Loading images using the URLRequest - actionscript-3

recently started to learn ActionScript 3 and already have questions.
question remains the same: I'm uploading a picture using the object Loader.load (URLRequest). Loaded and displayed a picture normally. But it is impossible to read the values of attributes of the image height and width, instead issued zero. That is, do this:
var loader:Loader=new Loader();
var urlR:URLRequest=new URLRequest("Image.jpg");
public function main()
{
loader.load(urlR);
var h:Number = loader.height;// here instead of the width of the image of h is set to 0
// And if you do like this:
DrawText(loader.height.toString(10), 50, 50); // Function which draws the text as defined below
// 256 is displayed, as necessary
}
private function DrawText(text:String, x:int, y:int):void
{
var txt:TextField = new TextField();
txt.autoSize = TextFieldAutoSize.LEFT;
txt.background = true;
txt.border = true;
txt.backgroundColor = 0xff000000;
var tFor:TextFormat = new TextFormat();
tFor.font = "Charlemagne Std";
tFor.color = 0xff00ff00;
tFor.size = 20;
txt.x = x;
txt.y = y;
txt.text = text;
txt.setTextFormat(tFor);
addChild(txt);
}
Maybe attribute values must be obtained through the special features, but in the book K.Muka "ActionScript 3 for fash" says that it is necessary to do so. Please help me to solve this. Thanks in advance.

Well it's simple.
Flash is focused on the Internet, hence such problems.
If you wrote loader.load (urlR); it does not mean loaded. Accordingly, prior to the event confirming the end of loading, in loadare Null
if, instead of certain functions would be more code that would perhaps tripped your approach.
Yeah plus still highly dependent on the size of the file that you read.
Well, in general it all lyrics. Listen event on loader.contentLoaderInfo.addEventListener (Event.INIT, _onEvent), onEvent and read properties.

You need to wait for your image to load to be able to get values out of it.
Attach an eventListener to your URLLoader.
var urlR:URLRequest = new URLRequest("Image.jpg");
loader.load(urlR);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loader_complete);
function loader_complete(e:Event): void {
// Here you can get the height and width values etc.
var target_mc:Loader = evt.currentTarget.loader as Loader;
// target_mc.height , target_mc.width
}
Loader

Related

Update text field into movie clip from main timeline code

I'm working in a project for basketball. I have an issue, all my code works great if all my components are in the main timeline.
But as soon as I convert the text fields into a movie clip so I can animate and apply alpha value, all stops working.
what am I doing wrong ? The only solution that I could think of is writing the result of my countdown into the text field in the movie clip, but it didn't work as well.
this is my code.
function onTimer ( ev:TimerEvent ) : void {
timeRemaining--;
if (timeRemaining < 0) {
timeRemaining = 0;
loseGame();
}
else
showTime.text = formatTimeRemaining ();
var miReloj:MovieClip;
var titulo_txt:TextField = new TextField();
titulo_txt.text = formatTimeRemaining ();
addChild(miReloj);
miReloj.addChild(titulo_txt);
// miReloj.addChild(showTime1.text);
//miReloj.showTime1.text = formatTimeRemaining ();
}
There's never a value being assigned to miReloj, that's why it's null
var miReloj:MovieClip; // no assignment here
var titulo_txt:TextField = new TextField();
titulo_txt.text = formatTimeRemaining ();
addChild(miReloj); // miReloj is still null here
miReloj.addChild(titulo_txt); // cannot call method on null
But as soon as I convert the text fields into a movie clip
That's impossible. From your code it looks like what you actually want to do is to add the TextField object to a container. There's no need to use a MovieClip for that, simply create a Sprite object:
var container:Sprite = new Sprite(); // create container
var title:TextField = new TextField();
title.text = formatTimeRemaining();
addChild(container); // add container
container.addChild(title); // add title to container
Always use English for all your programming. Don't mix other languages into it. It becomes a pain to read your code and decreases the number of people that can help you if you have problems with your code.

