MovieClip disappear after changing width and height in AS3 - actionscript-3

I am trying to load an image from an url in as3, as follows:
var myImageLoader:Loader = new Loader();
private var mcImage: MovieClip = new MovieClip();
var myImageLocation:URLRequest = new URLRequest("http://example.com/xyz.jpg");
myImageLoader.load(myImageLocation);
mcImage.addChild(myImageLoader);
mcImage.x = 100;
mcImage.y = 100;
//mcImage.width = 50;
//mcImage.height = 50;
addChild(mcImage);
The code above works fine, but since my desire image has a different size comparing to the original image, changing its size is necessary here. So after using the lines, which are commented in the code above, the mcImage disappear.
I tried to use mcImage.scaleX =myImageLoader.width/50 , but since myImageLoader is not loaded at the beginning, we cannot get the width of myImageLoader which is null.

It's the often error with setting sizes, you can't set size of empty display object (object that width and height are zero). To set size of display object you need first to draw something on it's graphics (for example 1*1 px rectangle), but you should understand that after it you will just scale your display object relatively to it's original size, for example if you draw 1*1 px rectangle and set with=height=50, scaleX and scaleY for it will be 50, so your loaded image if we say about loader will be giant size :) It's all about sizing in flash.
What about your task: there is one common rule - don't resize loader, resize loaded image. As I said above resizing of loader will only scale your image rather than set it sizes. Add complete handler and resize loader.content as you want.
Example:
public function astest()
{
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplte);
addChild(loader);
loader.load(new URLRequest("https://www.google.ru/images/srpr/logo3w.png"));
}
protected function onComplte(event:Event):void
{
EventDispatcher(event.target).removeEventListener(event.type, arguments.callee);
var image:DisplayObject = (event.target as LoaderInfo).content;
image.width = 50;
image.height = 50;
}

You need to get loadComplete event on your loader before playing with your MC
var myImageLoader:Loader = new Loader();
private var mcImage: MovieClip = new MovieClip();
var myImageLocation:URLRequest = new URLRequest("http://example.com/xyz.jpg");
myImageLoader.addEventListener(Event.COMPLETE, completeHandler);
myImageLoader.load(myImageLocation);
function completeHandler(e:Event){
mcImage.x = 100;
mcImage.y = 100;
mcImage.width = 50;
mcImage.height = 50;
addChild(mcImage);
mcImage.addChild(myImageLoader);
}

try this:
var myImageLoader:Loader = new Loader();
//hide until loaded
myImageLoader.visible = false;
//listen for load completed
myImageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler);
//...rest of your code (without setting width/height)
Then add this to resize and make visible when loaded:
function completeHandler(event:Event):void
{
myImageLoader.contentLoaderInfo.removeEventListener(Event.COMPLETE, completeHandler);
myImageLoader.content.width = 50;
myImageLoader.content.height = 50;
myImageLoader.visible = true;
}

