Load Random Image in Flash?
I've googled it and searched this forum. No luck.
Does anybody know how to load a random image in flash. Like
on a welcome screen (i.e. the first thing that shows up in my
timeline with a stop command on it)
I tried this:
http://www.kirupa.com/developer/mx/loadingrandombackground.htm
but can't do this where you are supposed to paste the code in
Actions: "Now, look at your timeline. Right click on a blank
keyframe in the timeline and select Actions. Copy and paste the
following code: "
seems like i have to add something first like adding a
behavior like "goto URL" or "stop" or "goto frame" if you know what
i mean.
what do i click on???????????????????? to add this code into
Actions.
Thanx.
let say you have 20 images file in jpg format, all at the
same directory with your flash file, with file name as below:
pic1.jpg
pic2.jpg
pic20.jpg
in your flash, select the frame which you wan to load a
random image, type script below:
num = Math.ceil(10*Math.random());
filename = "pic" + num + ".jpg";
_root.createEmptyMovieClip("pic_mc", 1);
loadMovie(filename, "pic_mc");
//good luck
Similar Messages
-
does anyone know how to make a random image viewer in flash from scratch
as in click a button then it will take you to a picture then click it again and it will take you to a different one
so the images dont come up twice, or does anyone know any tutorials with the same sorta thingThis might help - I had to go through this quite carefully before I understood it - the ab
stract variable names make it much more difficult to understand. here is my version with more obvious var names:
//creates original array with numbers you want to randomise
var orgArr:Array = [1,2,3,4,5];
trace("original numbers = "+orgArr);
//The function that shuffles the numbers. the argument passed (in parenthesis) is the array of ascending numbers (orgArr) it is named 'inArr' for use by the function, but it is exactly the same array
function shuffle(inArr:Array) {
//creates numeric variable that is the length of the original array
var arrLen:Number = inArr.length-1;
//a loop that runs through each element in the array starting at the highest position down to zero
for (var i:Number = arrLen; i>=0; i--) {
//generates random integer based on length of array
var rndNum:Number = Math.floor(Math.random()*(i+1));
//gets data from array corresponding to loop number (i)
var arrData = inArr[i];
//swaps array slot i with data from random position in the same array
inArr[i] = inArr[rndNum];
//swaps random array slot with data from array slot i
inArr[rndNum] = arrData;
shuffle(orgArr);
trace("shuffled numbers = "+orgArr);
The function cycles through the original array and swaps each array element with another element randomly chosen from the same array. If you run this code the output window will show the original numbers and then the array after it has been shuffled. The numbers could be frame numbers of your pics or filenames for externally loaded content.
Thanks for that code Kglad - a neat solution and much simpler that the code I wrote to do the same thing. -
Hi all,
Does anyone know how to load a image from a file (in .swf format) to the java.awt.Image object. If anybody knows how to do this plzzzz help me to get rid of this damn thing.
With regards
Nuwanlet say you have 20 images file in jpg format, all at the
same directory with your flash file, with file name as below:
pic1.jpg
pic2.jpg
pic20.jpg
in your flash, select the frame which you wan to load a
random image, type script below:
num = Math.ceil(10*Math.random());
filename = "pic" + num + ".jpg";
_root.createEmptyMovieClip("pic_mc", 1);
loadMovie(filename, "pic_mc");
//good luck -
Load random images into particular areas?
Hey there I just have a quick question before I try my hand at Adobe Edge. I'm looking at doing a small interactive from this design...
what I want to happen is when you click on the "Random scenario" button it loads this...
where the area that holds the "2013 scenario" text is a random image (and that can be scrolled up and down), and same for the smaller area to the bottom right called "Weather Condition" (ie it will be a random image but doesn't need any scrolling).
Is this something Adobe Edge could help me with?
Thanks in advance.Here is a basic sample of loading a random map image with scroll in Edge:
http://www.meschrene.puremadnessproductions.net/Samples/Random-Image/Test1.html
http://www.meschrene.puremadnessproductions.net/Samples/Random-Image/Test1.zip
This should help you get a basic idea of what to do.
I you have any questions let me know -
How to load tiff image in flash 8
hi all
Is it possible to load a tiff image in flash 8. i am creating
a flash image viewer using ASPX and Flash ... and i need to load a
tiff images but flash is not supporting to load a tiff images. is
there is any way to do this...
thanks in advance
SankarThanks FlashTastic
Any other way to Load tiff into flash using third party
tools....if its so please send me link or files to me..
