Actionscript 3 :: Tween On Integer That Will Use For The Current Image Displayed?
Jan 5, 2012
I want to tween between two integers. Example: I buffer 360 frames (images). I want to skip to frame 100 (from frame 1), but I want to use ease to make it look better. All I need is to tween an integer that I will use for the current image displayed. So far so good, but I'm not getting how to update my image in the tween:
I am working on to slide a movieclip across the stage.The movie clip is five times the width of the stage and I am using the Tween Class to move it across the stage when a button is pressed.The interaction I want is that when the button is pressed the movie clip moves a certain amount.If the button is pressed again it moves further.The script I have come up with though is taking the movieclip back to the original position of the movieclip and then moving it as opposed to moving it from the position it reached after the first button click.I have tried a few things but nothing is working.The script I am using at present is:[code]
I am building an air app, which includes an XML with text and images.Although the text/links and all the html tags work, images do not. How do I fix this?I didn't find any option in publish settings that may have to do with it.Forgot to mention, I am using Flash CS4 and AS3 to build this.
I am trying to carry out an actionscript colour tween and have found the following code on these forums:
//////////////////////////////////////////////////////////// doTween = function () { var t = (getTimer()-this.startTime)/this.dur; if (t>1) {
[code]...
I would like to have a variable which returns the current red, green and blue values of the movie clip during the tween. In other words, I need to define a variable for the current RGB in the middle of my AS colour tween so that the following example would tween smoothly from the current values to the target.
E.g. mc.beginColorTween(currentr, currentg, currentb, 255, 204, 0, 500);
Error "TypeError: Error #1009: Cannot access a property or method of a null object reference. at Show/displayImage() at Show$iinit()" public function displayImage(imgPath:String,imgWidth:Number,imgHeigt:Number,imgXPos:N umber,imgYPos:Number) { var request:URLRequest = new URLRequest(imgPath); var loader:Loader = new Loader(); loader.load(request); loader.x = imgXPos; loader.y = imgYPos; addChild(loader); trace(loader.content.width); }
I want to know how do you get the current x position value of the tween object during the animation? I want to move a movieclip across the stage, but at a certain x position, i.e. x=600, a new movieclip is added to the stage and chases behind the first one. My current code looks like this:
i used URLStream object to load an image file progressively by reading it into a bytearray My code is very much similar to that atthe problem that i got is a very rare problem i.e. it occurs very rarelythe problem is that sometimes the image does not get fully displayed even after event.complete of the urlstream object.(the last packet of image data is not shown);i used a timer with delay 100ms after the event.complete event to address this issue for the time being.
For instance the mx.controls.Image objects are only displayed when i add them directly to the main application object. If i add a "subimage" to the previously created Image object it simply doesnt show.
What I want to do:
var img : Image = new Image; var subimg : Image = new Image; img.source = "images/panel.png";
I'm fairly new to ActionScript 3.0 so forgive me if this question is easy, but I'm having issues with my portfolio slideshow. I have a few thumbnails and when you click on one the image slides in from the right. That part is fine. What I really want is for the user to click on a different random thumbnail and have the current image slide out as the new image slides in. My code so far:
I have a gallery where if a thumbnail is selected it preloads, then fades out the current image and fades in the next.
If the user selects a thumbnail then selects a different thumbnail before the previous image has fully loaded (and faded to alpha=100) it is problematic. How could I code this so that a thumbnail could only be selected if there is an image displayed on screen?
My files are here [URL]
I also need to do exactly the same thing with the main menu buttons. I've attached the .fla + dummy .swfs
I've created two layers: 'actions' and 'msk';'msk' containes gradient transparent rectangle. 'msk' layer is hidden in flash IDE'actions' layer containes code, drawing rectangle of other color;
I need to make a series of 35 buttons that display an image when clicked. However, I need the previous displayed image to disappear when any other button is clicked.I have this to toggle the images on/off:[code]Any idea what I can add to the function to turn all the other buttons visibility to false when any other button is clicked?
I'm writing a flash movie that creates a few boxes displaying an image that you can flying around the screen with a sort of gravity effect eventually slowing them down. I've managed to do what I thought would be the hard part... I've made a movie clip in which theres a button (to detect the clicks and drags) which contains a graphic (a .png file). After adding some nice bits of code, I can now stick loads of instances of the movie clip on the main stage and then start flinging them round.
Now what I want to do next is change the image displayed on the button in each instance of the movie. Logically, something like : myinstanceofmovie.nameofbutton.mygraphic="name_of_ other_image.png" ...or something...
The purpose of this is too allow a user to upload an image from their machine to be displayed on a website. The code's pretty straight forward and i have it all working fine, but have come across an issue. When certain portrait images are selected to be loaded and displayed, they get rotated at some point in the process and become landscape? There doesn't appear to be any consistency to the way they are rotated. Some are clockwise, some counter clockwise.
