ActionScript 3.0 :: Retrieve The Variable And Preloader - Dynamically Load Multiple Images
Jul 8, 2009
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The above code loads an XML file which contains the path to text and image files, i am able to trace the path correctly within the above PARSE function but i am not able to retrieve the variable (or trace it for that matter) in the LOAD TEXT section, As i continue to code, i would also like to dynamically load multiple images (in the LOAD IMAGES section) using the projectPath and iterating through each image listed in an XML file. I am not at that point yet but my question is how would i create a progressbar/preloader that diplays total progress for all URL Requests (the text file and multiple images listed in the XML).
I'm not quite conversant with classes and loading external pictures so be patient My intention is the following: a sort of slide show which dynamically loads all pictures of a certain directory and displays them one after the other. To do so I want to get the number of images of a certain diretory (img) by using a PHP script (done), then the PHP-Script sends the data to the Flash file (done) which stores it in a variable (done). I've created a class called PHPLoading for doing this (finally it creates an array which stores the links dynamically created (pictures are named 0.jpg, 1.jpg, [code]...
I'm trying to dynamically load multiple images to a Movie Clip on the stage. Where I am having trouble, is when I position different sized images one under another.
What I have done is, assign a variable for the position for the _y of the next image. eg. var spacing:Number = 0;
Since I'm loading the images from a XML file, I've included the height for each image aswell. This is where I am having trouble
Say for example, the image I am loading is 400px high, 'spacing' then appears to be 0400 and not 400. After I load the second image, which is 500px high, spacing appears to be 0400500 and not 900.
I've been trying to work on a web portal for updating a website I am creating. I originally duplicated a write-to-.txt php script and duplicated it for each of my pages, but for some reason it isn't working out very well as I assume they are fighting with each other. I am looking into creating what I assume is called an array, so that I can store 5 separate data pieces in one text file but I can't seem to find a tutorial that is close to this. the closest I can find is a guestbook tutorial but it is very out of date. I would like to be able to store multi-line text (so that paragraphs and breaks are preserved) from 5 different input boxes and then retrieve that data upon loading of the input boxes and in a different page which would be the actual content of the website.
I'm using TLF text, so there's a RSL involved. I get that there's a way to include the library in my own code, but I'd rather not do that unless there's no other solution.
In Advanced Action Script Settings > Preloader Method, there's a choice between "Preloader SWF" (five black dots, the default thing) and "Custom preloader loop". My first question is then how to use this Custom preloader loop thing? What is it referencing? Do I have to write a special thingy somewhere? What?
And I already made a simple "bar filling up" kind of preloader, which I'm testing by using the aforementioned "Custom preloader loop" setting and simulating download. (My project no longer compiles when not simulating download [VerifyError: Error #1014: Couldn't find flashx.textLayout.container::ContainerController class.] which led to the conclusion that I'm doing something wrong here.) It does fill up, but it starts at about 60%. From my earlier badly worded Google searches, I think my problem is that I am using a bunch of external .as files which are loading before the preloader. Is there any way to tie the .as files later, or something?(That, or my preloader actually takes up 60% of the project's data, which would surprise me but isn't impossible because it's still very bare.
I'm making a game and I'm sorta kinda using tiles to render the map screen. So I have a bunch of sprites on screen, for which I created a Refresh() method that I call whenever necessary. In this method, I use a Loader object to load desired bitmaps (which aren't in the project's Library), then add this Loader as a child. The main reason I did it that way is because I could then reference the images to load with a string, and so include arguments in there.
(I don't know if I'm clear, so let my try to be more descriptive. I basically have an array containing the map data. I'll read that array and pass some properties as arguments to my Refresh() method to draw the screen correctly. I'll then be able to load the image ["sprite" + arg1 + arg2 + ".png"] by using that string to create a new URLRequest (and then use that in the Loader).If I understand the way this works correctly (and I probably don't ), I'm downloading the images all over again each time I call Refresh instead of having them "cached" somewhere, which is inefficient (because they're tiles and I'm reusing them multiple times). Am I correct in that assumption?
I thought the more "efficient" way would be to import my tiles in the project Library and export these for ActionScript. (They're PNGs, so they inherit from BitmapData.) My problem with this method is that to use these images, I now have to instantiate a class, so there's no string involved, and so I can't concatenate variables with a string anymore to fetch the right PNG to display, which is really, really annoying.
So I'd like to have the best of both worlds: cache images while still being able to refer to them with a string. Is that possible? And more generally, what's the "right" way to dynamically render images in the context of a tile-based map?
EDIT:public vars vs. getters and setters I have classes with properties. I've gathered that it's good programming practice to declare these properties as private vars and then define getter and setter functions to access them. It's easier to just declare these variables as public and move on. What are the pros and cons of both methods?
I am experimenting with AS3 and I created a page that loads around 35 images to the screen from XML and randomly scatters them on the stage. I know how to use the ProgressEvent to show the loading for each individual image, but I am trying to figure out a way to show it as a whole. The one think ive tried & acheived is to have total number of loaded images divided by total number of images. So when 15 of 30 images are loaded its 50 %, etc.... But Id like to have a more effcient preloader that shows the actually loading.
I'm creating a 360 turn by importing .png files into each movie clip. I wanted the preloader bar to increase in size as each one loads. Once the preloader is completed on frame one, I have it go and stop on frame 2, but there is a blank screen for a view seconds. I think the images were still loading after the preloader was completed.
