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
{
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:
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.
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.
I can get the images to slide across from the left upon a mouse click however I can't change the layer order so if image 6 is viewed and then I click to see image 1, the image will slide into place however it will be below image 6 so therefore not viewable.
I don't have an example of what I'm after but I hope my explanation was good enough, I've seen this been done in javascript but I have to use flash and am unable to replicate the effect I'm after
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.
So far, I have managed to load the image onto the stage, but am now stuck as to how to get it to remove the child showing, the add the next child every 5 seconds.
My Code:
Code: var tweenTimer:Timer; var imageLoader:Loader; var xml:XML;
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...
I'm trying to create a simple looping background with code only (and one library item). It's going to be used in a game I'm making.
I place the graphics in an array and tell them to move in an Enter Frame loop, then, I want to remove the graphics that surpasses a set position on the stage and move it to the start of the array.[code]...
And how I would move the graphics to the start of the array, I simply don't know :( If I get this to work, I also want to figure out how to make more than one layer of looping graphics, if possible. But, do you think what would slow down the game a lot?
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)
Say I have a symbol MyButton, as a button with the 4 special frames. When you mouse-over/mouse-out an instance, I'd like another object to be affected... text in some text box changing, or the item becoming visible, or similar. I know AS3 but I'm a real noob at CS3. I don't really get how actions work in CS3.
I keep getting this error in my output window.Code:TypeError: Error #1009: Cannot access a property or method of a null object reference.at fractionFishCS4_fla::MainTimeline/frame4()I started working on this project in cs3 and switched to cs4 if it makes a differenceeres my code...
Code: var diffArray:Array = new Array(); var dificultyFish:difFish;
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
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
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/"); var stream_ns:NetStream = new NetStream(nc); my_video.attachVideo(stream_ns); stream_ns.play("myflv");
the video streams fine, but if I put the exact same code within a function like this:
I was using a trial edition of flash builder 4 professional and I figured before it ran out I would test the profiler. What shocked me was the number of objects that were left resident in memory. After seeing that I decided to set up a small test and had very bad luck. I was hoping someone can look at the following and tell me assumption i have that is just wrong.
I start to work on new web 3d engine. I call it IGood engine.As can be seen from the video, it is already possible to create a simple application of visualization without lines of code.Base on for alternative 3d.I am waiting your opinions.
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.
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.
I just need some help on quite a basic topic. Essentially I want a very simple image viewer. There are small thumbnails on the right, when one of them is clicked, a enlarged version of that image shows up next to all the thumbnails. When another thumbnail is clicked, the new image replaces the previous. I have searched google however all I find are more complex image viewers which you download and link to a gallery...
I have a problem with simple image switcher - i don't know how to reload the image loader once loaded picture... i successful load first pic from xml data, then i try to change the var(i++) to get the next picture and it does't switch :/
i am trying to fit gallery to my needs and actually i stop on problem with fading in and fading out. What i wanna do is fade in new picure on last visible picture - so last picture is still visble in backgroun when new one is fading in on same place and so on.
here is code that load the images (i also attached fla file cs3):
CS4 says this has been replaced by flash.display.MovieClip.framesLoaded but this doesnt seem to work the same, i keep getting errors.
Basically I have scene called "Loading" and I want AS3 i this scene to wait until my scene called "Main" has loaded before proceeding to it. I have an animation in the Loading scene to show its loading.
Was just wondering that tool do i need (an open source tool) to create a very simple table with a blinking light on an image and turn that into an .exe?
I'm trying to create a simple image-fliping-app that looks something like this: http:[url....My app, just like this one, loads it's images dynamically (using XML). My app will only contain 4 fliping objects (i.e. 8 images).
share with me a source of Simple XML image slideshow. I just want to see the method of loading pictures and switching between previos and next of the current one.
My Problem: I simply want to load a swf in a swf and then unload it. When I do this it works and cleans out "some" memory but after I unload the swf the memory usage grows a little each time. Shouldn't I be able to have this so the memory hits a limit and doesn't keep growing forever?
What I tried: I put in System.gc() for debugging to force garbage clean up, and I am testing it in the debugger in the browser.There are 2 static images in the swf that is loaded and unloaded. I feel like those images are staying in memory maybe? I am assuming that the "unloadAndStop()" should handle that though.I put an enterframe listener which I remove along with the unload button.
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]............
You know those paper flipbooks you would have as a kid where you would flip the pages and it would like like a moving image? How cartoons are made? I need to make that on the computer. I have a series of jpeg that I want to cycle one after another every second or so.
I have a very simple question, but I can not find solutions to it. I need to add multiple images that can be moved with the mouse. This components NumericStapper must be in the group with the image and move together.[URL]
I have a page that needs simple image editing within the page. It can be either in flash or Java. Are there any open source tools that you can recommend? I am looking for a flash or Java tool that can do the following: Cropping Resizing Nothing else required but simple features like this will be a plus.
Not loading the images for a little info bar at the bottom. It works if you view a folder, however it doesn't work when you just view the main images. I am tracing it, and it traces great, just doesn't want to work.
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]....