ActionScript 3.0 :: Width Limit When Bitmap Is Loaded Externally?
Oct 23, 2009
If I drag a bitmap onto the stage, and add a slider to scale it, I can scale it immensely large, over 80,000 pixels wide. Yet when I load the bitmap using the Loader class, it disappears when scaled beyond a width over 8000pixels. What's going on that makes one seemingly infinitely scalable, and the other limited?
I am trying to resize an image and display it on stage but i get the.......... error 1119: Access of possibly undefined property bitmapData through a reference with static type flash.display:BitmapData........this is driving me a bit mad because i got most of the code out of essential actionscript 3.0.....I've tried to debug it myself but my debugging skills aren't very good yet
I need to be able to manipulate the bitmap data of an externally loaded image (an image from the internet), however there seem to be security protocols preventing access to this.Is there a way I can gain access to the bitmap data of an image loaded from an external source? What I'm after is being able to save the image to disk, or pass the image to the printer. (I can do both of these things, but I'm not being given proper access to an external image)I've done a few work arounds and the best I've been able to get is it working for a few images, but not all images. Even if the image loads properly and can be displayed in flash, I'm not guaranteed access to the bitmap data.
I just finished troubleshooting a bug and though I would share so no one else had to deal with it.There seems to be and undocumented limit to the width of a TextField. and that limit is right around 8000. After about that much the text gets shoved to the left of the textfield as opposed to into the text field.Not something that most people are going to come across I know. I ran across it because I was making an RSS ticker type application and the textfield was being autosized to the width of the string.So I put an if statement in there to limit the box to 8000, the only problem now is that some of the text is going to be cut off.
I'm using a custom itemrenderer to display a list of photos and need to know how to control the width. At the moment it does this: Which, as I'm sure you'll agree, is eye-bleedingly ugly. The list is created like this:
In the following application images are attaching from library as bitmap. But i want to load it externally.Actually what I am trying to do is that i want to divide an image in to several pieces and giving a disolve effect for transition. I got a code in which images are loading from the library as bitmap object. I changed it and loaded externally using bitmap, but i cant divide images in to small pieces. I think its due to the problem of loading as bitmap.i just want to modify the following code to load image externally.
My artist drew a beautiful island but it's 5000 in width. We scroll it as it's for a Virtual World. - it's in layers and we scroll the different layers at different speeds. Flash documentation states that the limit is 2880 BUT it does work in the player i.e.: you can see the full island but it does run a little slow.
Should I a. Create a smaller island of 2880 which is a shame as I would have to get rid of a lot of good stuff b. Split it into two images and dynamically connect them with code.
Also, I have different layers scrolling at different speeds which would make things more difficult to look natural.
How can I limit the size of a child container with percentage width/height of 100%?
Example:
<mx:HBox id="container" width="100%" height="100%"> <mx:HBox id="scrollContainer" width="100%" height="100%"> <!-- keep this content limited to the size of "container" -->
[Code]....
Apparently I can get the desired behavior if I change HBox to Canvas but I would still like to know how to accomplish this with a HBox and why it differs from Canvas.
I am in the process of building a site for an Architect... Jamie Fobert Architects (projects) I am useing transitions between the projects and am loading details/text and images externally through flashvars, php and a mySQL database. Within my transitions I have a a preloader on the forst 2 frames the code is as follows (taken from a Voetsjoeba tutorial):
[Code]....
This works pretty well if the content is within the .swf, but when it is loaded externally it doesnt preload it at all. Does anyone know how I can adapt/improve this preloader? or somehow ensure that all the content being loaded externally is loaded before the transition plays?
Is it possible to set the stage height and width of your movie externally via Javascript?For example, I created a very simple .flv player that can have its video src changed externally, but now I'd like to also set the height and width of my stage so if I load in a .flv that is smaller or larger I can have it fit to its size.
I am loading an externally loaded swf that uses a mask to transition in. When the user clicks a different button I am doing a gotoAndPlay that goes to a mask that "unloads" the content (it doesnt actually unload the info is just outside of the mask area. As soon As I jump to that section the movie is no longer loaded and just shows the container clip that I had created for it. The Container Clip is never changed and is the same throughout the whole process. The only thing that changes is the mask animation.I have tried both loadClip and loadMovie but no luck on keeping the clip loaded.
EDIT - I have narrowed it down. When I change the mask movieclip the movie unloads for some reason. Is there a way I can keep it loaded?
I'm doing an xml image gallery. The bitmaps are loaded using a loader and loadClip. What's the easiest way to read the bitmap width and height? Is it worth trying BitmapData? PS I'm tracing the _width and _height of the container mc on onLoadComplete, but it's giving me 0, 0.
I have a small bitmap, and it's one that's going to be scaled to be much larger then added to another bitmap. So I have the bitmap and I changed to width to make it larger, then when I use copyPixels to place this bitmap onto the main bitmap the image added is the original bitmap, not with the width changed. How can I make it reflect the changes?
