Loading multiple images dynamically
hi,
trying to load several images to timeline keyframes,
managed to load one, how to load several,
Here´s the code:
var imageLoader:Loader;
function loadImage(url:String):void {
imageLoader = new Loader();
imageLoader.load(new URLRequest(url));
imageLoader.contentLoaderInfo.addEventListener(Pro gressEvent.PROGRESS, imageLoading);
imageLoader.contentLoaderInfo.addEventListener(Eve nt.COMPLETE, imageLoaded);
loadImage("Images/pori1.jpg");
function imageLoaded(e:Event):void {
imageArea.addChild(imageLoader);
function imageLoading(e:rogressEvent):void {
hi,
I appreciate if I would get some more advice on this.
I´m trying to load each image to a frame(instance/imageArea1,2,3...) and to be loaded when needed (using next- or previous -buttons).
Here´s my code so far:
stop();
var imageLoader:Loader;
var images:Array = new Array("Images/pic1.jpg","Images/pic2.jpg");
for(var i:uint = 0;i<images.length;i++){
var request:URLRequest = new URLRequest(images[i]);
var loader:Loader = new Loader();
loader.x = i * 100;
loader.load(request);
this.addChild(loader);
package KC {
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class NextBtn extends MovieClip {
public function NextBtn():void {
buttonMode = true;
addEventListener(MouseEvent.MOUSE_DOWN, btnEvent);
function btnEvent(evt:MouseEvent):void {
MovieClip(parent).gotoAndStop(MovieClip(parent).currentFrame + 1);
package KC {
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class PrevBtn extends MovieClip {
public function PrevBtn():void {
buttonMode = true;
addEventListener(MouseEvent.MOUSE_DOWN, btnEvent);
function btnEvent(evt:MouseEvent):void {
MovieClip(parent).gotoAndStop(MovieClip(parent).currentFrame - 1);
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What you could do is write a function, that checks with a progress Event how much of the next picture is loaded and base the percentage of the current pictures alpha channel on this figure.
Say the progressEvent from your Loader returns a number like 0.1....1.0 (10%...100% of the next picture are loaded)
Then in an eneterframe you could use that number to modify the current Pictures alpha (like img.alpha = 1.0- progress);
A clear disadvantage is, that the tweens will always be different (depending on picture size/network traffic) -
I want to create a preloader which loads multiple images at a
time.
i tried the normal script with getBytesTotal() but it
provides the bytes of currently loading image, so the preloader
only works for one image at a time.
how can i get the size of all images that i want to load ?
ThanksThanks for the help
I can load the images in sequence one after another. But
there are few points to be considered here.
1. I want to display all images at once, when they all are
loaded.
2. I want to display only one preloader for all images while
they are loading.
3. I can't hardcode the size of images because images will
keep changing for the movie. So i can't use a particular size. (and
hardcoding the values for dynamic data is not a good coding
practice i guess.
Thanks
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