.xml' that goes in the same dir as the above files (and doing the appropriate LoaderContext thing), tried various system.Security things and still no joy.
I am facing a issue in Flash container. I am having a project which has main container which call different SWFs into it. Now I call this main container file into another container, and their problem starts. Many option doesn't work properly which generally have _root, _parent etc...
If I want to run project (main container SWF and child SWFs) into another container file which place on a website. I want to show whole project from this container file so what I need to do?
How to make this smoke effect work without mouse input. I am trying to have it spill from the end of a cannon, & my attempts to modify the position have resulted in all my bitmaps shifting. I changed this
doTrail(_root, _xmouse, _ymouse, currentBitmap);
To this
doTrail(_root, _x=80, _y=100, currentBitmap);
[Code] .....
how can we place hundreds of instances of one movieclip on different place?
for exemple, pacman:
how should i code the placement of all the money?
i would go:
_root.attachMovie(
_root.attachMovie(
_root.attachMovie(
but that's not the good solution is it?
there must be a code to do that without hundreds of lines of code.
I have two swf files, each one almost with the same classes, the most important one is a Singleton class, each swf does "singleton.getInstance()". The diference is that one swf is like a container and the other one is like a module. So when the container loads the module from an absolute path like loader.load("file://c:/modules/module.swf") or loader.load("[URL]"), two different singletons (same class) are created
But when the container loads from a relative path like loader.load("module.swf") , just one singleton is created (that is what I want) I am just intrigued with this behavior, could someone explain me this? PD: I believe is something related to loaderContext and applicationDomain but It also appears that isn't working right. -Patricio Foieri , Vertigo Labs
how to create an image gallery that loads external bitmaps. It also has some nice fade in/fade out effects using Tweener. I was wondering, what would I need to modify from my code to load MovieClips from the library instead of the external JPEGs.
Code:
import caurina.transitions.Tweener;
var btn:Object;
var disabledBtn:Object;
[Code].....
In AS3, I am loading a png from a zip file (nochump's zip library through ByteArray to Loader). The png can be up to 45k pixels wide but only 120 tall. This creates a problem in flash, as images can only be ~8000 pixels wide. A possible solution would be to split the images into 6 columns somehow. This would probably need to be done in the ByteArray state, because the limitation is in Bitmap and Loader.
View 2 Replieshow I can use SWFobject to place a SWF inside a container?
I am using SWFobject to make the width and height 100% so that it takes the entire browser screen. However, I want my swf to stay within a horizontal border (so that it takes up say 100% height and 90% width). But, even if I place the flashcontent div (that I target with SWFobject) within another container div (which I only target with CSS, with 90% width and center it). The SWF file will take up the whole page, going over the margins of the container div.
I'm trying to dynamically place instances of MovieClip on the stage. Receiving an error:
TypeError: Error #2007: Parameter child must be non-null.
at flash.display::DisplayObjectContainer/addChild()
ActionScript:
// properties in class ----------
var circle_ary:Array = new Array;
var circ_num:int;//number of circles on the stage.
[code]....
I know how to place a fullscreen bitmap background using the BitmapData class but i have yet to find a tutorial about how to place a fullscreen flash animation in the background while keeping the aspect ratio.I've looked around the web to find a tutorial about this but i did not find anything except a few threads with no responses.
View 1 RepliesI have created an as3 loader with fixed text on the left then the loaded images in the middle and the buttons on the right. I then created another loader with several buttons to load the original loader. it works but the different elements from the original loader are out of place.
Here is the coding for the second loader the coding for the first loader is below:
this.stop()
var myrequest9:URLRequest=new URLRequest("bolly.jpg");
var myloader2:Loader=new Loader();
myloader2.load(myrequest9);
stage.addChild(myloader2);
[Code] ......
I have a 100 x 60 rectangle movieclip and I want to duplicate it n times (n is an arbitrary value taken from XML) and place the newly created movieclips in a grid.
The grid will have an arbitrary number of cols / rows, as these values are taken from XML too.
I'm using a for loop to place the movieclips horizontally, but I have no clue how to create a new row once the desired amount of movieclips have been placed horizontally, and so forth until the maximum (n) number of movieclips have been placed on the stage.
Here's my script so far:
ActionScript Code:
var n:Number = 28;//Maximum number of movieclips - this value is actually taken from XML
[Code].....
I have a MV called container. It has no specified size. I add to this container a child, a loaded SWF. And then, later, I draw this container into a BitMapData.
Code:
var jpgSource:BitmapData = new BitmapData (container.width, container.height);
jpgSource.draw(container);
On most of my loaded SWF, bitmap is the correct size of the original loaded swf. But sometimes, the bitmap is smaller and I miss part of my draw..
Does a my container take the size of his child ?
I'm currently working on a flash project that creates a lot of instances(small boxes) and puts them on the stage, this will lag significantly after a while, and I thought there would be a way to draw these boxes to a bitmap object and remove the unnecessary children.
