Professional :: Image Loaders Not Scaling Content?
Jul 19, 2010
I have a couple of Image Loaders, the images that they call are bigger than the components themselves but have turned on scaleContent to ensure that it fits and scales to size. This works fine across many platforms but i've found that on some systems it displays the imported image at it's true size rather than the actual size of the component.
Anyway, if you click on "events&entertainment" a new movie is loaded on lvl 53. It's a thumbnailed image gallery that loads external images into an empty movie clip. Works great! The progressBar shows the proper info and disappears when the image is loaded.That's not the problem.Now, click on "corporatecommunications". It loads a movie in lvl 54, unloads lvl 53 - the gallery is the same code, but it doesn't work.
Reload the site and click on "corporatecommunications". Works great! Now, click "events&entertainment". Doesn't work.Here is the code for the "events&entertainment" movie gallery functionality. The "corporatecommunications" galley uses the same code, but replaces the "ee" with "cc" in the variable, functions, etc...
Code: // Create a variable to hold the image location information
var imageNowee:String; imageNowee = "images/toby06a.jpg";[code]......
I'm quite new in AS3 and as first learning project I'm creating a image multi-gallery. Until now I had some success retrieving the XML, creating the galleries, loading the images etc. But I tried a lot and I don't know how to load each image side by side, a newbie doubt. For this I guess that I will need a listener to get the images width (each image has a different one) and only after this I can make the side by side work.
Here's my code until now: Code: //// CREATE CONTAINERS //// // CREATE MENU CONTAINER // var menuContainer:MovieClip = new MovieClip(); menuContainer.x=10; menuContainer.y=300; addChild(menuContainer); [Code] .....
i am loading all thumbs and images in a container on a single frame using action script..but the size of the swf becomes 1.2 mb so i want to add a loader to it...the loader i am trying to add counts the frames but my file has just one frame so the loader doesnot show up..
here is the script of my gallery..and the timeline has just one frame...
My main project loads an external .swf ("room") depending on which button the user clicks. Once that external .swf ("room") is loaded, the viewer chooses a ("demo") .swf to view. For each button click, a loader is to appear showing the viewer that the desired room or demo is loading. All of this works fine for the web...please click the link below to view. The problem exists when I try to publish as an .EXE. We'd like to send these out to prospects on CD and thus I need an .EXE to autorun when insterted in a PC. I've publised the main .SWF (overhead map) as an .EXE and burned a cd containing all necessary files. Now when the user clicks a room and then a demo, the loader that shows up fine on the web does not appear.
I have a List Component being resized at runtime based on the size of the Stage. It seems to scale the content rather than just changing the bounds of the list. Is there a way to change its size programatically without scaling the content?
I have a "master" SWF file into which I load content (other SWFs) via the Loader Class (with code below). var contentLoader:Loader = new Loader();this.contentContainer.addChild(contentLoader);I load the content (these other SWFs) into a MovieClip container on the stage called "contentContainer". The "contentContainer" is much smaller than the "master" SWFs stage and also much smaller than the original size of the SWFs that the Loader is loading in. Also, and this is very important, the "contentContainer" itself is sized -- not scaled -- (see code) and placed on the stage depending on how large the stage is scaled (I am trying to make one of those "liquid stage" flash sites that fills the browser window with flash content regardless of window size).//this resides in a function that is called whenever the stage RESIZE Event is fired
I have an AS2 image gallery with thumbnails and fullsize images and descriptions that load from external XML-files. I have found out how to take this gallery into true full screen. But when going full screen, I want only the full size image to scale up. Descriptions and thumbnails should stay the size they have when the flash movie is in its normal display state. Attachments: Gallery.txt.zip (998 bytes)
Essentially I'm building an application in Flash, just for the fun of it really. Upon the initial design it was just a static size, now however I've been working on making it completely resizeable (with the original size as the minimum). I've done this on most of the screens correctly. However on the main screen I have several components. All custom built MovieClips basically, and inside these are more MovieClips, and inside those are even more movieclips.
For my question, I'm going to be using a button as my example. I created a button movieclip with a resize function to call after I change the size of it. So it works like this: ActionScript Code: buttonMC.width = 200; buttonMC.height = 150; buttonMC.resized();
Now this button is inside of another movieclip which is designed to just house a group of similar movieclips. (this structure is not changable; several hundreds of lines are code are specifically designed around it). How to get our button's width from the root timeline, we'd do this: ActionScript Code: trace(housingMC.buttonMC.width);
Now, when this frame gets resized, the resizing script changes the width height of the housingMC. Something like this: (not a working example) ActionScript Code: //resize listener { housingMC.width += stageWidth - oldStageWidth; //width difference housingMC.width += stageHeight - oldStageHeight; //height difference And the housingMC changes to the correct size in the correct position of the screen. [Code] .....
I want to use a gradient as background for my flash movie, but I want this background to cover the whole browser's window just like Adopt Design does it (check out Adopt Design). The content of the flash movie should NOT be resizable with the browser's window though. So, I used this code:
[Code]... in the HTML file I did set the margins to 0pix and the SWF's height and width to 100%. But when I type in the address in the browser to open the page the first time, I see the flash movie in the center with white background around it anyway, and when I resize the browser's window (even if just 1pix) everything is perfect. What's happening? check the problem in a JPG: the site (notice what changes when you resize the window, after opening)[URL]
I've devised a preloader using the ui loader and progress bar components in flash cs3. The goal being to load an external .swf into the uiloader and that has been achieved. I'm having problems with the scaling now. In my code I have set the content scaling to "true" and that isn't supposed to cause distortion of any type but it does. It squishes my external .swf in width wise.
HTML Code: var imageURL:String = "portfolio.swf"; var imageURLRequest = new URLRequest(imageURL) uiLoader.scaleContent = true; uiLoader.load(imageURLRequest); progressBar.source = uiLoader; [Code] .....