AS3 multiple textfields made easy

I am working on a Results page for my game as well as upgrade page and looking for an easy way to do many textfields. I have a format for my text that takes care of font, colour, and size, but looking for an easy way to do the width and height of textfields to increase all at the same time.
I have been informed about a "with" keyword that may work but do not understand how to implement this within my program and essentially want to shorten my results class if possible.
Thank you,
The best way would be to create a custom function for generating textfield.
The example can be found in the livedocs itself.
So something like the following should suffice :
private function createCustomTextField(x:Number, y:Number, width:Number, height:Number):TextField {
var result:TextField = new TextField();
result.x = x;
result.y = y;
result.width = width;
result.height = height;
return result;
}
You may also set a default value to each attribute in the function.
private function createCustomTextField ( x:Number= <Default Value>, ...
Use it to add a textfield inside the container form.
var container:Sprite = new Sprite(); // New form container
container.addChild(createCustomTextField (20,20,50,50)); // Text Filed 1
container.addChild(createCustomTextField (20,50,50,50)); // Text Filed 2
addChild(container); // Add to current class
You may want to modify the function to accept a name so that each variable can be accessed later.
As far as I am aware, you can't use a "with" keyword to target multiple objects. Here's the documentation for it: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/statements.html#with
What I've done in the past is just make an array of all the targets, and then write a loop to apply properties to each:
var textFormat:TextFormat = generateMyCustomTextFormat();
var textField1:TextField = new TextField();
var textField2:TextField = new TextField();
//...
var textField3:TextField = new TextField();
var targets:Array = [textField1, textField2, textField3];
for(var i:int=0; i<targets.length; i++)
{
targets[i].defaultTextFormat = textFormat;
targets[i].width = 250;
//...
}

