howto atach properties to dynamic created moviclips - actionscript-3

Hi I try to get acces a property by click on a dynamic created Moviclip.
function finishLoading(evt : Event):void {
// Handle XML Settings
XML.ignoreComments=true;
XML.ignoreWhitespace=true;
// Attach XML Data into XML Var
fXML=new XML(evt.target.data);
// Iterate XML response and build Preview List
for (var i:Number=0; i<fXML.mov.length(); i++) {
var sTmpTitle=fXML.mov[i].mov_title.text();
var sTmpSrc=fXML.mov[i].mov_src.text();
var sTmpThumb=fXML.mov[i].mov_thumb.text();
var sTmpOrder=parseInt(fXML.mov[i].mov_list_order.text());
var iPosY:Number = (sTmpOrder!=1)?(sTmpOrder-1)*105:0;
var sTmpLoader:Loader = new Loader();
sTmpLoader.load(new URLRequest(sTmpThumb));
var oTmpMc:MovieClip = new MovieClip();
oTmpMc.addChild(sTmpLoader);
oTmpMc.y=iPosY;
oTmpMc.x=0;
oTmpMc.mov_src = sTmpSrc;
oTmpMc.addEventListener(MouseEvent.CLICK, function()
{
trace(this.mov_src);
});
mc_slider.addChild(oTmpMc);
}
}
Creating the MOVIECLPIP and handle event is working well but I dont know hw I can get access on the property mov_src by click on the clip.
What´s to do to get this working.
Thank
Ben

First of all, you shouldn't add dynamic properties to movieclips, it's a bad habit from AS2. You should extend the MovieClip class and add the properties you want. Anyway, you can do what you want to do by externalizing your callback :
...
oTmpMc.addEventListener(MouseEvent.CLICK, onClipClicked);
mc_slider.addChild(oTmpMc);
}
private function onClipClicked(e:Event):void
{
var clip:MovieClip = e.currentTarget as MovieClip;
trace(clip.mov_src);
}

Related

passing parameters to addEventListener AS3

I am struggling passing paramters to function on onComplete event handler.
It seems that my problem is with the event.Complete code..
I just want to load image from a url and transfer parameter.
This is my code:
var imageURLRequest:URLRequest = new URLRequest(pic);
var myImageLoader:Loader = new Loader();
myImageLoader.load(imageURLRequest);
myImageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,function(evt:Event.COMPLETE){
doIt(evt, "Shift key was down:")
},false,0, true);
function doIt(evt:Event, msg:String) {
var myBitmapData:BitmapData = new BitmapData(myImageLoader.width, myImageLoader.height);
myBitmapData.draw(myImageLoader);
var myBitmap:Bitmap = new Bitmap;
myBitmap.bitmapData = myBitmapData;
}
Thank you very much.
Remove .COMPLETE from the handler inner function so that your listener looks like this:
myImageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, function(evt:Event)
{
doIt(evt, "Shift key was down:")
} , false, 0, true);
Look at the Loader class as loader, not as DisplayObject even when it is:
var myBitmap:Bitmap;
var contentLoader:Loader = new Loader();
contentLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, handleComplete);
contentLoader.load(imageURLRequest);
function handleComplete(e:Event):void
{
myBitmap = contentLoader.content as Bitmap;
}
Firstly, as Gio said, remove that .COMPLETE from evt:Event.COMPLETE because it's returning a String instead of the Event the function needs.
Then, instead of setting that last fearsomely unpredictable parameter (useWeakReference) to true in your addEventListener(), I recommend you keep the reference in a variable to use removeEventListener() on it at the right time. A way to do this (while answering your question) is:
var imageURLRequest:URLRequest = new URLRequest(pic);
var myImageLoader:Loader = new Loader();
myImageLoader.load(imageURLRequest);
var functionDoIt:Function = doIt("Shift key was down:");
myImageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, functionDoIt);
function doIt(msg:String):Function {
return function(evt:Event):void {
// Now you can use both "msg" and "evt" here
var myBitmapData:BitmapData = new BitmapData(myImageLoader.width, myImageLoader.height);
myBitmapData.draw(myImageLoader);
var myBitmap:Bitmap = new Bitmap(myBitmapData);
}
}
// Remove the listener when you don't need it anymore:
//myImageLoader.contentLoaderInfo.removeEventListener(Event.COMPLETE, functionDoIt);
You can understand this solution better by reading this answer.

