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Dynamic Looping Images


I want to dynamically load some images, and have them scroll across the screen in a loop. The solution I've come up with is to create a MC, load and display the images in that, and then tween the MC across the stage. Here's how I'm loading the images:


Code:
for(n = 0; n < 14; n++){
_this.createEmptyMovieClip("image"+n, 200+n);
_this[ "image"+n] ._x = n*700;
_this[ "image"+n] ._y = 0;
loadMovie("home/0"+(n+1)+".jpg", ["image"+n]);
}
I'm not sure if it's not loading the images at all or just not displaying them. I'm certain I've got my syntax wrong somehow, but I'm not sure where. Any help would be appreciated.

Thanks,
-b




KirupaForum > Flash > Flash 8 (and earlier) > Flash MX
Posted on: 03-10-2005, 09:54 AM


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Dynamic Looping Images
I am trying to create a loop that will display up to 20 images one after another. This is working well until it is posted.

The problem is that the images blink. If I change the FPS the jest blink faster. I think this has a lot to do with the fact the images have to be loaded.

I have created this in javascript & Colefusion and it work like a movie.

Can anyone help as to what can be done to fix this problem?

See script below:

Code:
Layer 1 Frame 1 :
if(ImageType ==null){ImageType='ir'}
loadVariables ("http://headoffice-dell/Weather/Flash/FlashAni.cfm?ImageType="+ImageType, "", "POST");
chk="";
c=0
Layer 1 Frame 3 :
c=c+1
Layer 1 Frame 5 :
if(c>10){stop()}

chk=Images
if(chk==null)
{
gotoAndPlay (_currentframe-2);
}
else{
gotoAndPlay ("scene 2");
}
Scene 2
Layer 1 Frame 1:
ImagesSp=Images.split(":")
var i=0;

Layer 1 Frame 5:
WeatherImages=loadMovieNum("http://Headoffice-dell/Weather/Images2/"+ImagesSp[i],2)

if(Images == null){gotoAndPlay ("scene 1");}

Layer 1 Frame 8:

i=i+1
if(i>RedCounts-1){i=0}
gotoAndPlay ("Scene 2",5);

View Replies !    View Related
Dynamic Looping Images
I want to dynamically load some images, and have them scroll across the screen in a loop. The solution I've come up with is to create a MC, load and display the images in that, and then tween the MC across the stage. Here's how I'm loading the images:


Code:
for(n = 0; n < 14; n++){
_this.createEmptyMovieClip("image"+n, 200+n);
_this[ "image"+n] ._x = n*700;
_this[ "image"+n] ._y = 0;
loadMovie("home/0"+(n+1)+".jpg", ["image"+n]);
}
I'm not sure if it's not loading the images at all or just not displaying them. I'm certain I've got my syntax wrong somehow, but I'm not sure where. Any help would be appreciated.

Thanks,
-b

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CS4 Looping Images
Hi,

I've not touched flash in any way since 2001 when I was introduced to it at Uni.

I've created a standard banner which has some images which I have tweened to travel R to L across the banner.

There are 7 images which are spaced 25 frames apart.

What I want to do is, when the last image has started to move across the banner I want the 1st image to start again immediatley after the 7th.

The result should be like what is on this page: http://www.shopwindow.com/ in the Featured merchants banner.

My .FLA file can be downloaded here: http://www.quog.co.uk/banner.fla

If someone could help me with it i'd be eternally grateful as its drive me round the bend.

