AS3 Loading Image URLrequest - getBounds returns no values - actionscript-3

I need to get the width and height of a flag I am loading into another movie so I can place it in the right location. Why is my getBounds not picking up the dimensions of the flag?
function displayFlags(evt:Event = null)
{
if(!Lang) { return; }
for (var i:uint = 0; i < Lang.length; i++)
{
//Language = new MovieClip();
//Language.name = Lang[i];
LangButton = new button01();
LangButton.name = Lang[i];
LangButton.btext.text = Lang[i];
LangButton.y = LangButton.height * i;
addChild(LangButton);
var flag:Loader = new Loader();
flag.load(new URLRequest(LangPath[i]+"/flag.png"));
/// Loads Flag into Button
LangButton.addChild(flag);
var fh = flag.getBounds(flag);
trace("FLAG HEIGHT = " + fh.height); // ZERO ZERO ZERO ZERO
// I really need this info to place the flag in the right location.
flag.y = (LangButton.height/2) - (flag.height/2);
}
evt.target.visible = false;
}
UPDATE: MAY 19TH, 2013
I was able to figure out that I need to wait for the flag to be loaded. Now I can get the correct Bounds.. however, now I can not get the movieClip "flag" in the load complete to respond. I don' think it sees the value of flag.
Below is my UPDATED code:
function displayFlags(evt:Event = null)
{
if(!Lang) { return; }
for (var i:uint = 0; i < Lang.length; i++)
{
//Language = new MovieClip();
//Language.name = Lang[i];
LangButton = new button01();
LangButton.name = Lang[i];
LangButton.btext.text = Lang[i];
LangButton.y = LangButton.height * i;
addChild(LangButton);
flag = new Loader();
flag.load(new URLRequest(LangPath[i]+"/flag.png"));
flag.name = Lang[i];
flag.contentLoaderInfo.addEventListener(Event.COMPLETE, loadedFlag(flag));
function loadedFlag()
{
return function()
{
var fh = flag.getBounds(flag);
trace("FLAG HEIGHT = " + fh);
trace("flag Name: "+ flag.name);
flag.alpha = .3;
}
}
LangButton.addChild(flag);
}
evt.target.visible = false;
}

try this :
flag.contentLoaderInfo.addEventListener(Event.COMPLETE,completeHandler);
then add function :
function completeHandler(e:Event):void
{
var myFlagInfo:LoaderInfo = e.currentTarget as LoaderInfo;
var myFlag:Loader = myFlagInfo.loader;
var fh = myFlag.getBounds(myFlag);
}

Related

Flash only removing objects not created through code

I'm trying to make a simple game in Flash. So far, I've added a bunch of objects to the stage using addChild(objName);. However, now I'm trying to remove the objects completely. I don't want to have to cycle through every object's name and I'm sure there must be a more efficient way to select each object (maybe by index on the stage) and removeChildAt(index); it. However, when I try this, Flash only removes the objects that were manually placed by me on the stage. It doesn't remove the ones that were placed through code. I've done some searching and I tried multiple methods, all of which yield the same result. The one that most people agree on is this one:
while (numChildren > 0)
{
removeChildAt(0);
}
Can you help me figure out why this isn't removing anything that was coded onto the stage?