Flash AS3 - DisplayObject Argument Error - Trying to Remove and Add Loaded Content

I am working with flash and as3 to try and get a photo loader/viewer/upload tool built. I am using file reference to handle the browse/load/upload functions. My current stage has 2 loader boxes that i load the user selected image into. I need to be able to remove the image though and re-select another if the user decides.
So on the file loaded event i have this code:
// Load Image into Editor Function.
function onMovieClipLoaderComplete(event:Event):void {
var loadedContent:DisplayObject=event.target.content;
currentLoader =event.target.loader as Loader;
currentLoader.x=currentX;
currentLoader.y=currentY;
currentContent.buttonMode=true;
currentContent.addChild(currentLoader);
addChild(currentContent);
currentLoader.mask = currentMask;
addChild(replace_btn);
}
And on my replace button i have:
replace_btn.addEventListener(MouseEvent.CLICK, replaceImage);
function replaceImage(event:Event):void {
currentContent.removeChild(currentLoader);
removeChild(currentContent);
}
On pressing the replace button once it works fine but when i load another image into the loader - the next time i press the replace button (or any subsequent time) i get the following argument error in my flash as3 file:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display::DisplayObjectContainer/removeChild()
at MethodInfo-13()
Does anyone know what this means? It's odd that it only happens on the second time onwards not at first. I thought that if i have:
currentContent.addChild(currentLoader); addChild(currentContent);
on load and then just
currentContent.removeChild(currentLoader); removeChild(currentContent);
on the replace function it would work?
Full as3 code is shown below if that also helps
I have only been learning flash for 3-4 months so please go easy on me and i apologise if my code is not done in the best way! :)
Lauren
// Set Start Up Values.
var image1_loader:Loader = new Loader();
var image1_content:Sprite = new Sprite();
var image1_mask:Sprite = new Sprite(); image1_mask.graphics.beginFill(0x000000,1); image1_mask.graphics.drawRect(54, 59, 330, 330); image1_mask.graphics.endFill();
var image2_loader:Loader = new Loader();
var image2_content:Sprite = new Sprite();
var image2_mask:Sprite = new Sprite(); image2_mask.graphics.beginFill(0x000000,1); image2_mask.graphics.drawRect(384, 59, 330, 165); image2_mask.graphics.endFill();
var currentBtn;
var currentLoader;
var currentContent;
var currentMask;
var currentX;
var currentY;
replace_btn.visible=false;
// Define FileReference.
var canvasImage:FileReference;
// Image Buttons Function.
image1_btn.addEventListener(MouseEvent.CLICK, start_fileRef);
image2_btn.addEventListener(MouseEvent.CLICK, start_fileRef);
image1_content.addEventListener(MouseEvent.MOUSE_DOWN, setCurrentSelection);
image2_content.addEventListener(MouseEvent.MOUSE_DOWN, setCurrentSelection);
function setCurrentSelection(e:MouseEvent):void {
if (e.currentTarget===image1_content){currentContent=image1_content;}
if (e.currentTarget===image2_content){currentContent=image2_content;}
}
// Browse File Function.
function start_fileRef(e:MouseEvent):void {
trace("onBrowse");
if (e.target===image1_btn){currentBtn=image1_btn; currentLoader=image1_loader; currentContent=image1_content; currentMask=image1_mask; currentX=54; currentY=59;}
if (e.target===image2_btn){currentBtn=image2_btn; currentLoader=image2_loader; currentContent=image2_content; currentMask=image2_mask; currentX=384; currentY=59;}
canvasImage=new FileReference();
canvasImage.addEventListener(Event.SELECT, onFileSelected);
var imageTypeFilter:FileFilter = new FileFilter("JPG/PNG Files","*.jpeg; *.jpg;*.gif;*.png");
canvasImage.browse([imageTypeFilter]);
}
// Selected File Function.
function onFileSelected(event:Event):void {
trace("onFileSelected");
canvasImage.addEventListener(Event.COMPLETE, onFileLoaded);
canvasImage.addEventListener(ProgressEvent.PROGRESS, onProgress);
var canvasImageName = canvasImage.name;
canvasImage.load();
}
// File Progress Function.
function onProgress(event:ProgressEvent):void {
var percentLoaded:Number=event.bytesLoaded/event.bytesTotal*100;
trace("loaded: "+percentLoaded+"%");
}
// File Loaded Function.
function onFileLoaded(event:Event):void {
var fileReference:FileReference=event.target as FileReference;
var data:ByteArray=fileReference["data"];
trace("File loaded");
var movieClipLoader:Loader=new Loader();
movieClipLoader.loadBytes(data);
movieClipLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onMovieClipLoaderComplete);
canvasImage.removeEventListener(Event.COMPLETE, onFileLoaded);
}
// Load Image into Editor Function.
function onMovieClipLoaderComplete(event:Event):void {
var loadedContent:DisplayObject=event.target.content;
currentLoader =event.target.loader as Loader;
currentLoader.x=currentX;
currentLoader.y=currentY;
currentContent.buttonMode=true;
currentContent.addChild(currentLoader);
addChild(currentContent);
currentLoader.mask = currentMask;
addChild(replace_btn);
// Reveal Retry Button over Hover Function //
currentContent.addEventListener(MouseEvent.ROLL_OVER, hover);
replace_btn.addEventListener(MouseEvent.ROLL_OVER, hover);
currentContent.addEventListener(MouseEvent.ROLL_OUT, unhover);
replace_btn.addEventListener(MouseEvent.ROLL_OUT, unhover);
function hover(event:Event):void {
replace_btn.visible=true;
}
function unhover(event:Event):void {
replace_btn.visible=false;
}
replace_btn.addEventListener(MouseEvent.CLICK, replaceImage);
function replaceImage(event:Event):void {
currentContent.removeChild(currentLoader);
removeChild(currentContent);
}
}
This currentContent.removeChild(currentLoader); should be fine, but this removeChild(currentContent); is most likely the problem source. Because you added it as currentContent.addChild(currentLoader), you must remove the container var (currentContent) with it as well.

