Actionscript 3 :: Way To Include Images Than Embed?
Nov 4, 2011
I am putting together a Flash game (using Flixel) and I have a lot of sprites whose images (.png format, mostly) I need to include in my game. I'm used to using code like:[Embed(source = "../../lib/ship-0001.png")]private var _ship0001Sprite:Class;in order to include an image file. Is there a way I can do this other than embed? I'd like to use a for loop if possible, grabbing every needed file by number. This way instead if having several lines for each ship type (to grab its sprite, icon, store view, etc), I can just change a variable (eg NUM_SHIP_TYPES) and add the files by number for the new ship.?
I'm naturally a PHP coder, but I have to use flash for a part of a project.I was wondering if I have files such as mainsite.swf and page1content.swf, is there a way to simply include the page1content.swf file into a predefined area on the mainsite.swf file (as in PHP's include)?Also, would it be possible to use this flash "include" to embed external swf's?Finally, ideally I'd be able to merge these files together, but from what I've read, it's a tricky business, with filenames, referencing etc, so this is optional.
Various sites, such as [URL] for video, or [URL], use an object tag with a nested embed tag. Based on quite a bit of testing, I've concluded that these sites only work with the nested or stand-alone embed tag, but not with the equivalent object tag syntax. Here's an example:
i'm trying to include a number of images in my SWF file not by loading them but by embedding them in the SWF itself. I found the following instruction to do that:
[Embed(source="../graphics/images/ss0.png")] private var SS0:Class;
Basically, i want to embed a different number of images each time. Is there a way to do that automatically (let's say inside a for loop) or do i have to type manually this instruction for each image i want to include?
I have a working MVC project.I want to include a page which displays images from database, in FULL SCREEN MODE.How do i go about this? Flash? SilverLight?
I have a flash file (banner ad) that uses some jpgs that I imported onto the stage. When I publish the file... It won't include the images. If the images are in the same folder as the swf.. it will work. However, just the SWF on its own will not display the images. Any ideas?
I am trying to embed a swf file, that came with images in folders, on a website. I don't have the original flash file. It works when I upload the file: [URL]
When I embed this code in our website, I get error message about the images.
I am trying to embed a swf file, that came with images in folders, on a website. I don't have the original flash file.It works when I upload the file: [URL]When I embed this code in our website, I get error message about the images.
I would like to know if I have to dispose an image in AS3/Flex when using the EMBED-tag[code]...
When I addChild this class and remove it via removeChild, do I have to dispose this or is this unnecessary? I just ask because it uses the Bitmap-class and under normal circumstances you have to dispose it for the garbage collector.
Or is there another way to embed images without the Bitmap class? I just ask because I'm new to Flex and have problems embedding my stuff into my game.
I would like to know if I have to dispose an image in AS3/Flex when using the EMBED-tag:
[Embed(source="../../../../../assets/interface/pause/cancel_btn_off.png")] public static const CancelOffBtn:Class; private var cancelOffBtn:Bitmap = new Library.CancelOffBtn(); addChild(cancelOffBtn);
When I addChild this class and remove it via removeChild, do I have to dispose this or is this unnecessary? I just ask because it uses the Bitmap-class and under normal circumstances you have to dispose it for the garbage collector. Or is there another way to embed images without the Bitmap class? I just ask because I'm new to Flex and have problems embedding my stuff into my game.
I'm searching high and low for a solution how to embed small 16x16 Icon Images into htmlText! Has anybody an idea where I could find something on the net about that item ??? Found this, but can't get it to work at all.
I have about 90 images which I need to embed into action script (version 3). The only way I could figure out is typing the following code 90 times for each image.
[Embed(source="images/door0091.bmp")] private var Door1:Class; var door1:Bitmap = new Door1();
It's really painful to write it so many times. I would like to know if there is any way to do it programatically?
I cannot use the loader method as the images need to be present along with the swf file. I want the swf to be independent once it is compiled.
I would like to know what is the more practical way to embed many images using actionscript. Firstly, I don't want to download an image every time from the server, and then I would like to change the number of images and/or their names. What do you propose for these requirements? I have been alerted for the Embed tag but it seems a little inconvenient in its use as you have to declare a new class for each asset and instantiate the class separately.
I would like to know if I have to dispose an image in AS3/Flex when using the EMBED-tag:
[Code]...