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Xml Images Looping?
hai to all
i am in a problem that is, i did a backgorund image changer for 10 secs for my project. the code below works fine. all well but what i need is after compeleting all the images in the xml file it stops.

i want it to loop or repeat the process again can any say how plzzz

this is my code:-
xmlData = new XML ();
xmlData.ignoreWhite = true;
xmlData.onLoad = loadXML;
xmlData.load ("images.xml");
function loadXML (loaded) {
if (loaded) {
xmlNode = this.firstChild;
image = [];
total = xmlNode.childNodes.length;
for (i=0; i<total; i++) {
image = xmlNode.childNodes.childNodes[0].firstChild.nodeValue;
//trace (image);
}
firstImage ();
}
else {
trace ("file not loaded!");
}
}
p = 0;
filesize = picture.getBytesTotal ();
loaded = picture.getBytesLoaded ();
function firstImage () {
if (loaded == filesize) {
picture.loadMovie (image[0], 1);
picture._alpha = 100;
alpha (picture);
effect (picture);
timer ();
}
}
function nextImage () {
if (p<(total-1)) {
p++;
if (loaded == filesize) {
picture.loadMovie (image[p], 1);
picture._alpha = 100;
alpha (picture);
//removeMovieClip("effect1");
effect (picture);
timer ();
}
}
}
/*function prevImage () {
if (p>(total-1)) {
p--;
picture.loadMovie (image[p], 1);
picture._alpha = 100;
timer ();
}
}*/
function timer () {
var secs = 10;
var id = setInterval (function () {
clearInterval (id);
nextImage ();
}, secs*1000);
}
var alpha_interval = setInterval (alpha, 100, picture);
function alpha (picture) {
picture._alpha += 10;
if (picture._alpha<100) {
trace ("alpha");
clearInterval (alpha_interval);
}
}
function effect (picture) {
this.attachMovie ("effect", "effect1", 10);
}

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Looping Images
Im using an image rotator tutorial i found on google with a black background. 4 images in it, but when the last pic fades out, it shows black background before it starts over again (as you can see here) http://www.deltas-sanctuary.com/images.html How can i get first image to fade in as last pic is fading out. my flash knowledge is next to non-existent. Here is the fla so you can see how i have it set up http://www.deltas-sanctuary.com/images.fla

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Looping Sounds/Images..
Ok so, I want my images to loop back so I did this actionscript..

gotoAndPlay(1);

The image loops back but I want the sound that is in another layer in the same scene to not loop.. How do I do this?

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Continuous Looping Images
Hello

I am trying to continuously loop 20 different logos - horizontally. I found some help online and it sort of works but then the logos get all clumped together the second loop around. I know only basic ActionScript but I can usually look at something and figure it out. Unfortunately, I am not sure how to resolve this issue - it seems like I am missing something simple. I only have 7 images in there for now but will have 20 in the end.

Is anyone willing to have a look at my FLA file? Please? I have looked at several boards and everything I see is different from the last one.

Many thanks!

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Looping Fading Images
This probably wasnt the best way to do this lol, kind of ugly way actually but yea, trying to get it to loop.

theres 6 images, 3 spaces they fade into, the first 3 images fade in one after another, then the next 3 fade in over them, in the same spots. I want this to loop so it will keep fading in the 2 sets of images. Any help would be appreciated.


Code:
easeType = mx.transitions.easing.None.easeOut;
myTween = new mx.transitions.Tween(beach_mc, "_alpha",easeType, 0, 100, 10);

myTween.onMotionFinished = function() {
easeType = mx.transitions.easing.None.easeOut;
myTween = new mx.transitions.Tween(girlanddog_mc, "_alpha",easeType, 0, 100, 10);

myTween.onMotionFinished = function() {
easeType = mx.transitions.easing.None.easeOut;
myTween = new mx.transitions.Tween(scuba_mc, "_alpha",easeType, 0, 100, 10);

myTween.onMotionFinished = function() {
easeType = mx.transitions.easing.None.easeOut;
myTween = new mx.transitions.Tween(hamoc_mc, "_alpha",easeType, 0, 100, 10);

myTween.onMotionFinished = function() {
easeType = mx.transitions.easing.None.easeOut;
myTween = new mx.transitions.Tween(ruins_mc, "_alpha",easeType, 0, 100, 10);

myTween.onMotionFinished = function() {
easeType = mx.transitions.easing.None.easeOut;
myTween = new mx.transitions.Tween(waterfall_mc, "_alpha",easeType, 0, 100, 10);

}
}
}
}
}

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Help Looping/fading Images
Hey all, I did a search for what i am trying to do but couldnt find it really, some things similar but still not gettin it.

