Make Flash Swf Fit To Image Size Dynamically?
Mar 15, 2010How can I create a player in flash cs4 so that it resizes dynamically to fit the size of the images am trying to add in the 'slideshow'?
View 2 RepliesHow can I create a player in flash cs4 so that it resizes dynamically to fit the size of the images am trying to add in the 'slideshow'?
View 2 RepliesI have drag and drop code for my movieclips and so can manipulate them in this way. But I would like to be able to display an image depending on where the user clicks on the movie scene. What would the code be that loads an image, onClick, at the mouse X and Y?
View 2 RepliesHow can i make a image resize based on the users screen size in flash?
View 4 RepliesI wonder if any of you can point me in the right direction. In my stage I have a movieclip where I want to load several images with different sizes. This mc called "container" adds the loader to the stage so I'm asking for the loader width and height once has finished loading and then passing these to the width and height of the mc container so it resizes accordingly. But...it doesn't work. Here is my code:
[CODE]
var pic:Loader;var totalImages:int = 10;for (var i:uint = 0; i<totalImages; i++){ pic = new Loader() container.addChild(pic) pic.load(new
[code].....
I already have an image that gets resized. Is there an easy way to add a text box on the bottom of it so that it behaves the same way as the picture?
View 1 RepliesI would like to know how to make flash size (width and height) full size in the browser? the real size of flash is w:955px h:600px I tried to make w:100% and h:100%, it makes pictures pixelate.
View 6 RepliesI loaded a swf and placed it in a movieclip on the stage. When I try to make this image clickable nothing happens.
Here's my code:
Code:
var sprite = cHolder.addChild(ldr)
sprite.addEventListener(MouseEvent.MOUSE_DOWN, displayCat);
If I attach a listener to the movieClip on the stage it works fine but I can't seem to get the image inside of the clip to work.
I'm trying to figure out how to make a dynamically loaded image actually move across my screes. So far, my script loads the image, but stops after 1 frame. Without the loaded image everything works just fine. It's all Action Script, so my gues is that I probably missed something along the way.Here's my script:
Code:
scaler.loadMovie("image.jpg");
set the starting value for 2 variables
var targScale = 45;[code].........
Is it possible to change Flash applet(SWF) size dynamically? SWF is not embedded in HTML, so no external sizing will be used.
View 2 RepliesI have three images and I want change the images size based on the scene size (default size is 1024x768). After each image has completely loaded I call bindableUtils.setter to set width/height when scene size changes but I don't know how to make a pointer or something like that. I'm using a public var img, but it only works with the last complete image.
Here is my code:
<?xml version="1.0" encoding="utf-8"?>
<s:Application xmlns:fx="http://ns.adobe.com/mxml/2009"
[code].......
I am making a sort of portfolio gallery inside my flash project. Every image I try from large to small still shows up very jagged. What is the best size to fit in my 1024 by 768 stage taking up about 80% of it?
View 5 RepliesI am importing layers from my Photoshop file to Flash to create a Flash Banner ad using CS5. My Banner size is set-up in PS as 160x600 72DPI. Are there any tricks to getting my file size down without losing anymore resolution when importing to the flash Stage?
View 1 RepliesCan I get the height of an image from its URL information in ActionScript 3? I have the image URL. I want to draw the image in my UI and I want to set the height of the drawing area dynamically upon getting the image.
View 2 RepliesI have a swf and the background image looks bad in a monitor 1680 x 1050 , it get cutTo define this in flash, I hace to edit my image to this size 1680 x 1050, but in flash How would I define this?. Can it be done in html code?
View 1 RepliesI'm loading images from xml file. I want the images to have standard width when they are displayed.
Here are the snippets of the code that do the image processing:
var allThumbs:MovieClip = new MovieClip();
addChild(allThumbs);
allThumbs.width = 200;
allThumbs.height = 200;
[Code].....
this lines, where I wanted to resize the images before they show up in the ScrollPane.
I am creating a website for a wedding and using the photos of the couple on the website. I created designs in Photoshop CS3 with the following settings:Document Size: 6.25" x 8.25" or 1875p x 2475p @ 300pixels/inch To use the image in flash, I used "Save As" in photoshop to convert image into JPEG with "Quality 10 Maximum" setting.I created a Flash CS3 document with the following settings: Document Size: 6.25" x 8.25" or 494 x 550 pixels I imported the JPEG image from photoshop into flash and came in an image much larger than 6.25"x8.25". I resized the image in flash with constrained dimensions to 494x550 pixels and it the text shadows and glow lost its clarity.
TRIAL 1Obviously something was wrong. So, I went back to Photoshop and used the save for web/devices option and saved it as a high quality JPEG. Same result.
TRIAL 2This time, I tried a different trick in Photoshop. I went to Image->Image Size and changed the image resolution to 150pixels/inch and used "Save As" again. I imported it again to Flash and now the image was too small.
How do I match the image "save as" from photoshop to the flash document size so that I dont lose resolution? I used Zoomify in photoshop successfully without losses. Why is it not possible to just import an image to look the same way a JPEG file appears?
what kind of compression and image size should I use for a jpg fullscreen?What I am looking for is a balance between download speed and image quality.I know how to use the psd's save for the web options, but when get images at the size of a big resolution screen they quicly get heavy.
View 4 RepliesHow would I make an image I load using AS3's loader class into a button with an event handler on it? Below is what I have started. And below that is my error I get when I click the message.