Thanks in advance :D
Edit: Here is my code for the frames:
Frame 1 (Randomly generates and displays the dots):
import flash.events.MouseEvent;
import fl.motion.easing.Linear;
var dotList = new Array(); var level:int = 3; var invisoDotList = new Array();
var loop:int;
var line:Line = new Line();
line.x = 274;
line.y = 187;
addChild(line);
for(loop = 0; loop < level; loop++)
{
var dot:Dot = new Dot();
var invisoDot:InvisoDot = new InvisoDot();
var tester:Boolean = true;
var xval:int = Math.floor(Math.random()*(1+520))+14;
var looper:int = 0;
while(looper < dotList.length)
{
if(Math.abs(xval - dotList[looper].x) > 30)//minimum spacing
{
looper++;
}
else
{
looper = 0;
xval = Math.floor(Math.random()*(1+520))+14;
}
}
dot.x = xval;
dot.y = 187;
invisoDot.x = xval;
invisoDot.y = 187;
invisoDot.alpha = 0;
dotList[loop] = dot;
invisoDotList[loop] = invisoDot;
addChild(invisoDot);
addChild(dot);
}
//trace(dotList); test to ensure that dots are added to the array
var nb1:NextButton = new NextButton();
nb1.x = 0;
nb1.y = 0;
nb1.alpha = 0;
addChild(nb1);
nb1.addEventListener(MouseEvent.CLICK, hideDots);
function hideDots(e:MouseEvent)
{
for(var loop:int = 0; loop < dotList.length; loop++)
{
dotList[loop].alpha = 0;//make dots disappear
}
line.alpha = 0;
nextFrame();
}
stop();
Frame 2 (Displays further instructions and contains a couple of methods that will be used later on):
import flash.events.MouseEvent;
removeChild(nb1);
var nb2:NextButton = new NextButton();
nb2.x = 0;
nb2.y = 0;
nb2.alpha = 0;
addChild(nb2);
nb2.addEventListener(MouseEvent.CLICK, next);
function next(e:MouseEvent)
{
nextFrame();
}
function clearStage()
{
while (numChildren > 0)
{
trace("before" + numChildren);
removeChildAt(0);
trace("after" + numChildren);
}
}
stop();
Frame 3 (Makes the dots disappear when they are clicked and keeps an accuracy count):
import flash.events.MouseEvent;
import flash.utils.Timer;
line.alpha = 1;
removeChild(nb2);
//setChildIndex(line,0);
var clicks:int = -1;
var passed:int = 0;
var fromLine:Boolean = false;
//trace(dotList.length);
stage.addEventListener(MouseEvent.CLICK, clickCount);
for(var loopvar:int = 0; loopvar < dotList.length; loopvar++)
{
//trace("loop");
dot = dotList[loopvar];
invisoDot = invisoDotList[loopvar];
dot.addEventListener(MouseEvent.CLICK, onClick);
invisoDot.addEventListener(MouseEvent.CLICK, onClick);
//trace("event");
}
//trace(dotList.length);
function onClick(e:MouseEvent)
{
//e.currentTarget.alpha = .5;
for(var hitcheck:int = 0; hitcheck < dotList.length; hitcheck++)
{
if(dotList[hitcheck].x == e.currentTarget.x)
{
dotList[hitcheck].alpha = 1;
}
}
//trace("check");
}
var numChanged:int = 0;
function clickCount(e:MouseEvent)
{
clicks++;
//trace(clicks);
numChanged = 0;
for(var index:int = 0; index < dotList.length; index++)//check whether the user has gotten all the dots
{
if(dotList[index].alpha == 1)
{
numChanged++;
}
}
if(numChanged == level)//if the user has gotten all the dots
{
/*trace("next screen for sucess");
trace(clicks);*/
line.visible = false;
for(loop = 0; loop < dotList.length; loop++)
{
dotList[loop].alpha = 0;//make dots disappear
}
if((clicks - level) == 1)
{
passed = 2
}
else if((clicks - level) == 0)
{
passed = 1;
}
passed = 1;
fromLine = true;
nextFrame();
}
else if((clicks - numChanged) >= 2)//this ends the session as soon as 2 mistakes are made
{
/*trace("next screen for failed number of clicks");
trace(clicks);*/
line.visible = false;
for(loop = 0; loop < dotList.length; loop++)
{
dotList[loop].alpha = 0;//make dots disappear
}
passed = 3;
fromLine = true;
nextFrame();
}
/*else if((clicks - level) >= 2)//if the user has made too many mistakes. This ends the session after the maximum number of tries have been used
{
trace("next screen too many clicks");
trace(clicks);
}*/
}
//trace("end");
stop();
Frame 4 (Generates the results table. A sidenote: there is a bug where "Okay" is never a result because in Frame 3, the value of passed never equals 2. Not sure why though):
import flash.text.TextFormat;
import flash.text.TextField;