Thanks and Regards
Sankar -
Unable to load external images in flash
Hi,
I am a beginner in flash programming. I am trying to write a small flash app which will load and display images provided as a query.
My flash app works fine when I provide the image path directly in the browser address bar, but it is not working when I do the same using html.
Here is the direct link to the flash app:http://srbose.freelinuxhost.co.cc/test/lesson2.swf?photo=http://www.flash-mx.com/images/im age1.jpg
Here is the link to the html with which I am trying to invoke the app.
http://srbose.freelinuxhost.co.cc/test/lesson2.html
The Html code is attached with the post.
I know my app is getting invoked and it appears to work fine when I hardcode the image url into the flash app. But the query method just does not seem to be working!!
This is hosted on a linux site supporting php.
I have really hit a stone wall here as far as debugging this goes. Any help will be really welcome. Thanks in advance, srb.I got my answer. I had to append the photo url to the 'movie' value of the javascript embed method. Like this:
<script language="JavaScript" type="text/javascript">
AC_FL_RunContent(
'codebase', 'http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=10,0,0,0',
'width', '550',
'height', '400',
'src', 'lesson2',
'quality', 'high',
'pluginspage', 'http://www.adobe.com/go/getflashplayer',
'align', 'middle',
'play', 'true',
'loop', 'true',
'scale', 'showall',
'wmode', 'window',
'devicefont', 'false',
'id', 'lesson2',
'bgcolor', '#ffffff',
'name', 'lesson2',
'menu', 'true',
'allowFullScreen', 'false',
'allowScriptAccess','always',
'movie', 'lesson2?photo=http://www.flash-mx.com/images/image1.jpg',
'salign', ''
); //end AC code
</script>
Thanks,
srb. -
Can't load an image in flash builder
Hi, I recently copied my project from one computer to another. On my old computer, everything worked fine, but on my new computer, when it tries to load images, it gives me this error :
Error #2148: SWF file http://localhost/MyProject-debug/MyProject.swf/[[DYNAMIC]]/2 cannot access local resource file:///C:/assets/MyImage.jpg. Only local-with-filesystem and trusted local SWF files may access local resources.
But that's not where it gets REALLY frustrating. So I changed the location of the image to a bin-debug folder in my project, and it doesn't give me an error anymore... it gives me a broken image icon instead. The image looks fine in Flex Builder, but when I view it in my web browser, I get a broken image icon! I know it's pointing to the right spot. Any idea why this could be?**having relative path would eliminate a lot of errors, else have complete path like Http://localhost:800 ...... shoud b mentioned for each and every image which is not usable.
-
CLICK HERE
I want to be able to create an swf that loads in images randomly from a database of several thousand pictures, like the example that I have linked to.
Is this possible?sure. just load the image names and select names randomly.
if you want to select without repeats, store the names in an array and use the shuffleF() function:
function shuffleF(a:Array):Array {
n = a.length;
while (n>1) {
k = Math.floor(Math.random()*n);
n--;
temp = a[n];
a[n] = a[k];
a[k] = temp;
return a; -
How to load ai file in flash CS4 using code(Like loading swf or images )
Hi,
I have to load AI file in flash CS4 and provide the interaction with user.
Can any body help?
ThanksHi.
No you cannot import Eps, wmf, emf, ai, cdr files in swf dynamically using Action Script 3. -
How to dynamically load images into Flash
I have a movie clip on the stage that I want to dynamically
load images into (that constantly change), how would I go about
doing this? Thanks.Use the Loader class to load in images.
Then use addChild to add the Loader class into your MovieClip
on the stage.
As far as &quot;constantly change&quot; what
do you mean by that? You could use setInterval, ther enterFrame
event, or any other means to trigger a new image to be loaded into
the Loader instance.
Finally, you can use the Tween class to create some nice
effects for the images (fade it, blur in, photo blend, masks,
etc) -
How do i use Arrays and For Loops in Loading Multiple Images?
I am struggling to load a sequential array of images to appear like a moving image. So when u click the button the images load one after the other.
The code below is what i have so far, but it fails to do what i seek in that there's only one image loading which is the last image in the array, so either because the images are stacking up atop each other, or because i simply dont understand the basics...