Unloading a Loader with actionscript 3

Hello and thank you very much for looking at this. I've spent too many hours struggling.
The code below loads a slideshow of four images, along with thumbnails for those images. It works fine.
I've added a button called "invis_button", that when pressed is supposed to remove the 3 loaders that make up the slideshow, using the removeChild command for each loader.
But this is the problem, there are 3 loaders involved in the slide-show. The removeChild command successfully removes one of the loaders (named "loader3"), but not the other two ("container3", and "thumbLoader3"). It returns an error stating "access of undefined property thumbLoader3" or "Container3".
Can someone tell me why this is ? Or better still, how to make that button (invis_button) unload the entire slide-show.
var images3:Array = ["ad_bona1.jpg", "ad_bona2.jpg", "ad_darkhawk1.jpg", "ad_darkhawk2.jpg"];
var thumbX3:Number = -375;
var thumbY3:Number = 220;
var loader3:Loader = new Loader();
loader3.load(new URLRequest("assets/ad_bona1.jpg"));
addChild(loader3);
loader3.alpha = 0;
loadThumbs3();
function loadThumbs3():void
{
var thumbLoader3:Loader;
var container3:Sprite = new Sprite();
addChild(container3);
container3.buttonMode = true;
for(var i3:uint = 0; i3 < images3.length; i3++)
{
thumbLoader3 = new Loader();
thumbLoader3.load(new URLRequest("assets/thumbs/" + images3[i3]));
thumbLoader3.x = thumbX3;
thumbLoader3.y = thumbY3;
thumbX3 += 85;
container3.addChild(thumbLoader3);
thumbLoader3.addEventListener(MouseEvent.CLICK, thumbClicked3);
}
}
function thumbClicked3(event:MouseEvent):void
{
var path3:String = event.currentTarget.contentLoaderInfo.url;
path3 = path3.substr(path3.lastIndexOf("/") + 1);
loader3.load(new URLRequest("assets/" + path3));
}
///PROBLEM BELOW, button removes only "loader3" and not the other two for some reason
invis_button.addEventListener(MouseEvent.CLICK, unload_loaders);
function unload_loaders(event:MouseEvent):void{
removeChild(loader3);
removeChild(thumbLoader3);
removeChild(container3);
}
Not sure if this is the entire reason behind what you're observing... but for starters, "thumbloader3" and "container3" are scoped locally to the loadThumbs3() method, which means once you finish executing the function, Flash's handles to those objects are lost (not to mention being in an entirely different scope)... try creating class-level properties for those two. Once that's done you should be able to successfully remove them from the stage later on.
I hope that you're also properly destroying your objects, and for the sake of brevity you just chose to omit that code above.
I've edited the code you had above & put the properties into the proper scope. (the multiple copies of thumbLoader3 are now collected inside of a vector (specialized array) so that they can be properly addressed when it comes time to destroy them)
I also wrote you a proper destroy method. ;)
I haven't tried it on my own machine, but give it a spin & see how it goes.
var images3:Array = ["ad_bona1.jpg", "ad_bona2.jpg", "ad_darkhawk1.jpg", "ad_darkhawk2.jpg"];
var thumbX3:Number = -375;
var thumbY3:Number = 220;
// begin new instance properties..
// created a new property, allowing you to group (and hold on to) the multiple thumbLoaders
var thumbLoader3Vector:Vector.<Loader> = new Vector.<Loader>();
var container3:Sprite;
// end new instance properties
var loader3:Loader = new Loader();
loader3.load(new URLRequest("assets/ad_bona1.jpg"));
addChild(loader3);
loader3.alpha = 0;
loadThumbs3();
function loadThumbs3():void
{
// this is where container3 used to be declared
container3 = new Sprite();
addChild(container3);
container3.buttonMode = true;
for(var i3:uint = 0; i3 < images3.length; i3++)
{
var tPtr:int = thumbLoader3Vector.length;
thumbLoader3Vector.push(new Loader());
// this is where thumbLoader3 used to be declared & instantiated
thumbLoader3Vector[tPtr].load(new URLRequest("assets/thumbs/" + images3[i3]));
thumbLoader3Vector[tPtr].x = thumbX3;
thumbLoader3Vector[tPtr].y = thumbY3;
thumbX3 += 85;
container3.addChild(thumbLoader3Vector[tPtr]);
thumbLoader3Vector[tPtr].addEventListener(MouseEvent.CLICK, thumbClicked3);
}
}
function thumbClicked3(event:MouseEvent):void
{
var path3:String = event.currentTarget.contentLoaderInfo.url;
path3 = path3.substr(path3.lastIndexOf("/") + 1);
loader3.load(new URLRequest("assets/" + path3));
}
///PROBLEM BELOW, button removes only "loader3" and not the other two for some reason
invis_button.addEventListener(MouseEvent.CLICK, unload_loaders);
function unload_loaders(event:MouseEvent):void{
// since the thumbLoader3 Loaders are children of container3 in the display list, we need to remove them first
for(var $i:uint = 0;$i<thumbLoader3Vector.length;$i++)
{
removeChild(thumbLoader3Vector[$i]);
// also make sure you remove the listener, so that the object will be picked up by garbage collection
thumbLoader3Vector[$i].removeEventListener(MouseEvent.CLICK, thumbClicked3);
}
// and then just set the entire vector to null
thumbLoader3Vector = null;
// remove the loader3 object & set it to null
removeChild(loader3);
loader3 = null;
// remove the container3 object & set it to null
removeChild(container3);
container3 = null;
}