AS:
//call function that starts loading my image
callButtons();
function callButtons():void {
[code]....
the error I am getting when I click the spanish.png on the stage is: ArgumentError: Error #1063: Argument count mismatch on MyVideoPlayer_CS4_fla::MainTimeline/playSpanish(). Expected 0, got 1.I NEEDED TO ADDED evt:MouseEvent
I've had this annoying problem since CS1 and persists through CS3. If i import an image (either to stage or to library then placed on stage) the pixel size reported in the properties box is smaller by a very small amount. For example, I just dropped a 1005x650 PNG on the stage. The properties box shows this as w[1004.8] h[649.9]. The file is 72ppi in photoshop. Zooming in confirms that the image is shrunk slightly. In this case, the image was same size as the stage and I could see the white background showing through on the right edge of the graphic. It means that everytime i put a bitmap graphic on the stage, I have to correct the w and h in the properties box.
Does anyone else have this problem? Is there a solution? Does it occur in CS4?
My XML Image Loader is working fine, but, my problem is with the size that the flash is generating the .swf i have just codes and vectors inside my .fla and the swf have 294kbs...
View 4 RepliesI am trying to load an image of size 6000 × 8192 pixels which cleary exceeds flash platform limitation for an image.
I am trying which doesn't seem to work.
I have had search around the internet and found few components like BitmapDataUnlimited, and BigAssCanvas but I amn't sure if I can use them for displaying a remote image as none of them seem to have a working implemented example and just the class itself.
I have code that allows users to upload images, which are of any dimension and file size, and have applied that data to a bytearray and a loader class, which is then displayed and saved to the server. The server has a memory size limit per file of 256k. Everything works well unless the image is too big. How to change the size of that source image so the server will accept it. I've been trying to assign the loader data, or the bytearray, to a Matrix, or a Bitmap, or a BitmapData, figuring one of these can scale the dimensions of the image which will bring down the file size. (To be completely clear: this isn't movieclip.scaleX -- that doesn't affect the size of the source image)
Code:
var _clickMe:ClickMe = new ClickMe();
var _imageLoader:Loader=new Loader();
var bytes:ByteArray=new ByteArray();
var fileRef:FileReference = new FileReference();
var _faceBitmap:Bitmap = new Bitmap();
[Code] .....
I've done quite a bit of digging but it's surprisingly difficult to find informed answers to these questions. I'm making a Flash game with a friend; as far as we can tell, the code is fine, but there are some serious framerate problems that seem entirely related to the graphics.
Is there a performance difference between Movieclips as JPGs and PNGs? Most of our graphics are imported as PNGs because they have transparent sections, but I don't know whether there is a performance difference between setting image compression to JPG or PNG within Flash itselfDoes turning on "Smoothing" for an image affect performance?Obviously larger graphics have more of a performance hit, but is there any benefit to splitting a large image into pieces? Example, changing a 2000*1000 background into two 1000*1000 pieces? One thing is most of our graphics are as much as twice the size in the library as they are displayed onscreen, then scaled in the code. We had wanted to make the game still look good when zoomed in/fullscreened but that doesn't seem practical so I'm planning on resizing all of the image files to their final size in the game and removing the scaling code. Hopefully that's the major part of the problem.
How can I make my flash Webpage displayed same size on any screen resolution of my computer? Whether it is 1024 X 768 or 1280 X 960 screen resolution, the size of Webpage (Flash Webpage) should always be same so that user don't need to use horizantal scroll bar to view all the content.
And secondly, how can I scroll my webpage vertical on moving with my mouse like in the following link: The below link also shows that it's webpage size is always same on any screen resolution.[url]...
I am working in a player and when am trying to make it fullscreen the scrubber and volume bar everything become too big in size.
View 1 RepliesI'm trying to create a small flash-app, which needs to run as big as possible on the browser. For example regexr and Grooveshark work this way. However, if I use the File -> Publish Settings and there set the width and height 100%, it resizes to full browser, but... When I use stageHeight and stageWidth, they don't change. I only have one frame in my animation, so should I fire a eventListener for something like "resize"?
View 2 RepliesI'm trying to modify my bitmap to change their pixels to a random color. This is the way I do it (I'm using the FlashPunk library):
private var _v:Point = new Point;
private var _speed:Point = new Point(200, 200);
private var _bmpData:BitmapData = new BitmapData(24, 24, false, 0x000000)
private var _bmpImage:Image = new Image(_bmpData);
public function Player(p:Point) {
[Code] .....
So ok, the function that does this is render(), but in the line
graphic = new Image(_bmpData);
I get new memory for graphic, and this translate into a memory leak in the game. Here is an image of this:
And as you can see, the MEM: part is constantly increasing.
I have an image of a handbag. I want the user to be able to click on a fabric image and change the fabric on the handbag to whatever they selected. How to change the image texture in photoshop. Would I first have to make the change in photoshop, then somehow create a movie in flash that places those images in the .fla file. Or will flash do it all for me. That is wrapping the texture around the image each time a new one is selected.
View 2 RepliesI'd upload an image choosen by the client, but I want to wrap it in a movieclip in order to manipulate its size and color with color transform. How can I do it? (AS3 in Flash 10)
[Code].....
I'm using a compination of actionscript's getPixel and php's imagecreatetruecolor and imagesetpixel to generate a png image of an swf movie inside a browser. At the moment it will output a 72 dpi image at the same resolution as the swf movie, but I've been asked about the possibility of generating a 300 dpi image instead.
View 4 Replies