Actionscript 3 :: Showing Image After Load Is Finish?
Apr 3, 2011
So i'm loading picture from xml, and adding them into a movieclip called cv which has a holder called cHolder. Right now the problem is that while the preloader shows it is loading, the cv(s) appeared already. Is there anyway to show all the cv only after the images have finish loading?
for each (var projectName:XML in projectAttributes)
{
//trace(projectName);
I'm new in flash and I taking a basic flash class in my school, I did a project in which have a basic intro, well the problem that I have is this, I want after finish the intro automatically load the first page of the project, how to do that? edit: the intro and the flash project are in separated SWF's
I have a gallery where passing over the image a rectangle drops down showing the caption for the image. The informations are read from an XML file and some of my images don't have a caption, for those emails I want to avoid the tween.
I want it to while still easing into place like the iphone does. For example my stage is 550px. The drag and throw MC is 1650. That's 550x3. If the first image is showing starting at x axis 0 and you drag to the left it will ease into place stopping and showing the second image stopping the image at x axis 0. And the same thing scrolling to the next one and scrolling back. So the code is below and I've attached the movie that I'm working on.
I am trying to use a magnifing glass to sweep over an image and actually show the image underneath as the enlargement rather than just increase the pixels of the original image. Is this possible? is flash the place to do it?
i hv made 2 classes One is document class contains button events only and another class is imageLoader.as which is loading jpg images externally.My document class is[code]....
I have a fla file that loads a slide show from an XML file. The xml file contains info about each slide. There's over a 100 slides so the loading takes some time. However I'm not getting actual load progress. It traces nothing until after the load is complete and then it shows the progress that it should have traced one by one, however it traced them all at once on the complete. Because it's not firing the onProgress correctly my preloader is rendered useless. Am I doing something wrong on is this a bug in Flash?
Code: var RootNode:XMLNode; var contentXML:XML = new XML (); contentXML.ignoreWhite = true; contentXML.onLoad = processXML; contentXML.load("about.xml"); function processXML(success:Boolean):Void { [Code] ..... When I test the above my XML loads properly into the holding MC. My problem is that it is also showing all of the XML tags.
When I try to scroll it using my custom buttons, it will only show up to a certain point (my guess is around 4000 or so), and then the canvas goes black (the background color set for the stage).My guess is that there is a limitation on the size of the objects (in this case an image) that we can use on flash, but I can't believe that there is no workaround other than breaking the image into a bunch of smaller images and loading them as one scrolls.I'm even repositioning the MC that holds the image before it is loaded, so that the image is centered, so that I'm not forcing one side of the workarea to handle most of the image, but only near half of it. After trying this, the image is not showing at all.
I'm trying to display an image in a movie clip where the location of the image is derived from an xml document. I'm creating a menu from XML nodes and when the user selects that menu item a separate movie clip is updated with the XML information which corresponds to the menu items nodevalue. In my xml i have an image location defined and I want this to happen... when the user selects the menu item the node value for the image location dynamically loads the image into the movie clip.
I've finally finished my flash xml gallery, and have tested it to my complete satisfaction using dreamweaver. When I do a preview from dreamweaver, or just open up the gallery html file from explorer the swf loads the xml file and all the images flawlessly, everything works. However when I move the site for testing on my mac laptop it loads the xml file but not the images. When I upload it to my test website it doesn't even load the xml file. I just copied the root folder over in all cases I dont understand why it wont work. You can see it here: [URL]
Could this be some export setting I am using incorrectly? Why would it work locally on a windows machine, and not locally on a mac or online on either. I tried re exporting the swf after saving it as CS3 from CS4 and changing the local playback security to only allow network. So now it loads the xml data online but not locally. Thumbnails still aren't showing up online though.
I want to do a ZOOM functionality in Flash cs3/cs4. I will tell you how it has to work. On left side of the stage there is an image, and on top of the image there is a square shape of movieclip will be there and we can able to drag that sqaure on top of the image. so according to that dragging position, i need show a respective zoomed image on right hand side.
Edited // I want to detect flash support (not user string agent) on load and if the visitor is viewing on a device that does not support flash (changed from iPhone or iPad) I want to display this code:
I have an Image object that gets resized to the containers size when the image loads.The images that it will load are dynamic in size so after resize I end up with a sliver of the image object's white background showing.How can I make the Image object not have a white background and be transparent.Parts of the PNG's have transparent parts but show up as white due to the white background of the object is it loaded into.
I have made a box of thumb nails what are buttons, Now say btn1 on release opens up a new window named WIN what is fine so far. inside the Win i added a empty MC called it content this is my problem the btn commands works too open up the WIN but not showing up my image I am after here is my actions for btn1.
on (rollOver) { this.swapDepths(2); jump = false;[code]....
I have created this contact form and it works when i hit the submit button but for some reason when I load the page for the first time I get some junk that appears into the box.
Is there anyway to have it not show anything in the box? In edit mode I dont have anything in the text boxes, but when the the flash loads it puts that junk in there.
I have several mcs that load with the following command:
[Code]....
Base mc is my empty container movieclip. Basically I have a gallery with thumbnails that load a movie with the appropriate gallery content. The issue is, these movies load on top of the thumbnails movieclip, showing overlap. I could just cover the overlap but I can still click on the buttons in the background. How can I make it so the new movies are higher level or depth than the base movie clip?
I have a flex 3 application with 2 titlewindows. When I compile it with the flex 4.1 sdk in flash builder, the titlewindows show up as mirror images of themselves with all text invisible (i.e alpha = 0).
When I try loaderInfo.content it traces [object MainTimeline] but should trace the external image.tracing loaderInfo.bytesLoaded does not trace the image progress. It should
Code:
var objAimg:Array = new Array(); var ldrA:Array = new Array(); var url:String; var urlReq:URLRequest;
I'm currently working on a game and I'm trying to work out a way to load images externally and display them on the screen.But the problem is it won't load them correctly and display them, as seen below...
ERROR:
Code: TypeError: Error #2007: Parameter child must be non-null. at flash.display::DisplayObjectContainer/addChild() at main_fla::MainTimeline/frame2()
I have a solitaire game. There's a bug that only shows up in Windows, not Mac. When a player moves a card from one pile to another, a copy of the card image shows up in the left corner and stays there until the player moves another card. When the player moves the mouse over the image the image erases. Here is the game: [URL]
There's a bug that only shows up in Windows, not Mac. When a player moves a card from one pile to another, a copy of the card image shows up in the left corner and stays there until the player moves another card. When the player moves the mouse over the image the image erases.
There's a bug that only shows up in Windows, not Mac. When a player moves a card from one pile to another, a copy of the card image shows up in the left corner and stays there until the player moves another card. When the player moves the mouse over the image the image erases.