var failFormat:TextFormat = new TextFormat();
failFormat.color = 0xFF0000;
failFormat.font = "Arial";
failFormat.size = 18;
var passFormat:TextFormat = new TextFormat();
passFormat.color = 0x00FF00;
passFormat.font = "Arial";
passFormat.size = 18;
var okayFormat:TextFormat = new TextFormat();
okayFormat.color = 0x808000;
okayFormat.font = "Arial";
okayFormat.size = 18;
var normalFormat:TextFormat = new TextFormat();
normalFormat.color = 0x000000;
normalFormat.font = "Arial";
normalFormat.size = 18;
var lineResults = new Array();
var squareResults = new Array();
trace(passed);
if(fromLine == true)
{
if(passed == 1)
{
lineResults[lineResults.length] = "Pass";
}
else if(passed == 2)
{
lineResults[lineResults.length] = "Okay";
}
else if(passed == 3)
{
lineResults[lineResults.length] = "Fail";
}
}
fromLine = false;
lineResults = lineResults.reverse();
squareResults = squareResults.reverse();
var loopLength:int = (lineResults.length >= squareResults.length) ? lineResults.length : squareResults.length;
var loopStart:int = 0;
if(loopLength > 11)
{
loopStart = loopLength - 12
}
var cb:CellBlock = new CellBlock();
cb.x = 283.05;
cb.y = 20.35;
addChild(cb);
var col1Head:TextField = new TextField();
col1Head.defaultTextFormat = normalFormat;
col1Head.text = "# of Dots";
col1Head.x = 114.95
col1Head.y = 8.3;
addChild(col1Head);
var col2Head:TextField = new TextField();
col2Head.defaultTextFormat = normalFormat;
col2Head.text = "Line";
col2Head.x = 259.95
col2Head.y = 8.3;
addChild(col2Head);
var col3Head:TextField = new TextField();
col3Head.defaultTextFormat = normalFormat;
col3Head.text = "Square";
col3Head.x = 381.95
col3Head.y = 8.3;
addChild(col3Head);
for(loop = loopStart; loop < loopLength; loop++)
{
var block:CellBlock = new CellBlock();
block.x = 283.05;
block.y = 20.35 + (loop - loopStart + 1)*33;
addChild(block);
var col2:TextField = new TextField();
var col3:TextField = new TextField();
var col1:TextField = new TextField();
/*col2.defaultTextFormat = passFormat;
col3.defaultTextFormat = okayFormat;*/
col1.defaultTextFormat = normalFormat;
switch(lineResults[loop])
{
case "Pass":
col2.defaultTextFormat = passFormat;
break;
case "Okay":
col2.defaultTextFormat = okayFormat;
break;
case "Fail":
col2.defaultTextFormat = failFormat;
break;
}
switch(squareResults[loop])
{
case "Pass":
col3.defaultTextFormat = passFormat;
break;
case "Okay":
col3.defaultTextFormat = okayFormat;
break;
case "Fail":
col3.defaultTextFormat = failFormat;
break;
}
//col2.text = "Pass";
col2.text = lineResults[loop];
col2.x = 260.95;
col2.y = block.y - 12;
addChild(col2);
//col3.text = "Okay";
try
{
col3.text = squareResults[loop];
}
catch(e:Error)
{
}
col3.x = 386.95;
col3.y = block.y - 12;
addChild(col3);
col1.text = String(loop + 1);
col1.x = 133.95;
col1.y = block.y - 12;
addChild(col1);
}
var nb4:NextButton = new NextButton();
nb4.x = 0;
nb4.y = 0;
nb4.alpha = 0;
addChild(nb4);
nb4.addEventListener(MouseEvent.CLICK, clearStage);
stop();
Frame 5 (Next frame which is a test to make sure that everything gets erased, which it doesn't):
removeChild(nb4);
stop();
This error:
ArgumentError: Error #1063: Argument count mismatch on Game_fla::MainTimeline/clearStage(). Expected 0, got 1. clearStage()
Occurs because your clearStage() method has been added as the click event handler of a button. If your clearStage() function is going to be used an an event handler, it needs to accept an "event" parameter. So you should define the function like this:
function clearStage(event:Event)
{
while (numChildren > 0)
{
trace("before" + numChildren);
removeChildAt(0);
trace("after" + numChildren);
}
}
As a side note, this means that if you want to also call clearStage() manually, that is use it without adding it as an event handler, that you'll need to include this event parameter... but you can just pass in a null, because your code doesn't need to actually use the event parameter:
clearStage(null);
I'm not sure I see anything else wrong. I'd start by adding that event parameter to your clearStage() function as I shown above.