When I addChild this class and remove it via removeChild, do I have to dispose this or is this unnecessary? I just ask because it uses the Bitmap-class and under normal circumstances you have to dispose it for the garbage collector. Or is there another way to embed images without the Bitmap class? I just ask because I'm new to Flex and have problems embedding my stuff into my game.
I have an image of type '.bmp' (NOT jpeg or png). I am trying to embed it using the following code.
[Embed(source="images/door0091.bmp")] private var door0091_class:Class; private var door91:Bitmap = new door0091_class();
On compiling, the code throws following error.
'door0091.bmp' does not have a recognized extension, and a mimeType was not provided Unable to transcode door0091.bmp.
To overcome that I tried to give a 'mimeType' which is giving a type coercion error during runtime:
[Embed(source="images/door0091.bmp", mimeType = 'application/octet-stream')] private var door0091_class:Class; private var door91:Bitmap = new door0091_class();
TypeError: Error #1034: Type Coercion failed: cannot convert DoorImages_door0091_class@3891e041 to flash.display.Bitmap.
I've searched in the google, but I am not able to find the correct answer. I don't want to convert the image type(bmp) to jpeg or png.
I have this flashbanner that is using an external xml file which lists the images used in the movie. Is it possible to embed this xml and images to the flash document. Because i've no possibility to use any external files wit this one...just the flash file.
I'm using image embedding in Flex 4 (the same goes with Flex 3). [code]...
When i run the application i see the icon but in Flash(Flex) Builder i can't see the images while working in Design mode. Is there any way to enable image visualization in Flash Builder design mode ? or a better way to include resources.
I am using an include file, and I've noticed that sometimes the the fla file does not refresh new changes to my include file. When exporting with "Ctrl, Enter" Is Flash loading the include file from the cache?
We have a flex application which compiles fine on windows box using mxmlc ant task but when we try to run the same build scripts on linux, it throws the 'Invalid Embed directive in stylesheet' error indicating it is not able to resolve the path to the image files.
Can someone pls. educate me on if there is a difference in the way the image files are looked up, in a CSS file, on windows vs linux.
Flex sdk version is 3.3. The same sdk is used on both windows and linux. Not sure if this has been fixed by any future 3.x sdks.
Making a piano/keyboard application and trying to figure out the best way to set this up .I plan on having a directory of sounds for each 'instrument' in my assets folder (piano1/C4.mp3,piano1/D4.mpg,...)Is there a way to import/embed all of these as an array? Also is there a way I can pass a variable to this class to indicate which folder I want to import these from? Something that would be ideal
var type = "piano2"; //passed from class being called by foreach(notes as note){ [Embed(source = 'assets/sounds/'+type +'/'+note+'.mp3')] private const C3:Class; public var c3:Sfx = new Sfx(C3); }
Or would it be a better idea to have a class for each of these "types" that pulls all notes?
But there is no change in the appearance of the Text whatsoever.. I need the text to be crisp and clear.Just like the way it looks when we embed the fonts using the Embed... Button in the Flash IDE.
I'm creating a wrapper SWF that needs to embed multiple swf's using the [Embed ] tag in Actionscript 3.How can i embed a custom swf when compiling a as3 project using the flex sdk, E.G:
I've been experimenting with learning game coding and have encountered an issue I'm curious about...
At the moment I have 3 GIFs and 1 sound effect being used, with more to come. Now, is it more recommended to embed these files, which I'm been doing, or is it better to load them externally? To be honest, I really hate the idea of having to load them and would much prefer to embed them directly in to my project. What is the general consensus as to which technique is better?
Is there any solution to dynamic fonts yet. I have tried to write classes and followed so much stuff on various blogs but none of them is working. For example, i'm using a font(which is not installed in most machines) say "abc" on my Input and other TextFields/Combos/Radio etc. Now no matter whatever i do, it uses some default font instead of "abc" if accessed from a PC in which this font isn't installed.
One (bad)solution is to embed fonts using the Embed button in "Properties" FOR EACH TEXT FIELd seperately and increase the file size? Still this way wouldn't work for Combos and radio Btns.
I'm trying to make a flash game where people write small files, and they get included into the game. However, I need to use #include with a variable, but it won't let me (malformed). I need it to be a variable so the user can choose the file to be included. Anyways, how can I get around this? I need it so it will import the script and use it, if theres another way I'll be happy to hear.