And, i am unclear about what you said kglad, that my solution will be more complicated because i need to preload my image sequence and then use a loop to load it?
import flash.net.URLRequest;
import flash.display.Loader;
var count:int = 0;
var imageArray:Array=["1.jpg","2.jpg","3.jpg","4.jpg","5.jpg","6.jpg","7.jpg",
"8.jpg","9.jpg","10.jpg","11.jpg","12.jpg","13.jpg"];
for(var i:uint=0;i<imageArray.length;i++){
var btn:YourButton=new YourButton();
btn.ivar=i;
addChild(btn);
btn.x=0;
btn.y=0;
btn.addEventListener(MouseEvent.CLICK,clickF);
var ldr:Loader=new Loader();
addChild(ldr);
ldr.x=20;
ldr.y=20;
function clickF(e:MouseEvent){
ldr.load(new URLRequest("D:/flash cs5.5/image_sequence/twirlSeq/"+imageArray[e.currentTarget.ivar]));
function loadComplete(e:Event){
// first process loaded image, then...
count++;
if(count < imageArray.length){
loadCurrentImage(); // load the next image
} else {
// sequencial loading complete, carry on to next activity
function loadCurrentImage(){
ldr.load(imageArray[count]);
ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);create a new fla, add btn and add the code i suggested. test.
var count:int;
var imageArray:Array=["1.jpg","2.jpg","3.jpg","4.jpg","5.jpg","6.jpg","7. jpg",
"8.jpg","9.jpg","10.jpg","11.jpg","12.jpg","13.jpg"];
var ldr0:Loader=new Loader();
ldr0.contentLoaderInfo.addEventListener(Event.COMPLETE,loadCompleteF);
var ldr1:Loader=new Loader();
ldr1.contentLoaderInfo.addEventListener(Event.COMPLETE,loadCompleteF);
btn.addEventListener(MouseEvent.CLICK,clickF);
function clickF(e:MouseEvent):void{
// initialize count
count=0;
// call loadF
loadF();
function loadF():void{
// add one of the loaders to the top of the displaylist and load the next image
addChild(this["ldr"+count%2])
this["ldr"+count%2].load(new URLRequest(imageArray[count]));
function loadCompleteF(e:Event):void{
// increment count
count++;
// check if the last has loaded
if(count<imageArray.length){
// if not clear the content out of the next loader.
if(this["ldr"+count%2].content){
this["ldr"+count%2].unloadAndStop();
// and call loadF so the next loader can load the next image in the array
loadF();
} else {
// if the last has loaded.
// last load completed -
Dynamic load of images in to established Timeline effect
Is it possible to dynamicly load images in to an already
established timeline effect?
Steps I've done.
Stuffed a JPG in to the library by draging and dropping it in
to the SWFs library.
Dropped the JPG on to the main stage
Right clicked the image then going down to Timeline effects
and choosing an effect.
Completing any changes in effects dialogue box and then
clicking OK.
Play the movie, and pat myself on the back that it worked.
So then, how can I get Actionscript to load an image
dynamically in to that same Timeline effect and have it do the
effect to that instead of the one found in the library?
I'm using Flash MX Professional 2004.hii
Can u mention the error message getting while the status become RED??
As what I understand, this may be the issue of invalid characteristics inPSA Data Records or also there may be records that does not support the lower case or upper case data.
So just check the data in PSA Level
Thanks
Neha -
Problem in Loading Multiple image in Single Sprite/MovieClip
Hi All,
I am having a killing problem in loading multiple images in single movie clip/sprite using a separate class.
