what its meant to do: A casestudy, has a section for each client, showing a selection of work for each one. It starts at a random client/section each time it is loaded, and there is also a menu that allows you to go to a specific client/section if you want.
So what i've done is made a randomly generated var at frame 1, and then told it to gotoAndPlay different sections of my timeline
Code:
var myVar = Math.floor(Math.random() * 6) + 1;
if (myVar == 1) {
gotoAndPlay(5);
[Code]....
This is working fine, as is the menu. However, as soon as I add a new layer with 2 or more images, in any of the sections it stops working.
Stranger still, it seems to be if i use more than one of the same image type it wont work ie, 1 jpg, 1 gif, 1 png it still works, but if i have 2 jpgs or 2 gifs it will break.
I also tried making a movie clip to hold my images, but the same thing happens
im loading multiple images but how do I make sure the program will start once all images have dispatched a complete event. like make a universal loader for all the other "small loaders" if you understand.
I am trying to load multiple images into a scene and then cycle through the images one at a time.So, here are the essentials what I've put together in AS3:First I set up a counter and a Loader
[code]....
Then, after loading a list of images from an XML file, I call a function that I called "createImages". This function then takes the list of images and creates a bunch of loaders:
[code]....
So far, so good! I now have a bunch of loaders each with a different name "img1","img2","img3" etc.
I have a group of 16 images that I would like to load 1 of each into each movieclip. I want image1 to be inside of visual1, image 2 inside of visual2, and so on. the images are named like, 1960s_(1).png where the 1960 (year) part is coming from the rangeNum variable. The above gives me this error: 1061: Call to a possibly undefined method addChild through a reference with static type int.
i have been building a library that has thumbnails which you click to view the full image. i have built the application it works but i want to change the way the image on the actual thumbnail loads using code instead of manually adding the value to the url loader component.
var myX;var instanceN:String;trace(instanceN);var currentLoad:uint = 0;// current loader and image loadingvar thumbnailURL:String;//Thumbnail URLvar thumbReq:URLRequest;// Thumbnail url requestfor(var k:uint = 0;k < iL_btn.length; k++)[code].....
the loop runs fine without the last line of code which i've commented out.the make up of these thumbnails are a uiLoader component which are each inside there own movieClip.what i wanted this to do was every time the loop runs it currentLoad adds 1 to its value then that value is subbed into instanceN:String and thumbnailURL address that bit works the trace statements read correctly.but my issue is using the instanceN value as the instance name path which then loads the current thumbnailURL value which is the URL address for the thumbnail picture.when i try to load the url address using the commented out code above i got the error .TypeError: Error #1010: A term is undefined and has no properties.the trace statements correct values below
the first value is the currentLoad value.
the second value is the instance name path.
the third is is the URL address for the thumbnail.[code].....
I have 50 images that need to be on stage, which will be embedded into 50 different movie clips. I named the movie clips image1-image50 and the images are in an external folder named 1-50. Every freaking article or tutorial I have found clearly explains how to upload one image, or just one at a time. I can do that, and spend 2 days renaming all the functions, but I do not want to do that. Is there a better way to just load all 50 images, place them accordingly?
I have 260 images that I need to place on different frame. Instead of dragging them one by one the image on the stage, is there a way to drop all of them in one shot but each images is on a different frame?
I have 24 movie clips on the stage: my_menu.image_holder_mc1 thru my_menu.image_holder_mc24. I want to load an image in each one. How do I identify the holder which to add a child.
The Code I have so far is....
Code: for (var i:Number=1; i<=24;i++){ var myLoader:Loader = new Loader(); myLoader.name = "image_"+i;
i am using is flash cs3. the as2 swf contains a tween code using mx transitions.when i remove this tween code and hard code it on the enterframe there seems to be no problem.afaik avm2 should fully supports the as2 and as1 code. so i am unable to understand why this disparity when coding a simple tween in as2 swf.i had made a post in the actionscript forums hoping to gain some light on the issue.URL...[code]
I have am pretty new to AS3 and am trying to figure out how to load images thru XML. I can get one image to load to one MC named upperLeftmc.load_img, however, I have 5 more mc's on my main timeline that need different images loaded. One mc is called MidLeftmc.load_img, BottomLeftmc.load_img and so on. But how do I get these images loading into more than just my Upperleft mc? They all have to be different images too, so my xml looks like
PHP Code: - <Projects> <Project ISBN="Upperleft_mc"> <Title>Schools</Title> <Text>This is a test text</Text> <Image>images/image_01.jpg</Image> </Project> <Project ISBN="Midleft_mc"> <Title>Welcome</Title> [Code] .....