I have a banner that has 3 images on the stage that fade in using the tween class. I then want them to loop through about 2-3 images each.

they fade in one at a time until all three are loaded, then i want it to wait about 10 seconds and fade in another image for each one, one at a time, and loop through those 2 sets of images like that. If anyone could give me a hand that would be great.

thanks in advance

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Issue Looping Images From XML
First, I am new to AS and appologize for my coding.
I have a slideshow that plays, while pulling images from XML. The problem I am having is that I can't seem to get it to loop. It loads up and runs through all the images, but after the last one, I get a list of errors. Starting with RangeError #2066. Please help point me in the right direction.


Code:
var fadeTween:Tween;
var images:Array = new Array();
var time:Array = new Array();
var currentimage = 0;
var i:Number = 0;
var maximage = 0;
var loader:URLLoader = new URLLoader(new URLRequest("http://www..photogallery_fish2.aspx"));
function loadXML ()
{
loader.addEventListener (Event.COMPLETE, onLoadSuccess);
loader.addEventListener (IOErrorEvent.IO_ERROR, onLoadFailure);
}
var myTimer:Timer = new Timer(1000);// 1 second
myTimer.addEventListener (TimerEvent.TIMER, loop);
function loop (event:TimerEvent):void
{
currentimage++;
loadimage ();
}
currentimage = 0;
function onLoadSuccess (event:Event):void
{
var loader:URLLoader = URLLoader(event.target);
var myXML:XML = XML(loader.data);
myXML.ignoreWhitespace;
maximage = myXML..image.length();
var number:int = 0;
for each (var property:XML in myXML..image)
{
images[number] = myXML..image[number].@source;
time[number] = myXML..image[number].@time;
number++;
}
loadimage ();
}
function onLoadFailure (event:Event):void
{
trace ("Error loading file: " + event.type);
}
function loadimage ():void
{
picload.source = images[currentimage];
picload.refreshPane ();

var newdelay = time[currentimage]*100;
myTimer.delay = newdelay;
myTimer.reset ();
myTimer.start ();

}
loadXML ();

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Continuous Looping Images
Hello -

I am trying to continuously loop 20 different logos - horizontally. I found some help online and it sort of works but then the logos get all clumped together the second loop around. I know only basic ActionScript but I can usually look at something and figure it out. Unfortunately, I am not sure how to resolve this issue - it seems like I am missing something simple. I only have 7 images in there for now but will have 20 in the end.

Is anyone willing to have a look at my FLA file? Please? I have looked at several boards and everything I see is different from the last one.

Many thanks!

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Looping / Panorama-like Images
I'm trying to take an image and loop it so when it pans right or left, when it reaches the end, it simply links back to the beginning of the image... kind of a pseudo-panoramic image. Any thoughts?

SB

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Looping Images With Transitions Using XML Doc
Looking at creating a looping function for my external xml file.

I have created an xml file that contains my images that i want to call into flash, i know how to achive this part many tuts on this, what I need help with is when the xml doc is called into flash i need to write a function that does the following:

1. im asumming i will need to call a function that gets triggered using this.onEnterFrame, my images get dropped into an empty movie clip

2. do i call the movie clip or frame when the movie clip resides?

3. in either case when the event is called I want to first have it alpha=0 and blur=5 which then tweens to alpha=100 and blur=0

4. once alpha=100 and blur=0 i want to pause the image for about 15 secs and loop another image to start the process over again until all the images from the xml doc have been processed.

5. when other images trans in i want the previous image to fade out, i.e have top image trans over the below image, fading effect

Im not sure where to start, i can accomplish this easily using motion tweens and embedding the images but im not strong on writing AS functions an example of this trans can been seen here

http://www.humbervalley.com/ Make sure you click on high bandwith option[/url]

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Looping Images In Movieclip
Hello,

I have a next and previous button controlling the x position of a movieclip that houses images that run off the stage. I am wondering how to make the first image appear after the last image hits a certain x position... I guess this could be categorized under "looping" images in movieclip.