I should also add I mostly worked in Flex or pure AS3, and am not super skilled in Flash CS6 and programming on the timeline :)
From memory, I don't think Flash re-orders when you remove a child. If you remove a child at index 0, every other child is still numbered 1 to x. childAt(0) is just null now. Keep that in mind with this sort of process.

AS3 creating dynamic Loader Names in a loop

EDITED for clarity: I want to load all kinds of images from an external url in a for loop.
I want to call them in a loop and when it's over I start the loop again. however I don't want to call them again with an "http request" rather I would like to loop through the loaded images over and over again.
Is it possible to create a dynamic Loader name in a loop?
Here is the code example:
var Count = 0;
// Loop Begins
var Count:Loader = new Loader();
Count.load(new URLRequest("myurl");
addChild(Count);
Count++;
// End Loop
Another example would be to have a NAME and just add the number on the end. But how
var Count = 0;
// Loop Begins
var MyName+Count:Loader = new Loader();
MyName+Count.load(new URLRequest("myurl");
addChild(MyName+Count);
Count++;
// End Loop
IN SHORT:
I want to load a bunch of images into an Array and loop through the loaded images by calling them later.
Thanks so much!
CASE1 code is how to load images in Sequence.
CASE2 code is how to load images in Synchronized.
First, the URL you want to import all images must be named sequentially.
for example Must be in the following format:
www.myURL.com/img0.jpg
www.myURL.com/img1.jpg
www.myURL.com/img2.jpg
www.myURL.com/img3.jpg
www.myURL.com/img4.jpg
www.myURL.com/img5.jpg
.
.
.
Try the code below, just a test.
CASE1
var imgLoader:Loader;
var imgRequest:URLRequest;
var count:int = -1;
const TOTAL_COUNT:int = 10;
var imgBox:Array = [];
var isCounting:Boolean;
function loadImage():void
{
count ++;
isCounting = true;
imgLoader = new Loader();
imgRequest = new URLRequest();
imgRequest.url = "www.myURL.com/img" + count +".jpg";
imgLoader.load(imgRequest);
imgLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, unloadedImg);
imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadedImg);
if(count == TOTAL_COUNT)
{
isCounting = false;
count = -1;
}
}
function onLoadedImg(e:Event):void
{
imgLoader.contentLoaderInfo.removeEventListener(Event.COMPLETE, onLoadedImg);
var bmp:Bitmap = e.currentTarget.content;
bmp.x = Math.random() * width;
bmp.y = Math.random() * height;
bmp.width = 100;
bmp.height = 100;
this.addChild(bmp);
imgBox.push(bmp);
if( isCounting == false)
{
return;
}
loadImage();
}
function unloadedImg(e:IOErrorEvent):void
{
imgLoader.contentLoaderInfo.removeEventListener(IOErrorEvent.IO_ERROR, unloadedImg);
trace("load Failed:" + e);
}
loadImage();
CASE2
var imgLoader:Loader;
var imgRequest:URLRequest;
const TOTAL_COUNT:int = 10;
var imgBox:Array = [];
function loadImage2():void
{
for(var i:int = 0; i<TOTAL_COUNT; i++)
{
imgLoader = new Loader();
imgRequest = new URLRequest();
imgRequest.url = "www.myURL.com/img" + i +".jpg";
imgLoader.load(imgRequest);
imgLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, unloadedImg);
imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadedImg);
}
}
function onLoadedImg(e:Event):void
{
imgLoader.contentLoaderInfo.removeEventListener(Event.COMPLETE, onLoadedImg);
var bmp:Bitmap = e.currentTarget.content;
bmp.x = Math.random() * width;
bmp.y = Math.random() * height;
bmp.width = 100;
bmp.height = 100;
this.addChild(bmp);
imgBox.push(bmp);
}
function unloadedImg(e:IOErrorEvent):void
{
imgLoader.contentLoaderInfo.removeEventListener(IOErrorEvent.IO_ERROR, unloadedImg);
trace("load Failed:" + e);
}
loadImage2();
If you want access loaded Image. refer a following code. If you do not put them in an array can not be accessed in the future.