I'm preloading multiple images with my Flash file. What what I'd like to do is preload all of them together, and group them into one preloader that shows the percentage of all of them together in one. At the moment I'm just using a preload GIF to show that they are loading. I'm sure there's a better way.[code]
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
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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:
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So far, so good! I now have a bunch of loaders each with a different name "img1","img2","img3" etc.
how to create a single preloader that would load my main timeline and all external images? I'm using multiple instances of the loader component to import jpgs.
I have 24 movie clips on the stage: my_menu.image_holder_mc1 thru my_menu.image_holder_mc24. I want to load an image in each one. How do I identify the holder which to add a child.
The Code I have so far is....
Code: for (var i:Number=1; i<=24;i++){ var myLoader:Loader = new Loader(); myLoader.name = "image_"+i;
I have a loop which is trying to load a folder full of images into my scene, the images are going to be scaled to roughly 80% of their original size (they get scaled back to 100% so they need to stay at their current size) the loop will always get the right amount of images for the images in the folder so there isnt going to be any problems about it not not finding or loading pictures etcWhen i have tried doing it recently I have my loop load my images, once the image has finished loading it calls a function which takes the data and adds it to a bitmap, which is then smoothed. The problem seems to be it only adds one of the images to the stage when its done, does anyone know the specific way of adding a large amount of images to the stage, do you have to add all the images to a list and then run the bitmap smoothing on each item in the list?
Im trying to load an swf that is dynamically built, with an external preloader I built. The actionscript used is as follows:
var l:Loader = new Loader(); l.contentLoaderInfo.addEventListener(ProgressEvent .PROGRESS, loop); l.contentLoaderInfo.addEventListener(Event.COMPLET E, done);[code].....
I get the following error: TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.cool::Cool()
i've got all the xml coded and ready to go, now what i struggle is to implement my existing preloader to make it load each image. This is a work done by my friend and i am just continuing his final works so it took me quite a long time to digest these codes too.
this is my frame 1 actionscripts with a preloader.
Im currently making a flash website. and trying to make it as light as possible.so decided to load images dynamically.Im using UILoaders.I drag the UILoader from components into the main timeline and set the source as 1.jpg, because the image is in the same folder as the .fla file.and scale - false
Tested the movie but nothing shows up. i guess i need some coding? but i dont know where to add the codes. on the same frame? or in frame 1? i also need the image to fade-in.the end result im looking for is, as i click a button. 3 images show up at the same time, fading in.
I have a flashbuilder project with a big image. The problem is that the default preloader does not load the images/swf's inside the project. Is there a way to preload them?
I'm making a portfolio site in FLASH MX 2004 that displays images from an external folder, indexed in an array.I've set it up so that a user clicks on a button to get a different image from an array - the images are loaded externally - the alpha value for the current image is set to zero and then the border around the image shrinks to 80x50.Then the new image is preloaded (using a simple bar in a movie clip to graphically display this in the 80x50 border). Then the width and height of the image are read and the border is dynamically sized to fit around the image and the alpha value of that is set to 100 to show it.
THE PROBLEM:An if statement is used so that when the border shrinks to be exactly 80x50, the call to"photo_mc.loadPhoto(image[i]);" is triggered, where the selected image is preloaded and the details of its width and height are retrieved to send to another function, which sizes the border and sets alpha of image to 100.But, as the condition is always true (i.e. border remains @ 80x50 during preload), the preloader freezes, as the call to send the image to the loadPhoto function is perpetually made. When running the finished flash movie (with photos loaded locally) on my computer, obviously there is no preloader and it all works as planned. Only when you run it online this happens.
to see what I mean. (if you look on mozilla firefox you can actually see the function getting called perpetually - the preloader keeps resetting to 1pixel, but the photos eventually load!)HERE'S THE RELEVANT ACTIONSCRIPT:INFO_instance names:photo_mc = the empty movie clip into which the images are loadedborder = the border that fits around the image displayed in photo_mc-----//This function is called whenever a button is clicked to change the photo displayed in photo_mc
I've been playing around with a demo version of a PHP Flv streaming player from rich media project. I've been able to setup my player to play flv videos dynamically by passing an id from the database to the swf file (works great).
However I cannot for the life of me work out how images are loaded dynamically. The player uses the filename and adds .jpg as the extension to load the image file when the player starts. Problem is my image name will be different to the file and so I need to pass a variable in the same way I am passing a variable for the movie name.
// skinID=1// Instance names and linkage identifiers were set with '_1' extension//myPlayer.skinID=1;myPlayer.skinPlayer=true; var passed:String = video;myPlayer.movieName = video;// Init isFullScreen and zoom varisFullScreen=false;zoom=1; // Set scaleMode to noScale and align top leftStage.align = "TL";Stage.scaleMode = "noScale";
I'm building a slide-show like application in Flex and I'm trying to load images dynamically. The images are in a folder outside the application folder. This is the folder structure:
I am only perfect with basics of AS3 and flash. I need AS3 code or a basic example/tutorial for loading of .jpeg images into flash from database.I had searched through google, but, any of the example won't match. If anyone has their ideas, atleast send me the algorithm for your idea, so that i can try by implementing the idea. I think, once again when I open this topic, i will be getting my requirement.
I'm trying to load images from the library not externally, i know how to load externally but the thing is i need these images to be instantaneous when browsing, so i cannot load them externally.[code]...