Add multiple movieclips, not replacing the old ones

So, in short, my problem is this. I am using a variable which is a movieclip loaded from an external swf. I want to "spawn" multiple instances of the movieclip that all react to the same code, so for example if I say var1.x = 100, they all are at 100x. But my problem is when I run addChild(var1) multiple times(I'm not actually typing in addChild(var1) over and over, I just have it set to add them at random times), the new child just replaces the old one, instead of making multiple movieclips. Should I do something like
var var1:MovieClip
var var2:MovieClip = new var1 ?(which doesnt work for me btw, gives me errors)
Oh, heres the code, and also, I am pretty new to as3 fyi, still don't even know how arrays work, which was my second guess to the problem.
var zombieExt:MovieClip;
var ldr2:Loader = new Loader();
ldr2.contentLoaderInfo.addEventListener(Event.COMPLETE, swfLoaded2);
ldr2.load(new URLRequest("ZombieSource.swf"));
function swfLoaded2(event:Event):void
{
zombieExt = MovieClip(ldr2.contentLoaderInfo.content);
ldr2.contentLoaderInfo.removeEventListener(Event.COMPLETE, swfLoaded2);
//zombieExt.addEventListener(Event.ENTER_FRAME, moveZombie)
zombieExt.addEventListener(Event.ENTER_FRAME,rotate2);
function rotate2 (event:Event)
{
var the2X:int = playerExt.x - zombieExt.x;
var the2Y:int = (playerExt.y - zombieExt.y) * 1;
var angle = Math.atan(the2Y/the2X)/(Math.PI/180);
if (the2X<0) {
angle += 180;
}
if (the2X>=0 && the2Y<0) {
angle += 360;
}
//angletext.text = angle;
zombieExt.rotation = (angle*1) + 90;
}
playerExt.addEventListener(Event.ENTER_FRAME,spawn1);
function spawn1 (event:Event)
{
if(playerExt.y < 417)
{
var someNum:Number = Math.round(Math.random()*20);
if(someNum == 20)
{
addChild(zombieExt)
zombieExt.x = Math.round(Math.random()*100)
zombieExt.y = Math.round(Math.random()*100)
}
}
}
}
addChild() does not create new instances. It is used to add an already created instance to the display list. If you call addChild() multiple times on the same instance then you are just readding itself.
Also each instance is unique, you can not globally change the x position of an instance by changing another one of them. What you would do is as Henry suggests and add each new instance of a MovieClip into an array, then whenever you change something you can loop through the array and apply the changes to each instance.
You can not go var2:MovieClip = new var1 either since var1 is an instance and not a class.
Here's a different method of receiving loaded MovieClips, which i use when i need many copies of the item.
in the swf you are loading, give the target movieclip a linkage name in the library, for this example i will use "foo"
private var loadedSwfClass:Class
private var newZombie:MovieClip;
private var zombieArray:Array = new Array();
function swfLoaded2(event:Event):void
{
loadedSwfClass = event.target.applicationDomain.getDefinition("foo");
for(var n:int = 0; n<100; n++){
newZombie = new loadedSwfClass()
zombieArray.push(newZombie);
addChild(newZombie);
}
}
as per this tutorial
http://darylteo.com/blog/2007/11/16/abstracting-assets-from-actionscript-in-as30-asset-libraries/
although the comments say that
var dClip:MovieClip = this;
var new_mc = new dClip.constructor();
this.addChild(new_mc);
will also work.
It sounds like you might be accessing the same instance some how in your code. It would be helpful to see your code to figure this one out.
If I wanted to load in one swf files and add a MovieClip multiple times I would place it in the library of that SWF file. And then instantiate it and store it into an object pool or a hash or some list.
// after the library were finished loading
var list:Array = [];
for(var i:int=0; i<10; i++) {
var myCreation:MySpecialThing = new MySpecialThing();
addChild(myCreation);
list.push(myCreation);
}
where my library would contain a linkage to the class MySpecialThing.
Calling addChild(var1) multiple times on the same parent doesn't have any effect (unless you have added another child to the same parent in between, in which case it will change the child index and bring var1 to the top). If you call it on different parents, it will just change the parent of var1, doesn't duplicate. Call addChild(new MovieClassName()) at random times instead to add new copies of it. Use an array as suggested here to access them later.
Wow, thanks there henry, just using an array did exactly what I needed, and made things alot simpler.
when you load in using a loader you only get 1 instance, however you can do some funky reflection to determine what class type the given loader.content is, and then instantiate them using that. For Example:
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loader_completeHandler);
loader.load(new URLRequest("ZombieSource.swf"));
var classType:Class;
function loader_completeHandler(evt:Event):void
{
var loadInfo:LoaderInfo = (evt.target as LoaderInfo);
var loadedInstance:DisplayObject = loadInfo.content;
// getQualifiedClassName() is a top-level function, like trace()
var nameStr:String = getQualifiedClassName(loadedInstance);
if( loadInfo.applicationDomain.hasDefinition(nameStr) )
{
classType = loadInfo.applicationDomain.getDefinition(nameStr) as Class;
init();
}
else
{
//could not extract the class
}
}
function init():void
{
// to make a new instance of the ZombieMovie object, you create it
// directly from the classType variable
var i:int = 0;
while(i < 10)
{
var newZombie:DisplayObject = new classType();
// your code here
newZombie.x = stage.stageWidth * Math.random();
newZombie.x = stage.stageHeight * Math.random();
i++;
}
}
Any problems let me know, hope this helps.