I have finished my flash game, but when I used web Browser such as Chrome or FireFox to run it, it enlarged my game to full size of the browser. Is there anyway( in AS3 script) that I could prevent this from happening as well as hide the symbols that their sizes are bigger than my default size defined at the document property panel?
I'm trying to print a mc which is bigger than the default page size. I want to change the page/margin size so the content can fit in the page without scaling. Per the API reference [URL] the page settings are readonly. How can I print something bigger than the default page size? Is it doable in AS2 or AS3?
I have made a webpage that scales to the size of the users screen. Now i'm having to following problem. There is a image gallery in this website that makes use of an XML file. Everytime when the website is scaled to a bigger size the image gets unsharp. This only happens to the external image that is displayed in the gallery since the flash elements are all vectors.I was already thinking about a higher DPI rate or using different images.
I'm having problems scaling images in Flash with ActionScript 3.0. The only way I can see to get the quality decent is by using smoothing, which drastically hurts performance.
The thing that confuses me is that I made the same site in ActionScript 2.0, targeting Flash player 7, and the image quality is fine when scaling even without smoothing. As soon as I target Flash player 8 (or 9 with Actionscript 3.0) the quality degrades when scaling.
I'm currently having a problem regarding scaling an image to fit on a frame. Well I tried searching this forum, found some results, tried it but not working with me.So here's the situation, I have a frame with a size of 260x300(width/height). What I want is to scale all images(jpg) automatically to that size when loaded.By the way, I'm currently making my own flash playlist and the image I'm talking about is the album art.
I'm writing a movie that should load image from external location and display it in placeholder. I called placeholder "imageMC" and I gave it dimensions on 250x250 px.Next I load image using Loader class and I'm waiting for complete event.After that I try to resize image so it will fit to placeholder. I also want to keep fine aspect ratio.My code looks that:
ActionScript Code: function onComplete(e:Event):void { var wFactor:Number, hFactor:Number, originalWidth:Number, originalHeigth:Number, newWidth:Number, newHeigth:Number; originalWidth = loader.content.width;
[code]....
The problem is line: "imageMC.addChild(bmp);". When I add a bmp as child of imageMC the trace statement looks like:
Quote:
250:187 //loader.content dimensions 252.05:362.4 //imageMC dimensions ??!! WHY THEY ARE CHANGED??? 250:187 //bitmap dimentsion
and imageMC resizes his heigth and display image wrong scaled.But when I add bmp as child of stage: "addChild(bmp);" trace looks like:
Quote:
250:187 250:250 250:187
and image is scaled propertly.What is cause of this error?
i have read a number of tutorials on the internet trying to find a fix to the problem i am having. Everytime i create a new movieclip using public var mc:MovieClip = new MovieClip(); the movie clip is created after setting the values and drawing a square to show it in the file. However when i add an image to the movie clip i created it scales to be the same size as the movie clip or half the size of the movie clip which isnt what i want.
mc.addChild( GameTile ); // add the square instance into display list GameTile.loadBitmap("stronghold.jpg", 0, 0);
This is the code i use to add an instance of my image class to the movieclip called mc. I was wondering if anyone has a simple way of scaling the image to its original size within the new movieclip instance? I have tried various ways of scaling and it works but when the window is resized the image is not the correct size.
I need to scale an image so that it won't distort. Of course I don't know the dimensions of this image.I tryed something like this but it doesn't seem to work at all.
can scale a group of images with different sizes into one fixed size?
In other words, I have an array of images coming into my movie. that have different sizes. I place each image upon a Mc that resides inside another movie clip and resize accordling. The problem is, all of the images have to be the same size. I want to be able to import any size image and scale and resize it to a specific size.
I load pngs to my flash project. The media size in the project is 1000x635. When I scale my project bigger than the that size I loose quality. the project is used on many different screens therefore scaling is needed.
Is there a way to keep image quality when scaling?
I have been following the instructions posted here on how to achieve proportional image scaling: http:[url].....I want to have one image background for one frame, and then another image background on another frame... so when the viewer goes to different parts of the site the scalable background image changes.I copy and pasted the AS3 code into the actions section for the frame:
//set stage for FBF //set stage for FBF stage.align = "TL";[code].....
It gave me a duplicate function error.So I changed all the variables 'pic' to something else... for example,'pic1'.Still didn't work. Then I changed 'sizeListener' to 'sizeListener1', still didn't work.Then I changed'scaleProportional' to'scaleProportional1' and it kind of worked, but keeps giving me the error that 'scaleProportional1' but still keeps giving me errors.how I can implement multiple instances of this scalable background script on multiple pictures without conflicts?
I have a doubt regarding scaling a movieclip. I tried this method where I make a movieclip dynamically, add an image to it which I load from my desktop. The image appears fine. But when I scale the movieclip using the mc.scaleX and mc.scaleY properties the mc woudnt budge. There must be some other wat we can accomplish that. Can someone put in some thoughts on it. here's the code..
[Code].....
In the code I have not used the scaling codes since it doesnt work. And when I add the two line code, the image disappears, but the mc is on the stage which is clickable. maybe I should place my mc inside a container?
Using Flash CS4. I have some images with transparent backgrounds that I'm putting into Flash. Placed in Flash at original size, transparency looks great. However, when I scale the images to any different size, the edges of the alpha channel get real rough, not smooth and aligned to object. I've experimented with png, targa, gif, but all seem to have this problem. Is this some issue with Flash? I don't remember seeing this problem in say Powerpoint.
I have the following code from FW to scale my background image while keeping proportion, however how do I change/fade into other pictures using Pic as my MC?
Code: //set stage for FBF //set stage for FBF stage.align = "TL";