Related

Loading images does not load them into memory

I am loading a batch of 150 HD images into my app - it is basically a 3D view of an object. Once I load the image files using Loader instances I store the loaders' first child's bitmapdata in a Vector. When all of the loaded, I want to begin to "rotate" the object = meaning I am simply swapping the images. I take the Vector where I have the bitmapdatas and draw them onto a canvas bitmapdata one after the other. No science there, it all works as intended.
The problem is that once all the images are loaded and stored in a vector and BEFORE they are drawn to the canvas, they are not in the memory. That means that the first rotation of my 3D object (-> all 150 images drawn) is really slow. After the first rotation there is no problem and all is fluid. My question is: is there a way to force the images to get loaded into the memory without drawing them onto the stage? I expected that they would simply get loaded to memory once they are loaded to the app (Wrong!).
I tried to use addChild() instead of drawing them to a canvas bitmap, same result. I don't think the code is necessary but just in case:
private var _loaders:Vector.<Loader>;
private static const NAME:String = "img_00";
private static const MIN:uint = 0;
private static const MAX:uint = 150;
private var _loaded:uint = 0;
private var _currentFrameIndex:uint = 0;
private var _canvas:Bitmap;
private var _bitmaps:Vector.<BitmapData>;
private var _destPoint:Point;
public function loadImages():void {
var s:String;
for(var i:int=MIN; i<=MAX; i++) {
if(i < 10) s = "00" + i;
else if(i < 100) s = "0" + i;
else s = i.toString();
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadHandler);
loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, loadHandler);
loader.contentLoaderInfo.addEventListener(SecurityErrorEvent.SECURITY_ERROR, loadHandler);
loader.load(new URLRequest("images/JPEG/"+ NAME + s + ".jpg"));
_loaders.push(loader);
}
}
private function loadHandler(e:Event):void {
_loaded++;
if(_loaded > (MAX - MIN)) {
_bitmaps = new Vector.<BitmapData>(_loaders.length);
for(var i:int=0; i<_loaders.length; i++) {
var loader:Loader = _loaders[i];
_bitmaps[i] = Bitmap(loader.getChildAt(0)).bitmapData;
loader.contentLoaderInfo.removeEventListener(Event.COMPLETE, loadHandler);
loader.contentLoaderInfo.removeEventListener(IOErrorEvent.IO_ERROR, loadHandler);
loader.contentLoaderInfo.removeEventListener(SecurityErrorEvent.SECURITY_ERROR, loadHandler);
}
setFrame(0);
dispatchEvent(new Event(LOAD_COMPLETE));
}
}
public function setFrame(frame:uint):void {
if(frame >= 0 && frame < _bitmaps.length) {
_currentFrameIndex = frame;
var bmpData:BitmapData = _bitmaps[_currentFrameIndex];
_canvas.bitmapData.copyPixels(bmpData, bmpData.rect, _destPoint);
}
}
"Not in the memory" means that the images are loaded, but not yet decoded, and this decode is done on the fly, and this takes the time you observe as slowness. You can attempt to "virtually" rotate the image by having a bitmap that's not yet added to stage to be the reference to each of the bitmapDatas of your vector. Make a progress bar that shows how much of the vector has already been decoded, and once this happens, display the bitmap and give the user smooth rotation.
addEventListener(Event.ENTER_FRAME,prerender);
var b:Bitmap=new Bitmap();
/* optional
b.x=stage.stageWidth;
b.y=stage.stageHeight;
addChild(b);
*/
var vi:int=0;
var sh:Shape=new Shape();
sh.graphics.lineStyle(4,0,1); // a simple progress bar
sh.graphics.moveTo(0,0);
sh.graphics.lineTo(100,0);
sh.scaleX=0;
sh.x=stage.stageWidth/2-50; // centered by X
sh.y=stage.stageHeight/2;
addChild(sh);
function prerender(e:Event):void {
if (vi==_bitmaps.length) {
// finished prerender
removeEventListener(Event.ENTER_FRAME, prerender);
removeChild(sh);
// removeChild(b); if optional enabled
setFrame(0);
return;
}
b.bitmapData=_bitmaps[vi];
vi++;
}
Also, it's always better to assign the bitmapData property to a Bitmap object if you don't plan to have that bitmapdata changed. So, instead of your _canvas.bitmapData.copyPixels(bmpData, bmpData.rect, _destPoint); you just do _canvas.bitmapData = bmpData; and it'll work.
UPDATE: Your issue might as well nail to the last point, that is assigning instead of copying. If your destPoint is something else than (0,0), you just make another Bitmap object on top of your _canvas with desired offset, and assign bitmapdatas in there. I have remembered that when I first made multiple animated objects based on a single Vector.<BitmapData> like yours, and tried doing copyPixels(), my animations were jittering and not displaying proper frames, but once I did _bitmap.bitmapData=_bitmaps[currentFrame] everything went as smooth as it should be.

Loading images using the URLRequest

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

How to add pictures to a container Sprite with forEach and progress bar?