Just installed Flash CS4 and the first thing i realized was:When I break apart text the curves straightens in some places.Is there a setting i need to set up for this not to happen?Didn't have any problems in CS3.
I am working on a project where I need to show a wooden board and have the user pick a place on the board and somewhat realistically (at least believable) simulate the board breaking and shattering at that point. The final product will need to run on a mobile platform so performance is an issue.I have already experimented a bit and have a movie clip board which is composed of predetermined pieces and I used a tween to move the pieces apart. The main problem is that the way the board breaks and where it breaks are predetermined
If I want to break out of a function rather than a loop, it's suggested that I use the return; statement. But that doesn't work in the following code, I just want the trace statement to run once...
I have written a php code to echo a string of all the fields' contents of a table (select * from x) now I want flash to display the table in a flash move. website where I can find a tutorial on how to receive and parse such string?
I have a datagrid that displays the contents of the array gotoArray[i], my only problem is that whenever an item gets added to the array the labels all go onto the same row instead of into sperate ones.
So it looks like this all on one row: Frame1, Frame2.....
Code:
_global.gotoArray = new Array(_global.BM_array); function dataGridFunction() { myDataGrid.setSize(260,115);
[Code]....
ALSO on an array note: How can I remove a value from an array according to it's index number - do I use the slice tool?
[URL]Is it literally breaking the video into frames or is it instancing the video a certain number of times and offsetting the next/previous frame?if it's the latter ... what's the most efficient way to handle that number of duplicates? I figure doing it that way would be too processor intensive ...
I've been doing a lot of thinking about how best to construct classes that load multiple images, e.g. photo galleries and such.
What is everyone's take (or the general agreement, if there is one) on how to load those images? The 2 ways I am thinking about are these (after you've already got all the filepaths or urls to be loaded):
1)Create a for loop [code]...
Here, you are creating anywhere from one to a billion loaders, depending on the number of photos in your gallery, but they will load simultaneously. Is that a terribly bad approach?
The only other way I know of doing it is to add an event listener that re-calls the loading function when the loading of one image completes.
I kinda got a problem with my xml portfolio image loader. I want to load multiple images and the images have a thumbnail and a big image. loading the thumbnails works, but what do i have to write in the mouse down handler to let it work right? since i really got no idea how to pick the right image :Othis is how my xml file looks like:
trying to do a blinds transition with multiple images, and so far the only thing i have been able to do is to give the transition to one image, after that the movie just stops.What i want to do is to start with one image, keep it there for 1 sec, then the blinds transition to image 2 and then back to image 1 and loop the entire movie.What i got is this:
I've been trying to fix a problem I'm having in flash, but have no idea where to go from here. I am trying to link multiple images to different urls.[code]I need to make each bigImage file link to a different url.
Will try and explain this best I can. Basically, I have a scroller which displays thumbnail images. The images show up when a button is pressed. This is the code I have
I have a mask and I want to take 12 images and put the same mask to it and then loop them.I can apply the mask to one image but would this be easier to do in actionscript or am I completely off base here?
I have a site for my portfolio, and I want to show several different images. I want to just have a left arrow and right arrow to toggle through the pictures, so how do I code the same button to go to different pictures. Also should each of these photos be on separate keyframes?
I am new to AS3 and am learning as I go along. The project i am working on involves loading a few jpegs whose paths are located in an XML doc. the XML structure is as follows:
[Code]...
and i would like to load images at runtime, e.g. cat_path1/project_path1/image1.jpg And all images for a given project. I have gotten as far as loading the XML but need help stepping through loading all the images for a project using the paths defined in the XML.