ActionScript 3.0 :: Simple Code For Loading An Image?
May 27, 2009
I have a vary simple code for loading an image. The code is working fine when I compile the swf file in flash or when I publish it in html. The problem is when i start the swf file out of Flash or publish in AIR - then Event.COMPLETE desn't trigger. Here is the code:
var imageLoader:Loader;
function loadImage(url:String):void
{
[code].....
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Mar 29, 2012
I'm designing a portfolio website that will showcase artwork that could potentially take awhile to load, so I'm using the code from that tutorial:
[Code]...
I'm using one of these, one image, per frame. I'll be adding more and more in the future. I'm still a newbie to as3 and I haven't completely understood the basics yet, so my question is this: how do I reuse the above code for a different frame without having to paste the entire thing with different names? I tried this:
[Code]...
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Jun 10, 2009
I am trying to replace some code which loaded an external image and triggered and function once completed with code that uses and embedded image. The relevant code looks like this.
Code:
[Embed(source='globe.png')]
public function Globe()
{
var imageLoader:Loader = new Loader();
[code]....
The commented out section is where it used to take the loaded image and apply it to a texturemap.I need to replace the lines of code in the first function with something that calls the second function correctly.
I have tried using function imageLoadComplete (e:Event = null)and calling it with imageLoadComplete(); in the first function but although it compile and runs without error, the program does not work properly. I suspect this is to do with the dispatchEvent(); line which I do not understand.
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Nov 7, 2010
I'm trying to find out how to make a simple image gallery which changes image upon a mouse click on a button, when a button is pressed I want the image to slide in from the left into the viewable area and then when another image is selected I want the previous image that was viewed to remain in the screen and then the new image slide across over the top to replace the image.
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Jan 16, 2010
I'm trying to create a simple image player that tweens from one image to the next every 5 seconds. The data is being pulled from xml.
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My Code:
Code:
var tweenTimer:Timer;
var imageLoader:Loader;
var xml:XML;
[cod]...
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Nov 14, 2009
I got some simple code for a click-based tween animation on another site. as it is now it animates a target clip to the location you click. How could you assign different destinations for, say, 4 objects, each assigned to a different button.ie button 1: animate the 4 elements to location set 1 button 2: animate the 4 elements to location set 2and so on...
Code:
import fl.transitions.Tween;
import fl.transitions.TweenEvent;
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[code]....
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Dec 14, 2010
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Mar 16, 2009
What I'm Trying To Do: Modify the y coordinate of a MovieClip on the stage from an external .as File, simple as that.If someone could tell me why its not working and how I can go about fixing it without modifying the existing class structure
(ChildOfMain must subclass MainClass).
Download
Source Files 6 kB
For those of you who don't want to download the source files (I thought it would make it easier if you could handle it yourself)
Document Class For Project: Main Class
Objects In Project Library
platform (movieclip)
subjectMovieClip (movieclip)
[code]....
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Sep 8, 2008
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Code:
var diffArray:Array = new Array();
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[code]....
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I can create a MovieClip using the follwiFirst, select rectangle tool from ToolsWindow and draw a rectangle by dragging through mouse.Then press F8 by selecting the drawn rectangle, select radio-button with "MovieClip" and click "OK". Now give the instance-name to this newly created Movieclip(say,myMovie). Now, we are able to use this MovieClip.But, I need to create a custom-sized MovieClip upon which I place text-fields(not known i.e., it is dynamically known(say, "x" no. of text-fields are required)). Hence the MovieClip size must be increased/decreased as per our requirement
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This problem is probably very simple to solve but it is not clear to me. It may simply be that I am doing something incorrectly. I have studied OOP and AS3 for quite a few hours so I am familiar with the concepts but not the flow. This is a project that I put together in order to reinforce what I have been studying.The goal here is to load an instance of a pre-created movieclip to the stage from the library then execute a positioning function in the FLA's timeframe ActionScript and execute a function from within the AS files's class ActionScript to both a resize the movieclip and output a trace.I have two files:smileface.flasmileface.as
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This seems like a simple problem but I can't seem to figure it out. If I use this standard code from the reference:
ActionScript Code:
var nc:NetConnection = new NetConnection();
nc.connect("rtmp://myserver/");
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[Code]....
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[Code]....
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how the editors work. Which will be the best way to read the code and then give the user one simple UI? I am thinking of using charCodeAt(num) == "{"? But would it be possible for me to read the code? give me example of how editors 'read' the data or point me some issues that i can look through.
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I am working on a game. All behavior was as expected, and I got no crashes when testing on my machine using FlashDevelop and the Flash Player. But if I open the .swf in Chrome directly or through the Kongregate test area, the game crashes 100% of the time that that function is called.
[Code]...
The selectDebater function is not new, and has never had a problem.
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Code: Select allp = 0;
this.onEnterFrame = function() {
filesize = picture.getBytesTotal();
[Code].....
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My Code: The code is below, my files are larger than the upload limit here, but you can download all the files from this link: http:[url]....
Main swf to load into:
Code:
var _swfLoader:Loader;
var _swfContent:MovieClip;[code]............
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I am aiming to create a looping array of images so that each fades in and fades out again ... here is the code i have so far ... it works EXCEPT ... it stops at the end of the array and appears to jump or hop a little between images ... want it to be smoother.
Code:
var aImages:Array = new Array("flashcontent.png", "flashcontent2.png", "flashcontent3.png");[/quote][quote]
var imageFolder = "../images/";
var fadeRate:Number = 1;[code]....
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