View 1 RepliesI'm using the following code to load a .jpg into a movie clip container the problem is I need the container to be a specific size I tried loader.content.width = 50; and loader.content.height = 50; the height part works but the width doesn't work my image just expands beyond the stage width.How do i set the size of the movie clip container?I don't care if the image gets distorted i have a resize script for the images before they are loaded into flash.[code]
View 1 RepliesI found this quite amazing website [URL] and If you see the website when you zoom out there is no animation neither interaction with the content of each container, I mean, if you see the first one, the home container there is a animated banner, however when you zoom out that banner stops. Also, you if see, every time you zoom in a container it loads its content, if you zoom out and zoom in again it loads again the same content...this is cool because you're not wasting too much memory and you're not creating a huge .swf file.. Are they generating some kind of bitmap thumbnail for each container everytime we zoom out or what?
View 3 RepliesI have run into a problem when trying to reuse SWF/Bitmap file loaded by Loader object. As far as I know there is only one way to do this - by using something like this. However it`s not working for me. My code:
Code:
var loader2:Loader = Loader(duplicateDisplayObject(loader1, false));
Even though I addChild() duplicate loader to stage afterwards, it doesn`t appear.
I have a project that is drawing ~10,000 small tiles into one large bitmap container - it's a mosaic. In Flash proper and in FireFox it takes about 20 seconds to complete the drawing. Very acceptable. In Chrome it takes about 1:30 and in IE it takes roughly 3:00 - both too slow to be acceptable to the client - who of course reviewed with IE. I have Flash set to run at 45 fps - and the images are populated by a Timer - at 2 ms intervals. Maybe 2 ms is too fast? But in my testing 1ms was slower as was 3ms, so I kept it at 2. And it works fine in FF and Flash...
View 4 RepliesI'm trying to load a bitmap using this: [URL]. It seems like the preload is working fine. I'm just having trouble loading the bitmap from here. it works without the preloader but I can't figure out what's not making it load when it's done.
Code:
function loadTransBitmap(id){
this.createEmptyMovieClip("holder_img", this.getNextHighestDepth());
var mcl:MovieClipLoader = new MovieClipLoader();
preload = new Object();
mcl.addListener(preload);
[Code] .....
I noticed after the load is complete, I traced the width for targetMC, which is where the image should be preloaded..and it comes up as 0. So it seems like there's nothing in the holder_img container. But it preloads something so I don't know what the problem is.
Also: 'id' from the function is just the image (images/1.jpg)
I have a flash file that counts and displays the number of images in a particular folder, that part appears to work fine. I require a reset button so that the alternate directory for the images can be tested as well. For this I need to delete all the instances of the loader I created for each image, but am unable to do so.
ActionScript Code:
import flash.display.Loader;
import flash.net.URLRequest;
import flash.events.IOErrorEvent;
[Code].....
I need a script that clears all the XML data from a loader (swf container).
How can I unload the XML cache so I can put new information to replace the old stuff?
How to access a loader loaded by a loader
View 4 RepliesI put in the stage 3 instances of uiloader and name pic1, pic2, pic3. How can i load a bitmap in these 3 instances of uiloader with a loop structure;
View 5 RepliesI am trying to load in 5 pictures but 2 of those pictures need to be added multiple times to the same scene. For example you would use Loader to load one tree but would show that tree 9 times. The problem I am experiencing is that each object loads fine once but objects that are the same with different x and y values are placed at the last location that was set in the loop.
for(var i=0; i < LoadedXml.resources.resource.(@type==LoadedXml.resources.resource.@ty pe[fileCount]).@count; i++) sprite.name = LoadedXml.resources.resource.@type[fileCount] + i; sprite.x = LoadedXml.objects.object.
[code]........
Hi guys, I'm wondering whether any of you have any opinions on whether you instantiate a Loader into an instance variable, or whether you declare a local variable to hold the Loader object.
I'm coming at this from a memory management / garbage collection perspective.
I only need the Loader object to load the file and register the event listeners. So I don't really want an object-wide instance variable to hold this loader object (which is what Adobe does in most of their examples), since I can always access the loader.data through the event's target property.
[Code]...
i'm trying to load images from Facebook Albums to my flex app, this is the code called when i click on a FB image:
[Code]...
I'm loading a list of urls of pics from an fql query, then loading those urls with the loader class using this function:_loc is a MovieClip that holds the picture,[code]In onMyPictureLoaded I would like to get the bitmapdata out of loader.content and scale the image (smooth it too) that way, and then reattach it to the _obj MovieClip, but I'm having trouble reattaching that new bitmap to the object.It seems the problem is more to do with events and not having the ability to pass information (_loc, for example) from:loader.contentLoaderInfo.addEventListener(Event.CO MPLETE,onMyPictureLoaded); to the onMyPictureLoaded function.
View 11 RepliesI have a number of loader instances (loader1, loader2, loader) which I will use to load pictures. I tried to create a loop and run the command
for(var st=1,st<4,st++) {
_root.movie_clip.loader+st.load("picture.jpg");
}
The concatenation "loader+st" doesn't seem to work. Is it not supported in AS2.0?