Code:

pixels = 600

nextbutton.onRelease = function() {
tweenmc();


easeType = mx.transitions.easing.Strong.easeOut;
var begin = se._x;
var end = se._x-pixels;
var time = .5;
var mc = se;
Tween = new mx.transitions.Tween(mc, "_x", easeType, begin, end, time, true);
}

previousbutton.onRelease = function() {
tweenmcreverse();
}

function tweenmcreverse() {
easeType = mx.transitions.easing.Strong.easeOut;
var begin = se._x;
var end = se._x+pixels;
var time = .5;
var mc = se;
Tween = new mx.transitions.Tween(mc, "_x", easeType, begin, end, time, true);
}



Any help is appreciated.

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Looping Over Images (loop Not Waiting)
Hello,

I am having some trouble trying to troubleshoot a looping problem that will not wait for images to load before making its next iteration. When i break the logic out of the loop and do a single image, it performs as expected. When I use the loop, it ignores all but the last image and performs the resizing/moving there. Does anybody have any suggestions? Thanks, Steve


// ***************************************** INIT VALUES ***********************************************
//set max image height
maxHeight = 175;
//set vertical middle point
imageTopLeft = (this._height-maxHeight)/2;
//init set total width
var nextXPos = 25;

// ***************************************** GET IMAGE ARRAY ********************************************
// Get album count
albumArray = new Array();
albumArray = _root.currentAlbum.split(",");
albumArrayLength = albumArray.length-1; //subtract 1 because the last value in the string = 0

for (i=0; i<albumArrayLength; i++) {
singleImageArray = new Array(albumArray[i].split("--"));
albumArray[i] = singleImageArray[0];
//create blank movie. define it's name first
var currentImage = "image"+i;
createEmptyMovieClip(currentImage, i);
this[currentImage].loadMovie("/library/portfolio/"+albumArray[i][0]+".jpg");
//set top and left position
this[currentImage]._y = imageTopLeft;
this[currentImage]._x = nextXPos;
//wait for image to load
onEnterFrame = function() {
this["percent"+i] =(this[currentImage].getBytesLoaded()/this[currentImage].getBytesTotal())*100;
if(this["percent"+i] == 100){
//Get current width/height
var imageWidth = this[currentImage]._width;
var imageHeight = this[currentImage]._height;
//set new width/height
this[currentImage]._height = maxHeight;
this[currentImage]._width = (imageWidth*maxHeight)/imageHeight;
//set next location
}
}
nextXPos = nextXPos += imageWidth+45;
}

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I have external images loaded from an xml, When the images are looping they are flickering. Is there a way to creat a smooth "no flicker" transition from one image to the other.

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Hi all, I want to create a movie that will load images from a folder, scroll them (from the right to the left) and when it gets to the end of the images it loops them. Can someone point me in the right direction on how to start this or an online example?

Thanks so much,
Mike

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Displaying Images One At A Time Then Keep Looping
I have an HTML page Using CSS. At the top I have text 3 images and another line of text that I would like to highlight one at a time each time someone accesses the page. I will attach the page. Does anyone know how to do this.
Thanks

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Looping Set Of Images Through The Screen Redering Problem
so idea is simple, images are placed on stage and every time moveS is engaged by timer event all the images have their Xcord updated via their UILoader and are moved either direction by so much once they reach their -/+ Xcord destonation limit their X cord is switched to either starting -x or ending +x cord based on their direction of movement so that the loop is created.

first couple of loops its smooth but then i get different space size between images and its iregular pattern.

so i wondering is there is better solution to this loop of images

should i work with movie clips instead like created multiple instances of them which hold same pictures and loop them around like that.

any solutions?

code:


Code:
//Animation
var moveTimer:Timer = new Timer(speedUseable);
moveTimer.addEventListener(TimerEvent.TIMER, moveS);
moveTimer.start();

var speed:Number = 1;
var minSpeed:Number = -3;
var maxSpeed:Number = 3;
var rangeSpeed:Number = maxSpeed - minSpeed;

function moveS(e:TimerEvent):void
{
speed = mouseX / stage.stageWidth * rangeSpeed + minSpeed;
for (var i:Number=0; i<=picQTY; i++)
{
this["image"+i].x -= speed;
if (this["image"+i].x < -imageWidthSwfPar+speed)
{
this["image"+i].x = picQTY*imageWidthSwfPar-imageWidthSwfPar;
} else if (this["image"+i].x > picQTY*imageWidthSwfPar-imageWidthSwfPar) {
this["image"+i].x = -imageWidthSwfPar-speed;
} else {

}
}
}

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Hi,
What I want to do is have a text file with a list of filenames to pictures. Ex:

/images/pic1.jpg
/images/pic2.jpg

And I want the Flash file to loop through showing these pictures.
How can I do this, making them fade in and out.... I have no idea how to with using the text file. Can anyone help me out and give me some tips (or a short tutorial)?

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Hello. I have a flash app I'm working on where I'm loading in content from an xml file, then dynamically creating mcs to create an mc for each item in the xml results. Then loading images in to the mcs.

If I don't do a loop and just do it manually, repeating every command but just changing the name of the mcs and variables.. it works.

But when I try to loop over it, its not displaying the mcs. I get no error message. And I've stepped through the code and can't see where its going wrong.

Below is the as for the looping movie that isn't working. If you need me to I can post the as for the non-looping movie if it would help see what I'm doing wrong.


Code:
//---------------------------
function loadXML(loaded) {
if (loaded) {
xmlNode = this.firstChild;
image = [];
description = [];
total = xmlNode.childNodes.length;

for (i=0; i<total; i++) {
image[i] = xmlNode.childNodes[i].childNodes[0].firstChild.nodeValue;
description[i] = xmlNode.childNodes[i].childNodes[1].firstChild.nodeValue;
}

firstImage();

} else {
content = "file not loaded!";
}
}

xmlData = new XML();
xmlData.ignoreWhite = true;
xmlData.onLoad = loadXML;
xmlData.load("fplayer_data.xml");
/////////////////////////////////////

p = 0;
dCounter = 1;
this.onEnterFrame = function() {

for(i=0; i < 4; i++) {
picture0.duplicateMovieClip("picture" + dCounter, dCounter);
this[picture + dCounter]._x = this[picture + i]._x + 55;

filesize = picture0.getBytesTotal();
loaded = picture0.getBytesLoaded();
preloader._visible = true;

if (loaded != filesize) {
preloader.preload_bar._xscale = 100*loaded/filesize;
} else {
preloader._visible = false;
if (this[picture add i]._alpha<100) {
this[picture add i]._alpha += 10;
}
}
dCounter++;
}

};

function firstImage() {

for(j=0; j < 4; j++) {
if (loaded == filesize) {
this[picture add j]._alpha = 0;
this[picture add j].loadMovie(image[j], 1);
this[desc_txt add j].text = description[j];
}
}


}

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Ok, I created some flash applets doing some image effects..
like fading between 2 images and so on...

lets take that one.. it is simple..
there are 2 images and in the timeline they fade into each other in a never ending loop.

Now what I want to do.. and where I am stuck.. is the following:

I want the "applet" to work as before, but.. if there are images in the same folder, to load the images and use them instead of the embedded ones.

Actually replacing dynamically the internal images

I think there is no problem achieving the second part..(if they exist) but i'm stuck in loading the images.

I tried loadMovie and loadMovieNum.. but the best I achieved was overlaying right at the beginning but then just for one loop.

