Actionscript 3 :: Load And Library Image On Increment / Counter?
Jan 20, 2010
I have a very simple flash movie.
24 png images in the Library The image properties are set to 'Export for Actionscript' and the class named 'image1', 'image2' etc Single frame in the timeline
I need to dynamically load 'image1' on the stage at the start of the movie. I have been able to do this using BitmapData ojects.
On clicking the image, I need to increment an internal image and replace the image on screen with image2.
When I try to pass the library class as a variable it throws an error.
I am trying to increment a counter by one digit if a window (called searchItem_txt) contains text for more than five seconds. The code below activates the counter after five seconds but it keeps on incrementing until the count has reached 63.
i have to load image which is already in Library(name as user.png),i want to load this image using loader or any other way in AS3.0 and also want to load this image in multiple position at one time..... ( i have one XML file which is gives me different position on X and Y for image and i want load only user.png at different X ,Y position at same time)
I am loading an image into my swf. My code is: var imageLoader:Loader = new Loader(); imageLoader.load(new URLRequest("btnover/Capture2.gif")); imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler); imageLoader.smoothing = true;
But I get an error: 1119: Access of possibly undefined property smoothing through a reference with static type flash.display:Loader. The image is a set size but the swf resizes with the browser, and the image becomes pixelated.
I have a class in which I create multiple thumbnails in a for cycle. In the library I have a movieclip for the thumbnails (ThumbnailContainer). This movieclip contains another movieclip (imageContainer) with a mask and a container where the image should load (image). So in AS2 it would be ThumbnailContainerInstance.imageContainer.image. How can I load an image into "image" movieclip? The thumbnail class looks like this:
I need to load (dynamically) an image stored in the library of Adobe Flash to the loader component. So far, i have imported this image to the library and exported it to ActionScript under the linkage section. I have named its identifier as well.
I've created a button on the stage and when I clicked onto the button, it will load an internet image in a movieclip from the library, "movie_mc". So here is my code:
I need to load (dynamically) an image stored in the library of Adobe Flash to the loader component. So far, i have imported this image to the library and exported it to ActionScript under the linkage section.
i am calling a movieClip from the library dynamically and want to load an image into the movieClip.here is the code so far, i am not sure how to reference the movieClip to add the image to it.
Code: function callVidThumbs():void{ for (var i = 0; i < ttlVids; i++){
I have been working on code updation project wherein initially we had an image and text as movieclips in fla library. The image and the text are read by the actionscript program which then creates an animation.[code]...
I want to ease the updation process by giving the url of the image in an XML file. Read the image url from the xml and load this image in the library of the fla as movieclip. This, i think, will result in less code change and improve the updation of the final animation image.
The problem i am facing is not been able to figure out how can i change the image (after fetching its URL) to a movieclip and then load it in the library?
I have a preloader on the first frame. It works great, with no problems and it's loading images from a directory. I would like to add to it an image counter, not only the bytes that are loading.
I want when someone clicks the prev_btn for it to load imageCounter-1".jpg", but I do not know how to propperly code this. Also, is there a way to have a fixed positon for the loader's Y and also have it's X centered? The images are all the side hieht, but the widths are different.[code]
I know the hitTestObject produces a boolean value so if I ask it to ++ a variable it will continually increment until the objects have stopped hitting each other. But is there a way to just get it to increment a variable by 1 on collision?
I ask because I have a racing game and when the car crosses the start/finish line I want to increment "var lap" by 1.
there will be a simple solution to my problem. I have an onEnterFrame event that happens when I am dragging a wheel. At a certain point during dragging, a boolean statement is set to true, and a mc with 120 (120*3=360) frames is targeted, so that when the user drags a wheel, if rotation is incremented +/-3, the mc._currentframe is +/- one frame.
the mc is 120 slices serving as a mask of a circular bar, which is hidden or exposed depending on the rotation of the wheel by the user. The problem I have is tracking when the rotation has incremented by +/- 3, since Im using onEnterFrame I cant find out how to store the rotation variable somewhere when it hits the +/-3 mark, and then continuly check for the next increment. Here is the code :
The loop as follows:[code]The result is the last 3 array elements in the array shows on top of the rest element below it.Can someone show me how to alter the loop so that m._x start from 0 and icrement accordingly?
I have a Movieclip with a base name called 'movie_main' and class name as 'Main_mc' I am trying to load the movie from the library into a contanier that also loads in a tooltip. The container is called 'holder' this is the script I am working with
i am trying to load a swf from my library... i already gave it the linkage name of:"1". But still cant load it to my moviclip container called:mc_area_1 This same container is inside another movie clip called: mc_movies_areas
I'm putting together an image library on a horizontal scroll. Each of the images is a movie clip and there is an expansion button to see the full images that are contained. How to make it so the scroll contents expands and contracts as the movie clips expand and contract.
I'm using Flash CS4 as my IDE with Actionscript 3 and Flash Player 10. I'm working on a bigger project but the area I'm struggling in is dynamically pulling an image from the flash library (already loaded). I've been finding the same answers to my question all over and they seem to keep producing the same error so apparently I'm just not getting some little detail. I have an image loaded in the library called test1.jpg. I've right clicked on it and selected 'Export for ActionScript' and 'Export in frame 1'. The class is 'MyMc' and the Base class is 'flash.display.BitmapData'. My code is attached.
and it produces the following errors:
quote:
1136: Incorrect number of arguments. Expected 2. 1067: Implicit coercion of a value of type MyMc to an unrelated type flash.display:DisplayObject.
I upgraded recently to Adobe CS5 from MM Flash 8 so that I could recover some newer Flash components that were developed in a newer version. This all seemed to go with out any issue. However, once in CS5, I noticed twice that an images switched to another image in the library. So I had two copies of the image and one image that went missing. I solved this by just updating the image that was corrupted.
I was on a crunch for this project and was working 16hr days, so I just left my computer on over night with CS5 open. I published the presentation and sent it for approval. Once everything was approved closed CS5.
When I reopened it many, (around 30ish) of my images have been corrupted the same way. I went back to my previous backups and the last 8hrs worth also have the corruption.
Is this something I can easily and permanently fix in this demo or as long as I use it will it keep on screwing up?Is this issue only with images or is my action script also likely to be corrupted?
The following code I found on website is for working with the image which is in library. But how to modify it to work with the image on stage. Because I don't want to use it from the library.
Is it the AS2 code or AS3. If it is AS2 code how to modify it to work with AS3.
Flash, you can select an image in the library and update it's path to a different picture, in turn affecting anything on the stage that uses that image. Can this be done with ActionScript? I know you can export the bitmap, but how do I address this in AS without having an instance name?