Load Multiple Images Into A Scene And Then Cycle Through The Images One At A Time?
Nov 20, 2009
I am trying to load multiple images into a scene and then cycle through the images one at a time.So, here are the essentials what I've put together in AS3:First I set up a counter and a Loader
[code]....
Then, after loading a list of images from an XML file, I call a function that I called "createImages". This function then takes the list of images and creates a bunch of loaders:
[code]....
So far, so good! I now have a bunch of loaders each with a different name "img1","img2","img3" etc.
I'm a more desperate search for answers and need to load multiple images at the same time. I'm trying to use the same loader but don't know if this is best practice (and it isn't working). Ami I close?
I'm making a XML photogallery. Im using a MovieClipLoader to load multiple images on the screen at the same time. I've assigned variable path to hold image
I developing a site where on the homepage, there are about 6 images that rotate, but if you click on a sub link, a different image loads. But the problem is that, the first image has to cycle through before the second image loads. I want the second image to load immediately.
My need is to load 4 images at one time, and I'd like to have the code in a function that could load them one after another. But all I am getting is the last one of the loop iteration - I know it due to needing an onComplete, but I can't figure out how to make it all work passing it back and forth).
Code: function loadThumbnails() { for (var i:int = 1; i < 4; i++) {
I'm using the tutorial for the Photo Gallery using XML[url]...
Does anyone know if it is possible to modify the code so that it automatically cycles through all the images in, say, 10 second intervals? So rather than keep clicking the next button, it just cycles through. And when it gets to the last image, it then cycles back through the first one.[code]...
This is my first post as i m just beginner in Flash JavaScript. I want to prepare a FLash Movie in which all the images r dynamic and the images should change after a time say every 30 secs the image changes.
I have 24 movie clips on the stage: my_menu.image_holder_mc1 thru my_menu.image_holder_mc24. I want to load an image in each one. How do I identify the holder which to add a child.
The Code I have so far is....
Code: for (var i:Number=1; i<=24;i++){ var myLoader:Loader = new Loader(); myLoader.name = "image_"+i;
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()
im loading multiple images but how do I make sure the program will start once all images have dispatched a complete event. like make a universal loader for all the other "small loaders" if you understand.
I've been doing a lot of thinking about how best to construct classes that load multiple images, e.g. photo galleries and such.
What is everyone's take (or the general agreement, if there is one) on how to load those images? The 2 ways I am thinking about are these (after you've already got all the filepaths or urls to be loaded):
1)Create a for loop [code]...
Here, you are creating anywhere from one to a billion loaders, depending on the number of photos in your gallery, but they will load simultaneously. Is that a terribly bad approach?
The only other way I know of doing it is to add an event listener that re-calls the loading function when the loading of one image completes.
I have the basic XML which loads an image onto a page but how do I add 2 more next to it, in the actionscript?
I have tried everything that I could think of, including adding extra image[ii] nodes etc.
Below is the code I am using.
I have also created an instance of image2 and and instance of image3 which should hold the 2nd and third pic. So when clicking on the next button it would change out all three images from the images.xml file...or if there are 5 images it would just show the next 2 in the image and image2 movieclip holders...
function loadXML(loaded) { if (loaded) { xmlNode = this.firstChild; image = [];
I have an all flash website that works by having each portion of it to load and unload in the center of a frame based off the navigation chosen.Load times on everything but one part of my site are ok.The dimensions of the part inside the frame are 968x674.I know that's relatively large for a flash file, but that can't be changed at this point.Within the page there are objects that come up when you find an item on the screen.Its a dialog box and it shows text, an image, and has a voice over that reads what the text says.After you're done looking at it, there is an x-button to dismiss the window.There are 15 of these and they are exported to the actionscript.I add them in the actionscript via addChild.
The other huge thing is there is a ton on the screen.It starts you off in an environment, and when you click 3 different sections, it zooms into that portion allowing you to look for the items you're trying to find.There is also a man that talks and animates in the beginning and at the end.We are planning on taking out the end part and putting a text box up. URL...The two parts of the site we are trying to optimize is the main menu when you first are at the site, and the "Explore" section.(Just click on the cloud on the front page.
I have been looking for a complete example of FileReferenceList but haven't found anything as of yetEverything I found was either incomplete or I didn't understand it as there was not any FLA source files with i
I have a project to do and I'm not sure how to get it done. I have some experience using xml to load images into flash but that was one at a time. the project that i'm currently working on needs to work like something like this.
I need flash to load in three images at one time(from an xml file) and display them in a horizontal line, and then move across the stage from one side to the other.
i know how to load one image at a time but not multiple. and i don't know how to make the images slide across the stage in a line.
I'm having a hard time figuring out how to do something with xml in flash and don't even know where to begin.I'm building a flash piece for the header of a website that will contain six images and six captions. I plan on integrating the xml file with a cms so that the user can simply upload images and type in captions and the xml file will dynamically populate the swf.I know how to execute the back-end development with the cms and xml file, but I'm not quite sure how to tie the pieces I need from the xml to the flash file.
The current code I have works great for one image -- but how do I edit the code to allow for more than one? Every time I try and add an extra button / link to the code I mess the whole thing up.
Here's the code:
ActionScript Code: import fl.controls.ProgressBar; var myLoader:Loader = new Loader(); myLoader.x = 322;
Is there a way to load multiple images with a loop and an array... i mean without using xml as said all forums that i've already read... i have 15 images and i want to know if it's possible to load all of them without a loader and a URLRequest for each one... there is the position problem too.[code]...
As far as I can tell, it's convinced that I'm trying to use the load() method from the scrollpane class (that's where the context help takes me). How do I specify that I want to use the loader class method?
If you load say 3 external images in AS3 and want to run a function "useImages()" only once all three images have loaded what is the best way of listening for them to complete loading.
Basically my aim is to use SharedObject to save the basically what I am doing is I have a list of buttons each has a name which when clicked the name is added to an array which is stored in a SharedObject. In another movie clip I am calling back the SharedObject and using the array information to display the images corresponding to the name in the array. And I got everything working except I don't know how I can load my images in. Because the same images are not always selected it means that I can't just load each image to a specific Loader because then I would end up with blank loaders.
Which is the best way to load many images with the movieClipLoader class?do I have to create one instance of moveClipLoader for each image or is it possible to use the same for all the images?
I am trying to load multiple images by iterating through a for loop. For each image I instantiate a loader and send a loader request. I want to stop the iteration of the loop and cancel all loader requests sent, in case a user navigates out of the screen. How can I do this?
I am designing a game that has different rooms and each room has multiple unique images in it in addition to the background. For the record, the size is about 300K or less for each room background image and 1 - 100 K per graphic. What I am currently doing is importing all of the images into my Flash file, making symbols of them and then loading them as needed with ActionScript. Assuming this game will have many many rooms (maybe up to 100 or more), is this the most efficient (and quick) way to load the graphics? Or would I need to load everything from the graphic files when starting the program or perhaps load the graphics from files dynamically as needed?
So I made a drag and drop app where I can drop in an image, it get's resized and saved automatically on the desktop.
But now I want to do the same when there are multiple images dragged in. This is where I'm stuck...
private function onDrop(e:NativeDragEvent):void { trace("Dropped!"); var dropfiles:Array = e.clipboard.getData(ClipboardFormats.FILE_LIST_FORMAT) as Array;
[Code]....
The problem is that I want the completeHandler() to run after every ldr.load() but in my code it only runs once right after the for each loop.