for(var int:i=0; i<TOTAL_COUNT; i++)
{
var bitmap:Bitmap = imgBox[i] as Bitmap;
trace("index: " + i + "x: " + bitmap.x + "y: " + bitmap.y, "width: " + bitmap.width + "height: " + bitmap.height);
}
Now that we're on the same page:
var imgArray:Array = new Array;
var totalImages:int = 42;
var totalLoaded:int = 0;
var loaded:Boolean = false;
function loadImages():void{
for(var count:int = 0; count < totalImages; count++){
var image:Loader = new Loader();
image.load(new URLRequest("image" + i + ".jpg");
image.addEventListener(Event.COMPLETE, loaded);
imgArray.push(image);
}
}
function loaded(e:Event):void{
totalLoaded++;
if (totalLoaded == totalImages){
loaded = true;
}
}
function displayImages():void{
if (loaded){
for(var i:int = 0; i < imgArray.length(); i++){
addChild(imgArray[i]);
}
}
}

Flash CS5 AS3 Can not get Flashvars

I am new to fairly new to AS3 and I have found myself needing to extend a fla. that was written by a 3rd party.
The goal is to access flashvars but for the life of me can not get it to work...been at it for days learning..
the fla I am working with is code on timeline with 2 frames. the movieclip runs to frame 2 ans stops.
On frame 2 is where I require the use of the flashvar.
I have built a simple example that will populate a textbox on frame two that works fine.
frame 1
var my_var:String = new String();
my_var = root.loaderInfo.parameters.uploadId;
frame 2
my_txt.text = my_var;
stop();
However when I use the same approach on my 3rd party fla I get NULL output. I am not using any TLF text either (I think).
I don't understand why it works in one case but not the other. I am thinking it might have to do with conflict with the surrounding code but I don't know enough about AS to track it down. Any help on this would be greatly appreciated.
frame 1
import net.bizmodules.uvg.loading;
stop();
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
stage.showDefaultContextMenu = false;
stage.quality = StageQuality.BEST;
function RandomValue()
{
var d = new Date();
return String(d.getDate()) + String(d.getHours()) + String(d.getMinutes()) + String(d.getSeconds());
}
var my_var:String;
my_var = root.loaderInfo.parameters.uploadId;
var userId;
var albums:Object;
var resource:Object;
var strUploadPage:String;
if (root.loaderInfo.parameters.uploadPage != undefined)
strUploadPage = root.loaderInfo.parameters.uploadPage;
else
strUploadPage = "http://localhost/dnn450/desktopmodules/ultramediagallery/flashuploadpage.aspx?PortalId=0&ModuleId=455";
if (strUploadPage.indexOf("?") > 0)
strUploadPage += "&";
else
strUploadPage += "?";
strUploadPage += "action=loadAlbums&seed=" + RandomValue();
trace(strUploadPage);
var myLoading:MovieClip = new loading();
myLoading.x = (stage.stageWidth - myLoading.width) / 2;
myLoading.y = (stage.stageHeight - myLoading.height) / 2;
addChild(myLoading);
var myRequest:URLRequest = new URLRequest(strUploadPage);
var myLoader:URLLoader = new URLLoader(myRequest);
myLoader.addEventListener(Event.COMPLETE, xmlLoaded);
function xmlLoaded(evtObj:Event)
{
myLoader.removeEventListener(Event.COMPLETE, xmlLoaded);