I have a homepage with five "links" to each swf. Now the first swf I have a custom cursor that hides the mouse. When I click on that link it plays and when I quickly go to the homepage again it hides the mouse there when it's not supposed to do it.
Same with every other link. When I was busy with the first swf and want to go to the last swf of the five, my mouse just disappears! It is almost as if it keeps on "playing" without seeing the swf...
Here is the code that I have so far!
var currentpage:uint = 0; //one loader object per project: var loadingobject1:Loader = new Loader(); loadingobject1.x = 445;
(If i'm understanding the above code correctly...its loading the SWF into a blank MC i created called dropZone) This part seems to work correctly when tested.
I've got 4 different SWF's that need to be loaded seperatley when its coresponding button is clicked. The issue arises when I import the external SWF file...it resizes itself to the size of the flash stage. I need all the SWFs to be loaded and remain there original size (1257x847) or be scaled to the correct size. Then if I click another button it should load the new SWF and "unload" the old SWF.
I'm loading swf's via an XML file. I'm wanting them to be added onto the stage in the same order that they appear in the XML. The problem that I'm having is that they are added to the stage only when they are fully loaded.
I have a fairly chunky swf that I am loading through the loadMovie function. Just wondering if a loader can be added to let the user know the video is being loaded rather than a blank 20-30 seconds...
I have a 50x50 fixed rectangle in the center of the stage. I am using this rectangle as a "hit area" to copy pixels of a bitmap that is draged by the user to line up an area of the image he/she would like to crop.I have preview of the hit area displayed while the bm is being dragged which works well. However, once the bitmap is scaled using the slider component the preview area no longer reflects what is in the hit area.
Code below:
function mouseDownHandler(e:MouseEvent):void { // Contraint #8 - Define drag bounds[code].....
I'm trying to figure out the best code to limit the number of photos loaded into my slide show. Say I want to limit it to 50 pictures. I'm loading pictures into an array and want to stop at 50. Below part of the code.
ActionScript Code: // this frame is for loading pictures into an array noPics.visible = false;
With the assistance of a very kind member of this forum, I have got as far as getting an .FLV to load into my API via its own .SWF.
[URL]
click on "Animalia - Verse from the Zoo" to load the VideoPlayer .swf which contains the .FLV
I will add more functionality when I've solved this. Now that I have a Video Player which closes, the next set of hurdles to overcome are these:
Click "Close" with the .FLV playing and the sound keeps playing because the .FLV is still playing. Click "Close" with the .FLV paused and when you call the player back, it plays from the same spot. So, my tiny brain says it's an "add/removeChild" issue. Obviously when happy user clicks "Close" and then re-loads by clicking "Animalia", happy user wants the video to play from scratch. That's what I want, anyway. Not from where it left off after clicking "Close". I've made several attempts at adding a "remove FLV" object to the function and Event Dispatch method, but what I did is wrong because the code I put in removed the .FLV permanently and when you call the player back by clicking on "Animalia", the .FLV does not play at all. I'm going round in circles looking for the correct NetStream/removeChild/unload.nsplay/etc/etc .. AS3 coding and where to put it.
My .FLV video load object on "NewPlayer.swf" is:
var myVideo:Video = new Video(360, 264); addChild(myVideo); var nc:NetConnection = new NetConnection();
[Code].....
My questions is:- What is the correct coding to get the VideoPlayer .swf to unload its .FLV completely, SO THAT when a user clicks "Close". Either with or without the .FLV playing, everything closes completely and when re-loaded, the video plays from scratch?
I am externally loading an flv into an empty movie clip container using loadMovie into a main swf. The flv is in a standard flv playback component and works fine on its own. But what I'd like to be able to do is pause the flv when any of the buttons in the main swf are pressed.
I'm working on an flash movie and the interface is a small town (simiar to "doritos.com" and "comcasttown.com") if you reference both the doritos and comcast sites their little movie runs smoothly. I have several elements in the town. For example, one of the elements is an airplane hangar. When you rollover the hanger, I created a movie, the doors open and an airplane flies out of the hangar. I have several little movies throughout the interactive such as this. I created the hangar animation as a seperate swf file. In my main movie I created a button, on rollover it loads the hangar swf into an empty movieclip. When I publish and view the swf it plays slow and choppy. First, is it possible to write actionscript to load the external swf ,but it stops on the first frame of the animation and when you rollover it continues to play.To put it all in a nutshell, I want to create several buttons throughout the movie with loadmovie functions, once the swf movies are loaded I want them to stop on the first frame of the animation and when you rollover loaded swf movie I want it to continue to play the animation. Should actionscript be applied to the swf movies first and preloaded into the main movie. And what will make the movies run smoothly once it's published and viewed in a browser.Also if this makes a difference, I created the animations in after effects, exported them as FLVs imported them into flash and exported them as swf. Again it runs really slow and choppy
I was wondering if there was a way in Flash to preview externally loaded images in Flash while still working.I am loading images externally to keep the file size down on a piece of elearning but now I'm afraid maintenance will be a nightmare since you don't actually see the screens until you publish. I have interactions on the screens so I need to see them for their placement on screen.