accordion menu error 1010

I'm trying to create an accordion menu off of an online tutorial. I followed every step (i think) on Original Tutorial but changed things according to my size, as well as make the instance names end with _mc or _txt accordingly. But for some reason it doesn't seem to be working.
I'm getting the #1010 error and it doesn't really clarify anything:
TypeError: Error #1010: A term is
undefined and has no properties.
at
tutorial_fla::MainTimeline/placeItemsOnStage()
at
tutorial_fla::MainTimeline/onComplete()
at
flash.events::EventDispatcher/dispatchEventFunction()
at
flash.events::EventDispatcher/dispatchEvent()
at flash.net::URLLoader/onComplete()
I have my first xml file that has all the images to insert and that one hasn't been changed at all should work fine.
I know this is long, but I'm hoping someone can check it out anyhow. I'm extremely new to this and would pretty much have to abandon the whole project. Thanks so much!
my code:
//import tweenlite classes
import gs.TweenLite;
import gs.easing.*;
var MENU_ARRAY:Array; //used to save the items data
var OPENED_MENU:int; //to inform the menu that should be open at startup
var MOVE_ON_MOUSE_OVER:Boolean=false; //tha name says everything
var xmlLoader:URLLoader; //the xml loader
loadXML("menu2.xml"); //load the xml
function loadXML(Uri:String):void {
xmlLoader = new URLLoader();
xmlLoader.addEventListener(Event.COMPLETE, onComplete);
xmlLoader.addEventListener(IOErrorEvent.IO_ERROR, onError);
xmlLoader.load(new URLRequest(Uri));
}
function onError(evt:ErrorEvent):void {
trace("cannot load xml file");
}
function onComplete(evt:Event):void {
//read and load xml into array, by parsing it using prepareMenu
MENU_ARRAY=prepareMenu(xmlLoader.data.toString());
placeItemsOnStage(); //place all required items on stage.
}
function placeItemsOnStage():void {
var pos:Number=0;
//define the container properties
menuContainer_mc.x=0;
menuContainer_mc.y=0;
for(var c:int=0; c<MENU_ARRAY.length; c++) {
var it:menuItem = new menuItem; //load out menuItem, because its exported to AS, we can use it here
it.x=c*51; //its the gray border width
it.y=0; //place on top
it.id="Item-"+c; //id the menuItem
it.name="Item-"+c; //name de menuItem
it.posX=pos; //actual pos, useful to open and know is position
it.itemLabel_txt.text=String(MENU_ARRAY[c].Ititle).toUpperCase(); //load the label in uppercase
it.addEventListener(MouseEvent.CLICK, onMouseClick); //add mouse click listener
if(MOVE_ON_MOUSE_OVER==true) it.addEventListener(MouseEvent.MOUSE_OVER, onMouseOver); //if configured, load the mouse over event
it.useHandCursor=true; //use hand cursor
it.buttonMode=true; //buttonMode
it.itemText_txt.visible=false; //hide the textField
menuContainer_mc.addChild(it); //add the menu item as child
if(String(MENU_ARRAY[c].IcontentType)=="image/swf") { //check the content and load things accordint to it