Finding (loaded) image size in AS3 (Action Script 3.0)

Im currently using the following function to load an image, however i could not figure out a way to find the width of the loaded image, which i intend to use before placing the next image using the same function.
Note that q is a a variable (a number) which is used to load differant images.
=X i need help obtainning the loaded image width...
function LoadImage(q)
{
var imageLoader:Loader = new Loader();
var image:URLRequest = new URLRequest("GalleryImages/Album1/"+q+".jpg");
imageLoader.load(image);
addChild (imageLoader);
imageLoader.x = 0 + CurrentXLength;
imageLoader.y = 0;
imageLoader.name = "image"+q;
trace(imageLoader.x)
}
You can't know the width of the bitmap until it's actually loaded:
function LoadImage(q)
{
var imageLoader:Loader = new Loader();
var image:URLRequest = new URLRequest("GalleryImages/Album1/"+q+".jpg");
imageLoader.contentLoader.addEventListener(Event.COMPLETE, ImageLoaded);
imageLoader.load(image);
addChild (imageLoader);
...
private function ImageLoaded(e:Event):void
{
var imageLoader:Loader = Loader(e.target.loader);
var bm:Bitmap = Bitmap(imageLoader.content);
var CurrentXLength = bm.width;
....
Alternativly this link might be helpful? Haven't tried it myself ...
I just asked for de width property of loader object:
var loader:Loader;
function loadImage(dir:String):void {
loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, placeImage);
var urlReq:URLRequest = new URLRequest(direccion);
loader.load(urlReq);
}
function placeImage(o:Event):void {
loader.x = (1360 - loader.width)/2;
loader.y = (768 - loader.height)/2;
addChild(loader);
}
Where 1360 and 768 are the canvas dimensions...
To access the width you must do it within the function assigned to handle Event.COMPLETE.
"You will want an array containing the items you wish to load. You should probably load this data in with XML so it is dynamic and scalable. Once the xml data is loaded it should be assigned to an array in whatever fashion you like. The reason that we must use an array in this situation, rather then just using the XML object, which is essentially an array, is because you need the know an objects width so that you can base the next objects X position off of the last objects X position plus its WIDTH.
With XML it is common to use a for loop and just iterate through "x" amount of times. We do not want this, in this case. To obtain the "WIDTH" property of the loaded asset, it must be accessed from within the function assigned to fire when the loader fires Event.COMPLETE. Once the image has completed it will remove the item from the array, set a variable as to the lastX and lastWidth, and then get the next item in the array and start all over. Eventually the array is empty and the process is complete.
-Note: I will skip loading the XML and just inject the data into the array myself.
package
{
import flash.display.Sprite;
import flash.display.Loader;
import flash.net.URLRequest;
public class DocumentClass extends Sprite
{
private var _array:Array;
private var _lastX:Number;
private var _lastWidth:Number;
public function DocumentClass():void
{
_array = new Array();
//Add Items to an array however you wish. I did it
//this way to make it easier to read on this site.
_array.push({name: "image1", path: "path/to/image1"});
_array.push({name: "image2", path: "path/to/image2"});
_array.push({name: "image3", path: "path/to/image3"});
loadImage();
}
private function loadImage():void
{
if(_array.length > 0)
{
var loader:Loader = new Loader();
addChild(loader);
var request:URLRequest = new URLRequest(_array[0].path); //Loads first item in the array each time.
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onImageLoaded);
loader.x = _lastX + _lastWidth;
laoder.load(request);
_lastX = loader.x; //We set after so we are ready for the next.
_array.shift(); //Remove the first item from the array.
}
}
function onImageLoaded(e:Event):void
{
_lastWidth = e.target.width;
loadImage(); //Attempt to load another image if the array isn't empty.
}
}
}
I hope this helps, the code isn't tested, but the concept seems valid.
Yeah I used scott's answer but it's worth noting that 'imageLoader.contentLoader' should be 'imageLoader.contentLoaderInfo' in the LoadImage() function. Solved the width prob for me-- thanks mang