I am successful in loading a single image and creating it using addChild(). Now I am trying to load multiple images into a sprite "Container" using a forEach loop increasing the X value for each image so they are displayed in a row. The imageloader is referenced to linkage within an XML document. If I testrun this code, this error pops up at the point when the image is loaded and I try to removeChild() the loadBar Animation.
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display::DisplayObjectContainer/removeChild()
Here is the AS3:
private function loadBG():void {
var artGrab:Number = 0;
var artX:Number = 0;
for each (var albumData:XML in mainXML.artist[artistID].album) {
imgURL = new URLRequest(mainXML.artist[artistID].album[artGrab].art);
imgLdr = new Loader();
//if you're loading a bigger image or need a preloader
imgLdr.contentLoaderInfo.addEventListener(Event.COMPLETE,onBGLoaded);
imgLdr.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onLoading);
//add loader animation "All Loader"
ldrAnim = new AllLoader();
albumContainer.addChild(ldrAnim);
ldrAnim.x = artX;
ldrAnim.y = 200;
imgLdr.load(imgURL);
artGrab++;
artX + 481;
ldrAnim.x + 481;
}
}
private function onLoading(evt:ProgressEvent):void {
var bytesToLoad:Number = imgLdr.contentLoaderInfo.bytesTotal;
var numberLoaded:Number = imgLdr.contentLoaderInfo.bytesLoaded;
ldrAnim.progBar.scaleX = numberLoaded / bytesToLoad;
var loadedPercent = Math.round(numberLoaded / bytesToLoad * 100);
ldrAnim.progPercent.text = loadedPercent + " %";
trace("Loading..." + loadedPercent + "%");
}
private function onBGLoaded(evt:Event):void {
trace("image loaded!");
//image setup
addChildAt(imgLdr,0);
//now that its 100% loaded, you can resize it , etc.
removeChild(ldrAnim);
//use cross multiplying of fractions to maintain aspect ratio
var origW = imgLdr.contentLoaderInfo.width;
var origH = imgLdr.contentLoaderInfo.height;
trace("orig width: "+ origW + "orig height: " + origH);
//set new width
imgLdr.width = 481;
var newH:Number = 481 * origH / origW;
imgLdr.height = newH;
//may wish to do positioning AFTER resizing
imgLdr.x = stage.stageWidth / 2 - imgLdr.width / 2;
imgLdr.x = 0;
imgLdr.y = 0;
imgLdr.width = 480;
imgLdr.height = 480;
imgLdr.alpha = 1;
imgLdr.z = 0;
}
Bless you for reading this all, I don't understand what is causing this error so comments are appreciated!
You need to have an array of animations for your loaders to hold with the loaders themselves, then when another ProgressEvent.PROGRESS event will arrive, query the array for event.target index, grab corresponding animation and adjust that, and stop relying on single-valued global vars once you put a single listener onto multiple different objects!
var animations:Vector.<AllLoader>;
var loaders:Vector.<LoaderInfo>;
private function loadBG():void {
var artGrab:int=0;
var artX:int=0;
animations=new Vector.<AllLoader>();
loaders=new Vector.<LoaderInfo>;
for each (var albumData:XML in mainXML.artist[artistID].album) {
imgURL = new URLRequest(mainXML.artist[artistID].album[artGrab].art);
imgLdr = new Loader();
//if you're loading a bigger image or need a preloader
imgLdr.contentLoaderInfo.addEventListener(Event.COMPLETE,onBGLoaded);
imgLdr.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onLoading);
//add loader animation "All Loader"
ldrAnim = new AllLoader();
albumContainer.addChild(ldrAnim);
anomations.push(ldrAnim)
loaders.push(imgLdr.contentLoaderInfo); // fill the arrays
ldrAnim.x = artX;
ldrAnim.y=200;
imgLdr.load(imgURL);
artGrab++;
artX+=481;
}
}
private function onLoading(evt:ProgressEvent):void{
var bytesToLoad:Number=evt.target.bytesTotal;
var numberLoaded:Number=evt.target.bytesLoaded; // note it now refers to target of event
var index:int=loaders.indexOf(evt.target); // should be valid
var ldrAnim:AllLoader=animations[index]; // grab corresponding animation
ldrAnim.progBar.scaleX = numberLoaded/bytesToLoad;
var loadedPercent=Math.round(numberLoaded/bytesToLoad*100);
ldrAnim.progPercent.text = loadedPercent +" %";
trace("Loading..."+loadedPercent +"%");
}
Do the same trick with your onBGLoaded function yourself, as a lesson. Note, you have to retrieve imgLdr value correctly from the event.
What's happening is that you have populated the variable ldrAnim multipe times, creating a new AllLoader each time. When you call removeChild(), this works fine the first time (sort of--it will remove the last one you created, whether it matches the image that loaded or not). When you call removeChild() again, you're calling it for the same one you just removed (which is no longer a child of the object you're calling it on).
One way to fix this is to use a Dictionary and associate each AllLoader with the Loader for that image. When the COMPLETE event fires, you can then look up the Alloader based on the event's properties and remove it.
Another solution is to write a Class that wraps an AllLoader and a Loader and then handles the transition between the two itself when the Loader has finished loading.
That might look something like this:
public class LoadSwitcher extends Sprite{
protected var loader:Loader;
protected var allLoader:AllLoader;
public function loadSwitcher(url) {
super();
loader = new Loader();
var request:URLRequest = new URLRequest(url);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, switchLoaders);
allLoader = new AllLoader(loader);//assume AllLoader now has logic to watch the loader for % complete
loader.load(request);
addChild(allLoader);
}
protected function switchLoaders(e:Event):void {
removeChild(allLoader);
addChild(loader);
}
}
Then just create and position one of these for each one of your albums.