Here is the ImageLoader.as class
package com.project.utils{
import com.project.*;
import com.project.utils.*;
import flash.events.EventDispatcher;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.ProgressEvent;
import flash.display.Loader;
import flash.events.IOErrorEvent;
import flash.net.URLLoader;
import flash.events.MouseEvent;
import flash.net.URLRequest;
import flash.display.Bitmap;
public class ImageLoader extends EventDispatcher {
public var imgloader:Loader;
public var imgMc:MovieClip;
public var imgObject:Object;
public var loaded:Number;
public function ImageLoader():void {
imgMc = new MovieClip();
imgObject = new Object();
imgloader = new Loader();
public function loadImage(imgHolder:MovieClip, imgObj:Object):void {
imgMc = new MovieClip();
imgObject = new Object();
imgloader = new Loader();
imgMc = imgHolder;
imgObject = imgObj;
imgloader.contentLoaderInfo.addEventListener(Event.COMPLETE,onImgLoad);
imgloader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,onImgLoadProgress);
imgloader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,onImageLoadFailed);
imgloader.load(new URLRequest(imgObj.FilePath));
private function onImgLoad(Evt:Event):void {
var image:Bitmap = Bitmap(Evt.target.content);
try {
imgMc.removeChildAt(0);
} catch (error:Error) {
imgMc.addChild(image);
try {
if (imgObject.URL != undefined) {
imgMc.buttonMode = true;
imgMc.removeEventListener(MouseEvent.CLICK, onImageClicked);
imgMc.addEventListener(MouseEvent.CLICK, onImageClicked);
} catch (err:Error) {
dispatchEvent(new CustomEvent("CustomEvent.ON_IMGE_LOAD"));
private function onImageClicked(evt:MouseEvent):void {
trace("Image Attrs:"+imgObject.URL +" Target "+imgObject.Target);
private function onImgLoadProgress(Evt:ProgressEvent):void {
if (Evt.bytesLoaded>0) {
loaded = Math.floor((Evt.bytesLoaded*100)/Evt.bytesTotal);
dispatchEvent(new CustomEvent("CustomEvent.ON_IMGE_LOAD_PROC",loaded));
private function onImageLoadFailed(Evt:IOErrorEvent):void {
trace("Image Loading Failed");
dispatchEvent(new CustomEvent("CustomEvent.ON_IMGE_LOAD_FAIL"));
Here I am loading some images using the above class in a for loop, like
for (var i=0; i < 3; i++) {
//imgLoader=new ImageLoader;
imgLoader.addEventListener("CustomEvent.ON_IMGE_LOAD",onImageLoad);
var target:MovieClip=videolist_mc["list" + mcCount + "_mc"];
target.list_mc.visible=false;
var imgObj:Object=new Object;
imgObj.FilePath=list[i].Thumbnail;
imgObj.Url=list[i].Url;
imgObj.Target=list[i].Target;
target.list_mc.urlObj=new Object ;
target.list_mc.urlObj=imgObj;
imgLoader.loadImage(target.list_mc.imgholder_mc,imgObj);
target.list_mc.lable_txt.htmlText="<b>" + list[i].Label + "</b>";
target.list_mc.imgholder_mc.buttonMode=true;
target.list_mc.imgholder_mc.addEventListener(MouseEvent.CLICK,onItemPressed);
mcCount++;
In this case, the ImageLoader.as works only on the last movie clip from the for loop. For example, if i am trying to load three image in three movie clips namely img_mc1,img_mc2 and img_mc3 using the for loop and ImageLoader.as, I am getting the image loaded in the third movie clip only img_mc.
See at the same time, If i uncomment onething in the for loop that is
//imgLoader=new ImageLoader;
its working like a charm. But I know creating class objects in a for loop is not a good idea and also its causes some other problems in my application.
So, help to get rid out of this problem.
Thanks
-Varunpackage com.project.utils{
import com.project.*;
import com.project.utils.*;
import flash.events.EventDispatcher;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.ProgressEvent;
import flash.display.Loader;
import flash.events.IOErrorEvent;
import flash.net.URLLoader;
import flash.events.MouseEvent;
import flash.net.URLRequest;
import flash.display.Bitmap;
public class ImageLoader extends EventDispatcher {
public var imgloader:Loader;
public var imgMc:MovieClip;
public var imgObject:Object;
public var loaded:Number;
public function ImageLoader():void {
// better add you movieclip to the stage if you want to view anything added to it.