try
{
var xDoc:XMLDocument = new XMLDocument();
xDoc.ignoreWhite = true;
var xml:XML = XML(myLoader.data);
xDoc.parseXML(xml.toXMLString());
userId=xDoc.firstChild.attributes.userId;
if (userId < 0)
{
removeChild(myLoading);
txtError.text = "Please ensure you are logged in";
return;
}
if(xDoc.firstChild.childNodes.length > 0)
{
albums = xDoc.firstChild.childNodes[0].childNodes;
resource = xDoc.firstChild.childNodes[1].attributes;
}
else
{
removeChild(myLoading);
txtError.text = xDoc.firstChild.attributes.error;
return;
}
play();
}
catch(e:Error)
{
removeChild(myLoading);
txtError.text = e + "\n\nPlease check your Event Viewer to find out detailed error message and contact service#bizmodules.net";
}
}
frame 2
import net.bizmodules.upg.Alert;
stop();
removeChild(myLoading);
initialize();
function initialize()
{
Alert.init(stage);
upload.addVar("userId",userId);
lstAlbums.dropdown.rowHeight = 24;
loadAlbums(0, albums);
var my_so:SharedObject = SharedObject.getLocal("UPGUpload");
var lastAlbum = my_so.data.lastAlbum * 1;
var foundLastAlbum = false;
if (lastAlbum > 0)
{
for (var i:int = 0; i< lstAlbums.length; i++)
{
if (lstAlbums.getItemAt(i).data == lastAlbum)
{
trace("find previous album");
foundLastAlbum = true;
lstAlbums.selectedIndex = i;
break;
}
}
}
if (!foundLastAlbum)
{
lstAlbums.selectedIndex = lstAlbums.length - 1;
}
albums_change(null);
lstAlbums.addEventListener("change", albums_change);
lstAlbums.setStyle("backgroundColor", 0x504C4B);
lstAlbums.dropdown.setStyle("backgroundColor", 0x504C4B);
lstAlbums.setStyle("themeColor", 0x1F90AE);
lstAlbums.setStyle("color", 0xC4C0BF);
lstAlbums.setStyle("textSelectedColor", 0xC4C0BF);
lstAlbums.setStyle("textRollOverColor", 0xC4C0BF);
lstAlbums.setStyle("alternatingRowColors", [0x504C4B, 0x504C4B]);
lstAlbums.setStyle("borderStyle", 'none');
}
my_txt.text = "hello" + " " + my_var;
function loadAlbums(level:int, xml:Object)
{
var prefix = " ".substring(0, level * 4);;
for (var i:int = 0;i<xml.length;i++)
{
var itemValue = xml[i].attributes.itemid;
if (xml[i].childNodes.length > 0)
itemValue *= -1;
lstAlbums.addItem({data: itemValue, label: prefix + xml[i].attributes.name});
if (xml[i].childNodes.length > 0)
{
loadAlbums(level + 1, xml[i].childNodes);
}
}
}
function albums_change(e)
{
var albumId = lstAlbums.getItemAt(lstAlbums.selectedIndex).data;
upload.set_albumId(albumId);
if (albumId > 0)
{
var my_so:SharedObject = SharedObject.getLocal("UPGUpload");
my_so.data.lastAlbum = albumId;
}
else
{
Alert.show("The album you choosed is invalid", null, 0xEAEAEA, 0x000000);
}
}
private var flashVarObj:Object = new Object;
flashVarObj=LoaderInfo(this.loaderInfo).parameters;
var my_var:String = new String();
my_var = flashVarObj.uploadIdd;

AS3 Showing image after load is finish

So i'm loading picture from xml, and adding them into a movieclip called cv which has a holder called cHolder. Right now the problem is that while the preloader shows it is loading, the cv(s) appeared already. Is there anyway to show all the cv only after the images have finish loading?
Thanks.
