I've having a weird issue with images being cut off when i load them into flash... I'd like to load in a "strip" that i made in photoshop. This strip can be as long on a 3600+ pixels wide. I'm completely confused on this as i made a file successfully loading a strip image in and it works great. So, i COPY the file and change the image to a new on...and it gets cut off. Same code, same everything, but EVERY (including the one that successfully loads) gets cut off in any new file i make. I DON'T think it's the code as it's worked once, but something with settings maybe?
Some images I load dynamically are too big so I would like to scale them to fit the stage.
[Code]...
this returns 0. Why does it return 0 when the image loaded is obviously much larger then 0 pixels. How do I change the width and height of imgCont to a specified dimension.
I have my main swf (swf1), that loads another swf(swf2). At some point, swf2 loads an external image. What's the best way for swf1 to align the loaded image from swf2??
How should I go about cloning an image loaded form the server and adding it to the end of the first image loaded? Would I use bitmap clone? My attempts with this failed[URL]
Code: //Creates new image loader var imageLoader:Loader;
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 know this has proberbly been covered before, but how do i do this:i want my script to run a function only after an image has loaded using loadMovie is that possible?
I have loaded an external image into a movieclip (say mcA) using MovieClipLoader.
In AS3, we can use addChild to add a movieclip into another movieclip or sprite, but in AS2, we have to use attachMovie to attach the movieclip from the Library. Since this is an external file on server, I cannot use attachMovie.
I need to add the content of mcA, i.e. the image, to another movieclip (say mcB) so that both mcA and mcB contains the same image.
How can I do this in AS2 without loading again the image from the server?
I load many images simultaneously with different Loader class. When loaded I add content of loaders to the movieclips which are child of some other movieclip which is child other... I check that images are loaded addChild method is called, but loaded images cannot be seen on the screen.
Actually, sometimes images can be seen, but sometimes cannot be seen.
Do I need to rerender some DisplayObject? Something similar...
I have created some movie clips dynamically using createEmptyMovieClip. Then I am loading images into the clips using the MovieClipLoader. In the onLoadComplete of the loader I am trying to position the clips based on the _width and _height.
I would think that since the clips are loaded as indicated by the OnLoadComplete firing they would have a _width, but it comes up as 0. What gives?
I need some help with the actionscript 2, needed to link my xml loaded image to url. This is what I have in my xml file, for the image I need to link to a url:
<image imageUrl="_sustainable_small_1.jpg" />
I am not sure how to add the link tag, in the xml, correctly. Also, I do not know the AS needed, for the .fla file.
I prepared a galley for my client that should load an external image, re-size it and appear while it fades in smoothly from alpha 0 to 100 (motion tween).
The thing is that it looks like the re-size interferes with the fade in action (motion tween from alpha 0 to 100) and as a result, it stuck in the middle of the fade in action. If I load it directly to a single key frame (without any motion) it works properly.
I have attached the code I am using below and attached the FLA so you can see it in your own eyes (change the fla.txt to fla.fla so you can open it with you flash app)
ActionScript Code: // //set stage for FBF var loader2:MovieClipLoader = new MovieClipLoader();
I am new to Flash and am trying to make a page that has a fullscreen image gallery with individual thumbs along the bottom. I can more or less figure this out using some templates,but I need to do this for over 50 different projects, each with anywhere from 1-100 images.Is it possible to make more of a container that dynamically loads from a folder of images rather than have to make each one by hand?
How can I take a loded image and with actionscript position it at say 45 degrees (3d, not 2d) so that it looks like I'm looking from one side. It would have a 3d look.
i am trying to get an empty movieclip to center after a jpg loads into it. the images load, but they don't center. my first attempt (using loadMovie) would read the size too quickly and would only center after a second click. i thought using a MovieClipLoader would work, but my leftEdge always returns 350. i'm getting a 0 value for _width.
on a related topic, i want to apply a DropShadowFilter to the same empty movieclip.i haven't tried it with the MovieClipLoader, but it didn't work using loadMovie. any ideas on that? if i have to, i can create a generic dropshadow and position and scale it accordingly, but again, i will need to be able to read the size and position of the empty movieclip.
Code: var mcl:MovieClipLoader = new MovieClipLoader(); var mclListener:Object = new Object();[code]...
I'm trying to create a panning feature where the image repeats itself again and again as the image scrolls right or left. It looks as if it is a 360 view of a room. (No warping of sides, just simply repeating the image.)But damn ... how do I duplicate my loaded image so that when the current image starts to scroll off screen, a duplicate one is placed right next to it for a continuous flow?
I'm trying to make a flash feature, slideshow, news thing. I think I have ait all done apart from I'm loading images from xml as the background (different one for each story). The problem is I used a tutorial and the code seems to simply add an image on top of the old instead of replacing it. I'm using an alpha transition when the image changes so the image behind is visible for a short time, which isn't the desired effect.Is there a way to either replace the image instead or at least remove the old image?This is the code to load the image url from the xml
Code: function loadImage(url:String):void { imageLoader = new Loader(); imageLoader.load(new URLRequest(url)); imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded); }
...and this code simply sets the imageArea MC to the loaded image
Code: function imageLoaded(e:Event):void { imageArea.addChild(imageLoader); }
I'm loading an external image to use as part of the background for each section (other section, new external image). But that image needs to be animated in, in a certain shape (I have created a kind of spatter animation).I always use an Movieclip container to place my external images. So on one layer I have this container clip. I mask this layer with a layer on top of that one, which has the splatter animation (this splatter animation is not a movieclip, just some keyframes with the animation).Everything works, except that the image is not loaded. I checked everything, maybe I put the wrong url or something. But nothing.
So I tried unchecking the mask option. Ok... now my image did load. But as soon as I check the masking of that layer, again I'm left without image.It seems to me that it has problems with loading images that are begin masked. How can I fix this? I tried google'ing, but few solutions were found. And I'm nog programer-guru. I use flash semi-design/semi-program.
I'm doing an image gallery from xml file, and the thumbnails have diferent sizes. Around the thumbnail there is a border, both are diferent movie clips (thumb and border). they reside inside a main movieclip wich is being duplicated.
So I need to resize the border according the new size of the thumb movieclip, but flash actually gets the value from the starting value of the thumb, not the size after the file was load on to it.
I just thought flash would read the new value if i set the var for the width after the load movie, but that ain't happening =(.
My code so far:
Code: function createButton(newObj, thumbNode, bigImageNode){ duplicateMovieClip(thumb_base, newObj, depthCount++); var tempName = eval(newObj);