as3 moving image from one mc to another

With the code below I created some imgMcA and some imgMcB then I loaded images into imgMcA ones. ImgMcBs have no image at that moment. So if one of imgMcA is clicked the image should be transferred to one of the empty imgMcBs (may be randomly) and if imgmcB is clicked later the image should move back to its imgMcA back. I could not find out how I can accomplish this.
Thanks in advance
function imageList(mcname, img, index){
var imgMcA:MovieClip=new MovieClip();
imgMcA.graphics.beginFill(0x000000);
imgMcA.graphics.drawRect(0,0,imgWidth,imgHeight);
imgMcA.graphics.endFill();
imgMcA.name=lemma;
imgMcA.addEventListener(MouseEvent.CLICK, moveImage);
var imgMcB:MovieClip=new MovieClip();
imgMcB.graphics.beginFill(0x000000);
imgMcB.graphics.drawRect(0,0,imgWidth,imgHeight);
imgMcB.graphics.endFill();
imgMcB.name=index;
addChild(imgMcB);
var imgLoader:Loader = new Loader();
imgLoader.load(new URLRequest(img));
imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, changeProperties);
imgLoader.mouseEnabled=false;
imgMcA.addChild(imgLoader);
}
function moveImage(evnt:MouseEvent){
}
You could linked mcA & mcB by adding them to the same parent.
function createBlock():void
{
var imgLoader:Loader = new Loader();
//add the loading code here...
var mcA:Sprite = new Sprite();
var mcB:Sprite = new Sprite();
// add Click event listeners for both Mcs here...
var parent:Sprite = new Sprite();
//add Children
parent.addChild(mcA);
parent.addChild(mcB);
addChild(parent);
}
function mouseClickHandler(event:MouseEvent)
{
var dispatcher:Sprite = event.currentTarget as Sprite;
//if you added a Loader to it
if( dispatcher.numChildren > 0)
{
//retrieve the image
var img:Loader = dispatcher.getChildAt(0);
//identify the parent
var parent:Sprite = dispatcher.parent;
var index:int = parent.getChildIndex(dispatcher);
//identify the receiving MC
//of course this only works with two children!!!
if(index > 0)
var receiver:Sprite = parent.getChildAt(0) as Sprite;
else
receiver = parent.getChildAt(1) as Sprite;
//add the image to the other MC
receiver.addChild(img);
}
}
The rest is not too complicated to achieve. You will need to use a Boolean and add a TextField. If the TextField contains text, set the Boolean to true.
It may be worth looking at Classes or you could use an Object as a container for the MovieClips, the TextField and the Boolean, although a Class will give you more flexibility...
With a Class, you wouldn't have to iterate in order to find what does what. Your Click listener would look something like this:
private function mouseClickHandler(event:MouseEvent)
{
receiver.addChild( image );
if( hasText)
imageReturn();
}

How do I prevent a Loader from changing my apps position and size?

I load an SWF using a simple loader but it changes the main applications x/y position and size.
Which loader do I use to load an swf that will maintain the position size of my app?
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.INIT, function handleInit(event:Event):void{
var UIDesigner:UIComponent = new UIComponent();
UIDesigner.addChild(event.target.loader.content);
UIDesigner.id = "id_sample";
ApplicationObject.Instance.addElementAt(UIDesigner,0)
event.target.content.addEventListener(FlexEvent.APPLICATION_COMPLETE, function applicationCompleteHandler(event:Event):void{
var app:SystemManager = event.target as SystemManager;
var Designer:SkinnableContainer = app.application as SkinnableContainer;
Designer.id = "id_test";
ApplicationObject.Instance.removeElementAt(0);
pTabCon.addChild(Designer as SkinnableContainer);
pTabCon.horizontalScrollPolicy = "off";
pTabCon.verticalScrollPolicy = "off";
Parent.id_ComponentsTab.addChild(pTabCon);
Parent.id_ComponentsTab.selectedChild = pTabCon;
trace("swf loaded successfully");
ApplicationObject.Instance.m_ApplicationList.addItem(Designer);
});
});
The problem is not the Loader but how you use it and specifically, how you add the content to the stage.
A DisplayObjectContainer will change size according to its content. For instance , if you load a MovieClip with a width of 400 in another MovieClip with a 200 width, the containing MovieClip width will change to 400. This is an expected behavior.
It's possible to modify this behavior by using masking for instance or modifying the loaded content properties before adding content to the stage.
As for the x & y properties, it would have to do with your code. Loading content shouldn't change the x & y properties of the containing Object.
If you edit your question and add some code example we may be able to give you more specific help.
does the swf that you load call root or maybe stage? i've had such issue with an swf animated background for my app.
and how do load it?
upd: you can always use NO_SCALE
loadSWFFile("resources/awords/myswf.swf");
private function loadSWFFile(fileURL:String):void
{
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, handleSWFLoadComplete0);
loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler0);
loader.load( new URLRequest(fileURL));
}
private function handleSWFLoadComplete0( evt:Event ):void
{
loaderWidth = evt.currentTarget.loader.width;
loaderHeight = evt.currentTarget.loader.height;
// Now set the width and height of target component same as loaderWidth and loaderHeight respectively.
}
private function ioErrorHandler0(e:IOErrorEvent):void
{
mx.controls.Alert.show("Unable to load", "IOError", 0);
}