Actionscript 3 :: Create Sprites From Loaded Image?
Mar 15, 2011
I don't know if the title is misleading as the image I'm loading is actually a sprite image consisting of a multi-state button. I want to load this image and split it into several display objects (sprites?) in AS3, to create a SimpleButton with an over and down state.
Right now I'm just loading the image with Loader and URLRequest, and then creating a sprite from the loaded content. Is this possible or is there any other way of doing this, without having to load two separate images?
I'm attempting to create a new MovieClip and add sprites in using actionscript, the issue is i want them to form an animation and so would have to add the sprites on different frames.
The code I have I thought would work but then I realised you cant gotoAndStop further than the last frame that currently exists within a MovieClip - so all my objects are on the frist frame of the MovieClip. Meaning that I'd have to create frames when creating the new MovieClip.
ActionScript Code: var mc:MovieClip = new MovieClip(); for (var i:int = 0; i < tilesForClip.length; i++) { mc.gotoAndStop((delay * i) + 1); var tile:Bitmap = drawTile(tilesForClip[i]);
I'm developing flash applications in actionscript with a simple text editor rather than the gui flash fx mx whatever-they're-called and it's working out quite well. But there is one particular feature that I don't know about how to use without such a flash-creating-application.
Is it possible to maintain some kind of a library of movieclips? (drawn with the graphics class) In such a way that you can create an instance of it without having to draw it all over again, just copy it?
right now I'm using something like this:
PHP Code:
function drawACar():MovieClip { var car:MovieClip; /* draw it */ return car;}var shortCar:MovieClip = drawACar();var longCar:MovieClip = drawACar();longCar.width *= 2;
how i could create hundreds of such cars without having to draw them hundreds of times? I thought about copying them but that doesn't seem to be possible.
I'm quite new to Flash and ActionScript. Anyway, I wrote my own XML Slideshow, that's working great. The problem I have is that I can't add an 'envelope' effect to the images that are loaded as sprites. I know I can use 'envelope tool' if I break the image apart (ctrl+b) but I need to do it dynamically via AS. Is there any way to do it. Rotating the X/Y/Z axis doesn't do what I need.
I use the Flash IDE to create Sprites and MCs really quickly, but is it better to create assets at run time using the graphics funcitons or to just instantiate things from the library?
I'm using the Senocular Transform Tool to allow the user to scale an image that is loaded in. The demos work fine with sprites that are already on the stage.My setup is PureMVC and the images are loaded in, then I turn the loader content into a Bitmap and put that into a Sprite.I mimmicked the source files and added the TransformTool onto the stage level then I make the target the Sprite with the image inside.This all works and when I click on the image the TransformTool pops up and is the right size and shape. Unfortunately as soon as I try to scale or move it using the tool the image skews and scale in huge increments and goes off into the wrong directions.
I tried adding the Bitmap to the Sprite with the registration in the middle. I tried using a transform matrix to move the registration point to the center.
im trying to add some buttons or sprites on each of TileList items, i even made my own ImageCell class and inject some code that adds sprite on each image but it is not clickable - all clicks are reffering to "object MyImageCell" not that specific sprite
I have used a "for loop" to create a number of Sprites.This same loop names the Sprites and places them in an array. That array is used to add and locate the Sprites on the stage. The problem I am having is when I attempt to use the Array index in a "hitTestObject" statement ie; [URL]...with the accompanying code being trace("hit"). I get "hit" displayed on the output panel,whenever "myObject" collides with any Sprite from that array. How can I make these hits spicific to the particular object from the array.
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'm trying to create a simple image player that tweens from one image to the next every 5 seconds. The data is being pulled from xml.
So far, I have managed to load the image onto the stage, but am now stuck as to how to get it to remove the child showing, the add the next child every 5 seconds.
My Code:
Code: var tweenTimer:Timer; var imageLoader:Loader; var xml:XML;
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'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?
Im making a website and in frame 1 on the main timeline I have mouse down code for a button in a movie clip not yet on the stage (it appears when a mouse_over event is triggered).[code]How do I create links for menus that arent yet being shown on the stage?
I want to dynamically create button from image(s). So basically I have 4 images (on local disk) for 4 different button states (up, down, over, hit area), and X and Y coordinates where the button must be created. I want to create button on given coordinates, load these images and use as them button states (then I know how to add click event listener with addEventListener()). I have very basic knowledge in ActionScript, e.g. I can use gotoAndStop(), addEventListener(), etc. but I'm not proficient enough for advanced tasks.
I'm currently working on a project which has a swf (zoom) which zoom/pan a loaded swf of a map (carte_web.swf). Everything went well until I got more requests. There is now two maps, same background, one with images and one with only a road. I'm trying to add code to two buttons on a toolbar generated by the zoom.swf, to switch between the two maps, without loosing it's zoom/pan My maps are both object-oriented Flash programming. I have spent 27 hours, trying to find a way and I'm definately at my wits' end!
I got a suggestion " in loading both your swfs into one sprite separately. Then switching between the swfs by removing and adding them to their parent sprite. The parent sprite is what you'll be zooming. " I tried everything!!!
I've been testing what you can do with loaded content lately and I'm trying to use the 'new' keyword to create new instances of a loaded swf. For example...
ActionScript Code: function onLoadComplete(e:Event):void{ var loadedSwf:MovieClip = e.currentTarget.content;
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...