The one thing i've noticed though, is that it doesn't appear to be an issue with images that have been re-saved (so simply taken into photoshop and then saved without any modification), only images that are the original source of an image taken by a digital camera? This has got me wondering whether there's a possible issue with flash reading the meta data of the source image? The attached zip file contains the source code and swf, a selection of images from 2 different camera's and a modified image.
Just to note, due to the dimensions of the images, in the source code the bitmap is scaled to 0.1 so that the result can be clearly seen. I've tested this without the scaling and the image still gets rotated. There's a trace in the Event.COMPLETE handler of the Loader.loadbytes() method and you can see from this that the width and height of the loaded image have been switched? Note - due to the size of the zip file (4.6MB) because of the images, i've put them up on my server for download instead.[URL]
I have a pretty simple gallery that loads images into a loader when thumbnails are clicked on. I figured out that the images are actually loading on top of one another and since my images aren't all the same size you can see the one behind it. I am guessing I could use a currentImage variable to then tween out but
var imageLoader:Loader;var xml:XML;var xmlList:XMLList;var xmlLoader:URLLoader = new URLLoader();xmlLoader.load(new URLRequest("data/images.xml")); xmlLoader.addEventListener(Event.COMPLETE, xmlLoaded);
var manTimer:Timer = new Timer(1000,14); manTimer.addEventListener(TimerEvent.TIMER, moveMan); function moveMan(e:TimerEvent):void {[code]....
I just need to make the tween's position relative to it's current position, as opposed to starting at the stage's 0 position then moving the the stage's -40 position. It needs to start at its current position the move -40 from that position.
I've completed the tutorial to create a photo gallery using flash and xml, and have gone on to add the thumbnails. Everything works as intended, but now I would like to add another feature... I'd like to highlight the thumbnail that coordinates with the current image (maybe at 100% alpha while the others are only at 50% or something along those lines). Any suggestions, building off of this:[URL] ?
I'm currently working in Flash mx 2004 and am creating a version of 'what happened in history today'. So my final layout will have the following iobjects.
Heading: 'current date' Title: 'On this day in History' Text box: Which displays the right description from a text file. history.txt Image box: which displays a pic related to the current date.
I know basic Flash but have been playing around for ages am having real trouble getting things to work correctly. The main priority is to get the text loaded based on the current date. I have an images folderwhere the pictures are stored with files names related to date i.e. 14feb.jpg and my history.txt file is set out with a line for each date. i.e., 14feb=Valentines Day etc.
The code works but with an issue. When I load an image it replaces the current one loaded but when I alpha tween the image to zero I see both images fading out on top of each other like the first one is still loaded but underneath the current one. Any body run into this before?
var imageLoader:Loader; function loadImage(url:String):void { // Set properties on my Loader object
I have set up a functioning xml image gallery with simple left and right arrows. I am now trying to make it an infinite looping gallery swapping the first and last sprites in an array and + and - their x value so they "physically" move in the photos container.
All of this works fine except for the actual loaded image. The xml data, name description, and image to be loaded are set up in one function and all the data is added to the sPhotoSprite (sprite) in this function. This All works perfectly..
A second function is then called to add the current image:
var currentImage:Loader = Loader(evt.target.loader); then currentSprite.addChild(currentImage); (the sprite is declared at the start)
The problem being that the sPhotosSprite is no longer reference-able. I've tried :
But this only ever returns the final sprite. The same problem of only ever returning the final sprite occurs when I try setting an external sprite to hold the current sprite in it and then referencing it in the second function.
(I'm using flash CS4.) I've created a movie for my home page, which can been seen at: [URL] In the movie first there are pics of a building, then my drawings of a building, and finally words that fade in. This consists of three jpegs that I turned into symbols, to get them to tween. The problem is when the words fade in. I tried doing this two different ways, and only one worked, but there is a flaw in it. To get the words to fade in I copied the drawing jpeg and put the words on it, and then saved it as a separate jpeg. Unfortunately, the tweening out of the jpeg #2 and the tweening in of Jpeg #3 with the text on it don't sequence perfectly so you will notice that the center building fades out a little bit as the words fade in. My second attempt was to make a symbol of just the text in the proper location, while not using a background, but when I converted it into a symbol, it took on the same size background as the stage, and thus covered up the everything as it tweened in, and I was left with just text at the end of the movie. ...I know I've probably worded this poorly, because I don't know all the flash terminology yet. .
I've found a really basic gallery and I'm modifying it. It did show a bar with thumbs on top of the stage with no full image shown at first. Clicking on a thumb, with a tween, the thumbs' bar disappear and the full image appears, clicking on the full image the gallery come back to the original situation. I've modified the gallery and now it shows the bar on the bottom, a full image is shown as the gallery appears and when I click on a thumb the bar stays at its place, in addition the shown image disappears to leave the place to the new one.
I want to add a tween when the full image changes, a fade out on the old image and a fade in on the new one, but I can't understand where and how to modify the code. I post a link to the gallery files, the one to modify is createThumb.as [URL]