Actionscript 3 :: Reuse An Image Thats Been Loaded Into Flash Via Loader()?
Jun 12, 2011
I'm displaying an external image in Flash with the loader object, and then addchild() and that whole thing. Im wondering how, if possible, I could then add that same child to another movie clip. So far, when i do, it doesn't show up in the original movie clip anymore. Is there a way for me to display an image twice by pulling it from the same source like you would do with html,css?
For the project I'm working on I need to dynamically load a SWF and then an imagine on top of that SWF. Based on mouse overs and the like that image will fade in or out. I have the dynamic implementation down, I just cannot quite seem to figure out how to manage the image file that overlays the SWF. Here's a snippet of the code I'm working with:
Code: var ldr:Loader = new Loader(); var urlReq:URLRequest = new URLRequest(thisOne.src);
I need to load a range of images and make them crossfade over time in a never ending loop (rotating gallery).
Using the Loader I display a preloader everytime I load an image.
The problem is that the next time I load the image the damn preloader shows up in a split second (because I'm using the Loader to load the image again).
How do I write the routine of loading an image and reuse it again WITHOUT calling the loader a second time?
I read online to read a the bitmapData into a variable. Well, that's all fine. But HOW do I reuse that Bitmap in a never ending carrousel?
I want to reuse the same loader to cycle through a list of images that will be placed in a rotating banner. My code can be found here:[URL]..The error I am getting is the following:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller. at flash.display::Loader/_load() at flash.display::Loader/load() at banner_fla::MainTimeline/loadBanner() at banner_fla::MainTimeline/loaded()
Using ActionScript can I do with my game, which is running in a browser, verify that the user already has the files needed to run the game installed on your computer? If he had these files do not need anything else that was born and can play the game immediately. If he did not have the files, they would be loaded so that the browser does not erase these files. So when he returned to play the same game day after,as the files already on your computer, nothing need be loaded.How do I remove one of the main memory image that was loaded using the Loader class? I tried using the unload () method but nothing happened.
im working on an image viewer and im loading an image to a loader and then add the loader to the stage.I want the user to be able to drag and drop the image but since it's a loader i dont know how to do it. I tried
I'm designing a portfolio website that will showcase artwork that could potentially take awhile to load, so I'm using the code from that tutorial:
[Code]...
I'm using one of these, one image, per frame. I'll be adding more and more in the future. I'm still a newbie to as3 and I haven't completely understood the basics yet, so my question is this: how do I reuse the above code for a different frame without having to paste the entire thing with different names? I tried this:
How 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
[code]This script is for a loader image gallery in flash, as part of a class assignment. What happens is that in flash, when I open the swf file, the initial image (images/nair_evanescentautumn.png) will load fine. However, clicking on any thumbnail image (including the exact same images/nair_evanescentautumn.png), will result in an error saying the file cannot be found.I cannot figure out why it is doing this... I've tested it over. Clicking each thumbnail does go to the correct position in the two separate functions. All said full-size image links are in the folder images/, and replacing the initial loader image will load the other images in place of the default one. However, clicking on any thumbnail still results in URL not found, even though everything works correctly.[code]Before anyone asks why I'm putting this kind of content into a flash site, I'm not--this is only for a class assignment. I'm just trying to figure out why my images aren't loading right when I'm only doing the exact same thing in the functions as I am on the other pages.Of note, commissions.swf has the exact same feature, just with swf files loaded instead, and it works perfectly fine. home, traditional, digital, and photography all have the image gallery, and all have the same issue (I only referenced one page because if I can fix one page I should be able to fix all of them).As for the artworks, they are all my fiance's. The website design was built for her, and I used the website design for this project because I didn't want to have to build an entirely new interface design. Since the project also required a gallery, I felt that this interface would work just fine.
im loading a child swf into my parent swf and I want to pass some parameters to the child swf.
