Flash CS3 Help (Shape With Bitmap in Runtime)
HI,
I am A Beginner in Adobe Flash CS3
Now, i make a fla (Flash Document) file.
say, there is a bitmap (image) in the asset/Library (imported).
I create a shape with that image. (fill type as bitmap).
Now. what i want, i want to change that shape bitmap in run time using external image file (jpeg) file. I can load and change images of movie clip. But i don't want that. I want to change the bitmap of a shape (graphic symbol) by loading an external file (image file ex.jpeg) and also want to keep aspect ratio. (say my shape size is 800X600 px and i want to load 1486x1020px image in that shape. So, it will keep aspect ratio and resize to 800x600.
could anybody help me out..
****Pleaese At least give me a suggestton or Feedback****
please check this File, May be it will help you guys about my requirement.
Don't Panic File Size is Only (410 KB) And No Password Or Any Kind of Virus) As the file extension is (.fla And .jpg)
(http://rapidshare.com/files/316519572/Flash_CS3_1.rar)
First watch test.jpg file
i heighlight some point :
1. The Graphic Symbol (Shape 2)
2. Shape 2 Fill Type (Bitmap)
3. The Image In Assest Library
4. The Shape 2 (with fill type as bitmap)
Now, The point is what i want. If you already watch the movie (Test.fla). Then, say i have a picture (D:\Pics\Load.jpg). i want to load that jpeg file on runtime in shape 2 (as bitmap fill type) and also keep aspect ratio. I don't want to add the image to my library (asset).
Ok, could anyone help me out ....
Thanks in Advance...
Not entirely sure what you're looking for, but you use a Loader to load images at runtime. You can size them as you like by setting the width and height.
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dsdsdsdsddsdsdsdsd,
> I am still not convinced that AS3 is necessary
It isn't.
> just because an engineer can build a 800hp engine,
> powerful enough to thrust a wing-adapted minivan
> into flight
> doesn't mean it is the right approach: do soccer moms
even
> want to fly?
I do get your analogy. Really, I do. What I don't get is why
you're
the one making it -- because based on what you've described,
it sounds like
you're the engineer in this analogy, not the soccer mom.
After reading
Colin Moock's article, I would think even the soccer moms
should find
encouraged, but regardless ... of course you don't have to
use AS3. ;)
If you don't, you're stuck with a different set of
complexities, so it
all comes down to what you're comfortable with. In AS1/AS2,
you have on()
and/or onClipEvent() for handling events. You also have the
dot notation
equivalents (e.g. myClip.onRelease = handlerFunction). But
wait, there's
more! You also have addListener(). How's that for consistent?
Ah, but
then you also have addEventListener() -- just depends on
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you're handling the event for. If you're a longtime Flash
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If you're new to the scene, it could seem like a completely
arbitrary mess.
In AS3 (outside of a drop-in-the-bucket NetStream exception),
you have
addEventListener(). Easy to learn and easy to remember,
because it's very
nearly consistent.
In AS1/AS2, if you want to instantiate a new MovieClip
instance, you
have to refer to an existing MovieClip instance and invoke
the
createEmptyMovieClip() method, give the new instance an
instance name and
assign it a depth. In AS3, you just invoke the constructor:
new
MovieClip(), then add the new instance to the display list.
It comes down to personal taste, I guess. To me, the newer
models are
easier to use ... once you learn them (of course). There are
trade-offs in
either camp, obviously.
> if someone could tell me some concrete thing
> that AS3 can do that AS1 cannot
> I would appreciate it;
I'm sure there are more, but here's a concrete thing off the
top of my
head: AS3 allows you to reparent movie clips (and other
visual display
objects) simply by removing them from the display list of one
object and
adding them to another. A practical example that comes to
mind is a jigsaw
puzzle, in which snapped-together pieces stay together,
making it easy to
move snapped-together pieces as a single group. Each
individual piece could
initially belong to the display list of the main timeline,
but could be
moved to the collective display list of a group of
snapped-together pieces.
Not that a single example should sway you. The example I
made might
just be meaningless to you, because you might not be
interested in
Flash-based jigsaws (or you might be interested, but would
rather move
snapped-together pieces by way of some algorithm that tracks
the position
and movement of each individual piece -- again, you're
trading one set of
complexities for another; on the main, I personally find the
complexities of
AS3 worth the learning curve).
> I am working on my first AS3 project - shopping cart -
but
> I will not use external packages );
And you shouldn't, unless you feel that external classes
would help you.
For me, I like the idea of utility classes (at least). In
order to create a
dynamic text field in AS1 -- let's say a non-selectable text
field, that
resizes as needed to fit the text, with a sans serif font --
you might do
something like this:
var tf = this.createTextField("myTextField", 0, 0, 0, 0, 0);
tf.selectable = false;
tf.autoSize = "left";
var fmt = new TextFormat();
fmt.font = "_sans";
tf.setNewTextFormat(fmt);
tf.text = "Lorem ipsum dolor sit amet";
(Note, this assumes Flash Player 8 or higher, because prior
to Flash Player
8, the MovieClip.createTextField() method returns Void.)
So ... to me, that's a lot to type. Again (this is my mantra
in this
post) ... one set of complexities for another. To reuse this
code, I could
certainly throw it into a function. Let's say something like
this:
function makeTextField(target, text) {
var tf = target.createTextField("myTextField" +
target.getNextHighestDepth(),
target.getNextHighestDepth(), 0, 0, 0, 0);
tf.selectable = false;
tf.autoSize = "left";
var fmt = new TextFormat();
fmt.font = "_sans";
tf.setNewTextFormat(fmt);
tf.text = text;
makeTextField(this, "Lorem ipsum dolor sit amet");
That's a tried and true procedural way to make your work
easier. I
think, so far, you would agree ... and I think, for you,
there's nothing new
so far. Notice that to keep instance names unique, I used
MovieClip.getNextHighestDepth() to append a number to the
instance name, and
also to ensure that a safe depth is met. A real
implementation would
probably include x,y positioning parameters, to make sure
text doesn't
overlap ... but you get the idea.
I could use AS2 to create a utility class called, say,
SimpleText.
Here's a stab at it. Quick and dirty AS2 external class file.
// Class file
class net.quip.utils.text.SimpleText {
public function SimpleText() {};
public static function makeTextField (target:MovieClip,
text:String):Void {
var tf:TextField = target.createTextField("myTextField" +
target.getNextHighestDepth(), target.getNextHighestDepth(),
0, 0, 0, 0);
tf.selectable = false;
tf.autoSize = "left";
var fmt:TextFormat = new TextFormat();
fmt.font = "_sans";
tf.setNewTextFormat(fmt);
tf.text = text;
More complex? In a sense, sure. Not by a whole lot, if you
really look
at it. The AS1 function version was a teensy bit bigger than
the
non-function version. The AS2 class version is a teensy bit
bigger than the
AS1 function version. But once it's done, it's done. If I
ever want this
functionality, I just import my class and use its (in this
case) static
method:
import net.quip.utils.text.SimpleText;
SimpleText.makeTextField(this, "Lorem ipsum dolor sit amet");
In my experience, that saves me time and effort. And this
same sort of
approach applies to non-static methods as well. It's just a
way to organize
your code. Many people find it more efficient. If you don't,
then you
don't. ;) It's as simple as that.
David Stiller
Adobe Community Expert
Dev blog,
http://www.quip.net/blog/
"Luck is the residue of good design."
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