imgMc = new MovieClip();
imgObject = new Object();
imgloader = new Loader();
public function loadImage(filepath:String):void {
imgloader.contentLoaderInfo.addEventListener(Event.COMPLETE,onImgLoad);
imgloader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,onImgLoadPr ogress);
imgloader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,onImageLoadF ailed);
imgloader.load(new URLRequest(filepath));
private function onImgLoad(Evt:Event):void {
var image:Bitmap = Bitmap(Evt.target.content);
try {
imgMc.removeChildAt(0);
} catch (error:Error) {
imgMc.addChild(image);
try {
if (imgObject.URL != undefined) {
imgMc.buttonMode = true;
imgMc.removeEventListener(MouseEvent.CLICK, onImageClicked);
imgMc.addEventListener(MouseEvent.CLICK, onImageClicked);
} catch (err:Error) {
dispatchEvent(new CustomEvent("CustomEvent.ON_IMGE_LOAD"));
private function onImageClicked(evt:MouseEvent):void {
trace("Image Attrs:"+imgObject.URL +" Target "+imgObject.Target);
private function onImgLoadProgress(Evt:ProgressEvent):void {
if (Evt.bytesLoaded>0) {
loaded = Math.floor((Evt.bytesLoaded*100)/Evt.bytesTotal);
dispatchEvent(new CustomEvent("CustomEvent.ON_IMGE_LOAD_PROC",loaded));
private function onImageLoadFailed(Evt:IOErrorEvent):void {
trace("Image Loading Failed");
dispatchEvent(new CustomEvent("CustomEvent.ON_IMGE_LOAD_FAIL"));
Here I am loading some images using the above class in a for loop, like
for (var i=0; i < 3; i++) {
var imgLoader:ImageLoader=new ImageLoader();
imgLoader.addEventListener("CustomEvent.ON_IMGE_LOAD",onImageLoad);
var target:MovieClip=videolist_mc["list" + mcCount + "_mc"];
target.list_mc.visible=false;
var imgObj:Object=new Object;
imgObj.FilePath=list[i].Thumbnail;
imgObj.Url=list[i].Url;
imgObj.Target=list[i].Target;
target.list_mc.urlObj=new Object ;
target.list_mc.urlObj=imgObj;
imgLoader.loadImage(pass the image file's path/name);
target.list_mc.lable_txt.htmlText="<b>" + list[i].Label + "</b>";
target.list_mc.imgholder_mc.buttonMode=true;
target.list_mc.imgholder_mc.addEventListener(MouseEvent.CLICK,onItemPressed);
mcCount++; -
Best Practice - load external image including rollovers
I am attempting to use the loader component to load an
external jpg, but experience issues having my flash app
successfully load a roll-over image from an external source when
the user rolls over the intital jpg. I am not a flash developer
(actually a .net developer trying to help a graphics guy out).
I started with the loader component, converted it to a movie
clip and then utilized the on(rollover) and on(rollout) events to
change the loader component's contentPath property at runtime via
ActionScript. I am not getting consistent results with this
strategy - what is the best way to accomplish this? Also note I
tried converted to a button, which seemed more logical, but the
loader component doesn't seem to like being converted to a button.
Regards,
DaflookieDaflookie,
> I started with the loader component, converted it to a
movie
> clip and then utilized the on(rollover) and on(rollout)
events
> to change the loader component's contentPath property at
> runtime via ActionScript. I am not getting consistent
results
Check out the Loader class in the Components Language
Reference. Loader
extends MovieClip, so there's no need to convert to a movie
clip symbol. In
addition, I recommend scrapping on() in favor of MovieClip
events, which
will probably be closer to your .NET point of view that the
older
on/onClipEvent approach to event handling (those are Flash
5-era).
Honestly, though, if you simply want to load images, I would
forego the
Loader component (no need for all that overhead) and use
MovieClipLoader to
load your images into the user's Internet cache. You'll see a
good handful
of events under that class listing as well (see the
ActionScript 2.0
Language Reference).
David Stiller
Adobe Community Expert
Dev blog,
http://www.quip.net/blog/
"Luck is the residue of good design." -
Hi,
since I updated to Yosemite (but cannot assure it's related or started exactly that moment) I've been experienced a weird issue.
When I open a folder to navigate it, and it's set on "show items as icons", I see all the icons, for just less than a second, replaced by random images.
It's like if while the proper folder/file icon it's loading, that space is temporarily occupied by the impression of another one (or parts of it), coming from my computer. Sometimes is a photo, sometimes another folder icon not related, sometime is the icon of a software.
The picture then goes away (it stays less than a second) and the icon for the file/folder is then the appropriate one.
I have a Macbook Pro 15-inc, mid 2010.
Is it a known issue? If yes, how can I solve, if possible, this?
Hope can be helpful to others too.
Many ThanksFirst off, I do not recommend looking at your time machine while it is running. You can tell if it is running by making sure its menubar icon is shown in Apple menu -> System Preferences -> Time Machine. If the icon is moving, it is running. You can manually backup, which I recommend over automatic backup, as automatic backup can get in your way. Spotlight, if it is indexing (check the menu in the upper right that looks like a magnifying glass), will also slow matters down, and adding things you don't want Spotlight to search to your Apple menu -> System Preferences -> Spotlight -> Privacy pane will help. Note this affects areas you can search in Time Machine as well. If searching content of files is of little interest to you, I find Find Any File much quicker for finding by file name. Backup when you aren't doing anything else, as otherwise, you may find yourself backing up files that haven't had the opportunity to close.
Time Machine also works best if your destination drive is at least twice as capacious as your source drive. Otherwise it is spending a lot of time trying to find places for the archived files, and barely is more archival than a simple clone.
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