Here is my code:
var req:URLRequest = new URLRequest( "test.swf" ); var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener( Event.COMPLETE, loadComplete ); loader.load(req);
is there a way to set the loaded SWF's height and width to always use 100% of the Loader's height and width? pretty much like when you're embedding a swf to an HTML page... I know that you can do this by setting the width and height of the Loader on every stage resize, but is there another way wherein you can just specify height and width is 100% and then loaded SWF will automatically resize according to stage and Loader's current dimensions?
try loaded a SWF file which has coordinates based listeners and it seems that the loaded SWF doesn't reposition its listeners correctly even if the stage is already resized... take this swf for example [URL] i tried using an SWFLoader in flex which scales the content and also a normal AS3 flash.display.Loader and it seems that both fails to reposition the listeners correctly.
I have a shell swf that is loading a swf. How do you have the loaded swf tell the parent loader to unload itself after the loaded swf finishes playing?
I'm using Loader::load() successfully to load swfs into my main swf and then I add them as a child of a Sprite. When other events occur I want to remove the swfs as needed. I have looked at unload() and at removeChildAt() without success.
I only added the addChild() call to try to pin down the loaded instance so I could remove it. The loading works fine without the addChild();
I have also tried publishing to player v.10 and using myLoader.unloadAndStop(); but this has no effect either;
The following demo code shows my problem. I see one child added and one removed but intro.swf is still playing away.
I want to load an external image (dest) and display it on the stage, and i want to load another image (src) which will not be visible. When i hold the left mouse button on the image that appears on the stage, then a function that start copies the src image to the dest will be invoked. Actually i want to reproduce the scratch effect on an image that hides another underneath. here is my code [ the copypixels function is triggered on mouse_move event for debug purposes ]
Although the two images are loaded into memory and the first one is shown on the stage, when the mouse_move events triggers the corresponding handlers the copy does not work.
i made a SWF which contains a loader which loads any SWF file passed to it... the problem I'm encountering is that for some SWFs, some event listeners doesn't fire anymore... my own SWF file (which contains the loader) doesn't really have any other element except for the Loader object and so I cannot understand what seems to be preventing the loaded SWF (loaded by my Loader) from receiving some mouse events
it seems that the for the SWF where I'm having this problem, the listener seems to be tied up to a location in the stage or somewhere else, and so whenever I resize, the listeners is not responding on the right place, for example, the button appears on a certain position but the listener's hit test or whatever the SWF is using to detect the mouse click is positioned somewhere else
I have a problem with my New Loader class I use as3 and buttons to load external files into into my main swf file and I resize the external files to match my stage but they always load from the top left at x=0 y=0 The action script i use is
var swfHolder = new Loader(); mybutton_btn.addEventListener(MouseEvent.MOUSE_DOW N, mousedownpresser); function mousedownpresser(event:MouseEvent):void { addChild(swfHolder) swfHolder.load(new URLRequest("myvideo.swf"));
Is there any way I can load the external files into a different position?
My problems comes in when you have to open a different image album and have to eliminate all the previously loaded children in the movieclip. When i load a new album i used a code you posted here: AS3 How to remove previous loadersbut the problem is that sometimes the user leaves the album page before ALL the pics laod so when they click on a new album to open it a new image is placed somewhere else cause the loader has already been launched. I've tryd to close() the loader but it doesn't seem to work.Here you can see the working site to see what im talking abouy you have to click on an album, leave before all the pictures load and open up another one.
getImage(dataList[0].file) function getImage(href:String):void { var loader:Loader = new Loader();
I have two SWFs: a Loader SWF, and a Loaded SWF. I need to add the Loaded SWF to the display hierarchy, but I don't want to give it free access to the stage. It may, for instance, attempt to change the scaleMode, and I don't want that to happen. What are some good methods for restricting loaded content's access to the stage? I may, for instance, want to allow it to access the stageWidth and stageHeight, but not the scaleMode or align.