for each (var projectName:XML in projectAttributes)
{
//trace(projectName);
var projectDP:XMLList = projectInput.project.(#name == projectName).displayP;
//trace(projectDP);
var cv:MovieClip = new cView();
catNo += 1;
cv.name = "cv" + catNo;
cv.buttonMode = true;
if(catNo % 5 == 0)
{
catY += 137;
catX = -170;
cv.x = catX;
cv.y = catY;
}
else
{
cv.x = catX;
cv.y = catY;
catX += 112;
}
var imageLoader = new Loader();
imageLoader.load(new URLRequest(projectDP));
TweenLite.to(cv.cHolder, 1, {colorTransform:{tint:0x000000, tintAmount:0.8}});
cv.cHolder.addChild(imageLoader);
cv.ct.text = projectName;
projName.push(projectName);
this.addChild(cv);
imageLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, imageProg);
function imageProg(e:ProgressEvent):void
{
loader.visible = true;
var imageLoaded:Number = e.bytesLoaded/e.bytesTotal*100;
loader.scaleX = imageLoaded/100;
}
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoad);
function imageLoad(e:Event):void
{
loader.visible = false;
}
First, don't put a function inside another function, this won't help for anything and is a bad habit :)
Declare two private variables:
var nImages:uint;
var loadedImages:uint;
Before the loop:
nImages = projectAttributes.length();
loadedImages = 0;
cv.visible = false;
and in the Event.COMPLETE listener:
function imageLoad(e:Event):void
{
loader.visible = false;
loadedImages++;
if (loadedImages == nImages)
{
cv.visible = true;
}
}
var count:int = 0;
var totalClips:int = 0;
cv.visible = false;
for each (var projectName:XML in projectAttributes)
{
++totalClips;
//trace(projectName);
var projectDP:XMLList = projectInput.project.(#name == projectName).displayP;
//trace(projectDP);
var cv:MovieClip = new cView();
catNo += 1;
cv.name = "cv" + catNo;
cv.buttonMode = true;
if(catNo % 5 == 0)
{
catY += 137;
catX = -170;
cv.x = catX;
cv.y = catY;
}
else
{
cv.x = catX;
cv.y = catY;
catX += 112;
}
var imageLoader = new Loader();
imageLoader.load(new URLRequest(projectDP));
TweenLite.to(cv.cHolder, 1, {colorTransform:{tint:0x000000, tintAmount:0.8}});
cv.cHolder.addChild(imageLoader);
cv.ct.text = projectName;
projName.push(projectName);
this.addChild(cv);
imageLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, imageProg);
function imageProg(e:ProgressEvent):void
{
loader.visible = true;
var imageLoaded:Number = e.bytesLoaded/e.bytesTotal*100;
loader.scaleX = imageLoaded/100;
}
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoad);
function imageLoad(e:Event):void
{
++count;
if(count == totalClips){
cv.visible = true;
}
loader.visible = false;
}
}
So you might want to adapt things a little, in case I'm counting in the wrong spots etc for your implementation but as you can see the solution is simple, you count the total number of clips being processed for loading from the XML, then as the images are loaded and call the OnComplete callback, you increment another count until you've seen that you've loaded all processed images, and set the container to visible.

AS3 proportionally scaling external image

Currently I am using a for loop to dynamically load XML images and place them in a grid as thumbnails. I have the arrangement set and all the data is loading smoothly, but now I need to make the images scale to small 100px x 100px thumbs in small container movieclips. My code is as follows.
import gs.*;
import gs.easing.*;
var bttnHeight:Number = 20;
var select:Number = 0;
var xmlLoader:URLLoader = new URLLoader();
xmlLoader.addEventListener(Event.COMPLETE, showXML);
xmlLoader.load(new URLRequest("testxml.xml"));
var list_mc:Array = new Array();
function showXML(e:Event):void {
XML.ignoreWhitespace = true;
var nodes:XML = new XML(e.target.data);
var gallcount = nodes.gallery.length();
var list_mc = new listitem();
//Generate menu to select gallery
function populateMenu():void {
var spacing:Number = 0;
for (var i=0; i<gallcount; i++) {
list_mc[i] = new listitem();
list_mc[i].name = "li" + i;
list_mc[i].y = i*bttnHeight;
list_mc[i].gallname.text = nodes.gallery[i].attributes();