var ldr:Loader = new Loader();
ldr.x=51;
ldr.y=0;
it.addChild(ldr);
ldr.load(new URLRequest(MENU_ARRAY[c].IcontentData.toString()));
}
else if(String(MENU_ARRAY[c].IcontentType)=="text") {
it.itemText_txt.visible=true;
it.itemText_txt.text=MENU_ARRAY[c].IcontentData.toString();
}
pos+=51; //the next menuItem x position
}
//put mask in place
masker_mc.width=(MENU_ARRAY.length*51+700)
masker_mc.height=menuContainer_mc.height;
masker_mc.x=0;
masker_mc.y=0;
moveItem(OPENED_MENU-1); //open menu confirured in XML
}
function onMouseOver(evt:MouseEvent):void {
if(evt.target.name.toString()=="buttonBack") prepareMove(evt)
}
function prepareMove(evt:MouseEvent):void {
var targetName:String = evt.currentTarget.name.toString(); //get the menuItem
var temp:Array = targetName.split("-"); //split his name: Item-x
var itemNumber:int=(temp[1]); //got item number
moveItem(itemNumber); //move it
}
function onMouseClick(evt:MouseEvent):void {
if(evt.target.name.toString()=="buttonBack") prepareMove(evt); //mouse action was done in buttonBack
else trace("Item "+evt.currentTarget.name+" clicked!"); //mouse action was made on accordion area
}
function moveItem(num:int):void {
var itemToMove:menuItem=menuContainer_mc.getChildByName("Item-"+String(num)) as menuItem;
//get the menuItem child
for(var m=0;m<MENU_ARRAY.length;m++) //move one-by-one to the new position
{
var tempMc = menuContainer_mc.getChildByName("Item-"+m);
if(tempMc.x > itemToMove.x) TweenLite.to(tempMc, 1, {x:((tempMc.posX) + itemToMove.width-51), ease:Quart.easeOut}); //see tweenLite for info about this.
else if(tempMc.x <= itemToMove.x) TweenLite.to(tempMc, 1, {x:(tempMc.posX), ease:Quart.easeOut});
}
}
function prepareMenu (XMLData:String):Array
{
//make sure it cames in XML
var menuXML:XML = new XML(XMLData);
//just in case
menuXML.ignoreWhitespace = true;
//get XML item's entrys
var XMLItems = menuXML.descendants("item");
//load all items into an array
var itemsArray:Array = new Array();
var itemObj:Object;
for(var i in XMLItems)
{
itemObj=new Object();
itemObj.Ititle=XMLItems[i].#Ititle;
itemObj.IcontentType=XMLItems[i].#IcontentType;
itemObj.IcontentData=XMLItems[i].#IcontentData;
itemObj.itemID="menu"+i;
itemsArray.push(itemObj);
}
OPENED_MENU=menuXML.#menuOpen; //get menu for open.
MOVE_ON_MOUSE_OVER=(menuXML.#moveOnMouseOver.toString()=="true" ? true : false); //get the option for load or not mouseOver open
return itemsArray;
}
//finish.
stop();
"term" refers to an identifier, "Error #1010: A term is undefined and has no properties" means you are using an expression which cannot be evaluated. This usually happens when you try to access and use an undefined object property via its string name as in myobject["property"].method(). Can you provide the exact line on which the exception is raised?

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