Additional Constraints. I can't change anything about the Loaded SWF. Both SWFs are in the local-with-file-system sandbox. These SWFs are both Flash Player 10, ActionScript 3, made in Flash Professional. Not AIR, not Flex. I'd love to be able to implement a proxy class or a getter to somehow intercept calls to the stage, but I don't believe there is any way to.
I don't believe, for example, that you can subclass the Stage class and use that subclass in place of the normal Stage object referenced by the stage property in all MovieClips. The stage property is read-only, so it can't be cross-scripted by the Loader to point to something different.
Google calendar is available to be embed into a HTML website.. But I have a Flash site.. I want to load that calendar into my site.. It has an option for a button. But would like to have the entire calendar view. Can this be loaded into a dynamic text box or a loader component??? Does anyone have a clue how to do this... Or create a monthly calendar with events.. I can't seem to find one anywhere, I am sure it can be done.. but not very good with AS.
And I do absolutely nothing with the loaded image, I don't add it to the display list or anything. But when I use the unload() method on the loader it doesn't disappear from memory! Even if I set the _loader = null it doesn't free up the memory!
I check the System.totalMemory property and it just keeps stacking up if I repeat the process.
I have a nice as3 swf that reads and xml file, and loads images with transitionsfor a slide show on an html banner page.This works fine. There are some users that see white space (the stage) before thefirst image loads. Depending on the clients connection, etc this can take aslong as 2 or 3 sec.
I was thinking about placing a jpeg in the fla, and adding it to the stageas a symbol or graphic, so instead of white space (or a color other than white)the user sees an image on the page, and when the xml loader places the first image on the page, the user sees the image, and the slideshow, etc.
I have a flash file (.fla) which is created in Adobe Flash CS4.
I want to add pre-loader which is basically a simple .gif image (my company logo). I want when someone run that flash (.swf) file, first for at least 3 seconds my company logo will be displayed and then the rest flash file will execute.
I have been looking over the internet for a while about this, but it doesn't seem like there is any information available specifically related to captcah and flash.
My purpose is to create an image up-loader on flash, and implement "recaptcha" on it, so the upload is controlled.
I know that some people will say, "well you can't automatize flash input so you don't need captcha in this situation" even though this is somewhat true, there is still screen macro programs that could potentially make the computer upload hundreds of pictures if there is not something in place to avoid it.
I thought of implementing my own captcha but that seems to me like i would be reinventing the wheel, can anyone point me on the right track for this? or suggest another approach to avoid abuse on my image up-loader flash?
There's a Loader that I'm filling with different images depending on the button clicked. Now to keep it tidy I'm using the exact same loader. The problem is that no matter what I do to the image, the next image loaded always get's the properties of the previous one. I've used unload and the Loader returns 0 in width and height, and still the next image get's the previous image's w/h. Othe attempts have been separating it from the parent container and taking it out of the display list, and also using an Event.UNLOAD to make sure the previous image is out before the loading of the new image.
Script is gonne kinda long, but the basics would be these,
BrowserLoad.unload(); BrowserReq = new URLRequest("ImageB.jpg"); BrowserLoad.load(BrowserReq);
[Code]....
I guess it's general question: how can i be sure the image previously loaded in a Loader will not affect the next one coming? (its width and height being 0 has not been enough...)
I am writing a bit of actionscript that loads an xml file and displays movie clips etc.. appropriately on the stage. However I have come to bit of problem where I want to reset the display via a function through loading a different xml file. I have loaded the new file but the display doesn't change as if its still loaded the previous xml.
Below is the first bit of code that loads the first xml object and runs my function that alters the mcs on the stage. function CallLineFunction1() { xmlFile1="test.xml" // set up XML object var my_xml1 = new XML(); my_xml1.ignoreWhite = true; [Code] .....
Whilst I've tested that my second generateRW2 statement is run (which it is) the display stays the same using the attributes of the old xml. I've tried using the delete command but to no avail. I'm hoping I don't have to copy everything to a second frame and run it from there as there are multiple layers and hundreds of mcs that require alteration depending on the xml data.