menu_mc.addChild(list_mc[i]);
list_mc[i].addEventListener(MouseEvent.ROLL_OVER, rollover);
list_mc[i].addEventListener(MouseEvent.ROLL_OUT, rollout);
list_mc[i].buttonMode = true;
list_mc[i].mouseChildren = false;
}
menu_mc.mask = mask_mc;
}
//list_mc.mask(mask_mc);
var boundryWidth = mask_mc.width;
var boundryHeight = mask_mc.height;
var diff:Number = 0;
var destY:Number = 0;
var ratio:Number = 0;
var buffer:Number = bttnHeight*2;
function findDest(e:MouseEvent):void {
if (mouseX>0 && mouseX<(boundryWidth)) {
if (mouseY >0 && mouseY<(boundryHeight)) {
ratio = mouseY/boundryHeight;
diff = menu_mc.height-boundryHeight+buffer;
destY = Math.floor(-ratio*diff)+buffer/2;
}
}
}
var tween:Number = 5;
//This creats the scroll easing
function moveMenu() {
if (menu_mc.height>boundryHeight) {
menu_mc.y += (destY-menu_mc.y)/tween;
if (menu_mc.y>0) {
menu_mc.y = 0;
} else if (menu_mc.y<(boundryHeight-menu_mc.height)) {
menu_mc.y = boundryHeight-menu_mc.height;
}
}
}
function rollover(e:Event):void {
TweenLite.to(e.currentTarget.li_bg, .4, {tint:0x334499});
}
function rollout(e:Event):void {
TweenLite.to(e.currentTarget.li_bg, .4, {removeTint:true});
}
stage.addEventListener(MouseEvent.MOUSE_MOVE, findDest);
stage.addEventListener(Event.ENTER_FRAME, moveMenu);
populateMenu();
select = 0;
//Generate thumbnails
function genThumb():void {
var photos = nodes.gallery[select].photo;
var thumbframe:Array = new Array();
var row = 0;
var column = 0;
var loaderArray:Array = new Array();
for (var i=0; i<photos.length(); i++) {
thumbframe[i] = new Sprite;
thumbframe[i].graphics.beginFill(0x0000FF);
thumbframe[i].graphics.drawRect(0,0,100,100);
thumbframe[i].graphics.endFill();
thumbframe[i].y = row;
thumbframe[i].x = column;
loaderArray[i] = new Loader();
loaderArray[i].load(new URLRequest(photos[i].text()));
trace(loaderArray[i].height);
var index = i+1;
container_mc.addChild(thumbframe[i]);
if (index%5 == 0) {
row=row+120;
column = 0;
} else {
column=column+120;
}
thumbframe[i].addChild(loaderArray[i]);
}
}
genThumb();
}
Both the loaders and the containers are in respective arrays. The images load correctly, but I am at a loss for how to scale them (ultimately I'd like to integrate a tween to animate as they load as well if possible.)
Thanks in advance for any aid!
You look like you need to scale your bitmaps into a 100x100 square. You'll need to wait until the loader has completed loading to do that because until then you won't know what the dimensions of the item are.
When you create your loader, add an event listener, like this:
loaderArray[i].contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadComplete);
and then add this function:
function onLoadComplete(event:Event):void
{
var info:LoaderInfo = LoaderInfo(event.currentTarget);
info.removeEventListener(Event.COMPLETE);
var loader:Loader = info.loader;
var scaleWidth:Number = 100 / loader.width;
var scaleHeight:Number = 100 / loader.height;
if (scaleWidth < scaleHeight)
loader.scaleX = loader.scaleY = scaleWidth;
else
loader.scaleX = loader.scaleY = scaleHeight;
}
This may be a bit complicated, but all it really does is clean up the event listener that you had added, and find the dimensions of the loader (which it can get now because it's finished loading), and scale the loader appropriately.
If you need it to be centered within your thumbnail, add this to the bottom of the onLoadComplete method:
loader.x = (100 - loader.width) * 0.5;
loader.y = (100 - loader.height) * 0.5;
or you need it to take up the whole thumbnail and cut off the edges, change it to this (the inequality is the other-way around)
if (scaleWidth > scaleHeight)
loader.scaleX = loader.scaleY = scaleWidth;
else
loader.scaleX = loader.scaleY = scaleHeight;
and add this:
var shape:Shape = new Shape();
var g:Graphics = shape.graphics;
g.beginFill(0x00FF00);
g.drawRect(0, 0, 100, 100);
g.endFill();
loader.mask = g;
I haven't tested this, so there may be a few glitches, but hopefully it gives you the right idea.