Any help would be appreciated

Luciano

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hiya,

right i've made a juke box for my site where sounds loops are loaded directly into the player using the loadSound command....

the problem is that they don't loop and only play once therefore leaving the viewer with 10 seconds of sound, then silence unless they move to the next tracj where after that is finished the same problem occurs

at the moment i'm trying to use onSoundComplete to play the soundFuction but that's not working....what is the way that will work????

hopesome one can help me, this is the code that i think needs adding to >
function playSong() {
if (playing == false) {
s.stop();
s = new Sound();
s.loadSound(songList[i], true);
playing = true;
songNumber = (i + 1);
songTitle = songDetails[i];
}
but i have also attached all my code if i am wrong!!!

thank you very much for anyone who can help!!

ross

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I have made a flash movie where pictures (loaded dynamic) replace each other. At the last picture it fades to the first picture (so it always loops). This works all great but when its start again, the picture has to be loaded again.
Is it possible that flash keeps the picture in his memory? So it doesn't always have to load the pictures again?

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I'm working on a flash slideshow with transitions that I need to loop smoothly. I have four movie clips, one on each layer and each one loads and fades on top of the previous one. When it loops back around to the beginning, I don't get a a smooth transition. I get white space for a few seconds. On the last frame I have gotoAndPlay(1); and on frame 1 I have my loadVariablesNum statement.

Any tips on how to loop this seamlessly?

Here's the url - the images may be blurry and are only for testing:
http://kentobx.obinet.net/home/home.html

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[F8] Dynamic Looping Logo Ticker
Hi, I would like to create the following but need a little advice on how to do part of it. I need a flash movie that loads in some external logos and arranges them in a movie clip with equal spacing then "scrolls" the logos like a ticker that loops seamlessly. I know how to load in the external graphics, and I could probably figure out how to create a MC out of them but no idea how to make it so they loop using actionscript.

It would look something like

<---| LOGO1 LOGO2 LOGO3 LOGO4 | LOGO1 etc...

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For Looping Dynamic Movieclips GetChildByName() OnEnterFrame HELP PLEASE
Hey All. Thanks for reading..

I built something some time ago in AS2 and now I'm trying to convert it into AS3, but I can't get a
hold of the dynamic movieclips; I keep on getting errors. Here is the original script in AS2:

Code:
this.onEnterFrame = function() {
for (var i = 0; i<10; i++) {
var xxm:Number = this["mc"+i]._xmouse;
}
}

And I've been trying it a number of different ways in AS3, but can't get it - either wrong or errors..
I've tried things like:

Code:
this.addEventListener(Event.ENTER_FRAME, test);
function test(event:Event):void {
for (var i:uint = 0; i<10; i++) {
var xxm:Number = MovieClip(this.getChildByName("mc"+i)).mouseX;
}
}

But like I said... not working out...
Please help - how do I do this?
Thanks.

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Hi,

I am looping a movie clip which has a dynamic text box. I need to call data from XML and place the same in the Dynamic text box as per the duplicated movie clip. how do i do that.

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Ayush

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i'm looping thru xml nodes and using this to attach clips to an empty mc:

Code:
item = _root.mainHolder.links.linkHolder.attachMovie("linkClip", "linkClip" + i, i);
my question is how can I reference the previously attached clip so I can determine the _y property of the current item(clip).

I'd like to do something like this.

item._y= previously attached clip._y-previously attached clip.height

that way my dyn clips can resize based on how much text...

get it?

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Hi guys,

I have some text loaded into a dynamic text field. The text will not change after it has been loaded.

I want the text in the text field to auto scroll infinitely, e.g. the beginning of the text is attached to end, there for there is no visible *gap*.

I know how to make text scroll using buttons or let is scroll all the way down using a setinterval.

However, can someone tell me how to make it continous and looping?

Cheers!

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Just a little not for those who have problems using dynamic loaded jpgs.
If you want to dynamically load some jpgs here is some code I picked up off the forum


Code:
//Step1
createEmptyMovieClip("img",0);
img._visible=false;
//Step2
img.loadMovie("test.jpg");
//Step3
this.onEnterFrame=function(){
BLoaded=img.getBytesLoaded();
BTotal=img.getBytesTotal();
percent=BLoaded/BTotal*100;
//Step4
if(BLoaded == BTotal && BLoaded>0){
img._width=726;
img._height=641;
img._visible=true;
delete this.onEnterFrame;
img._x=0;
img._y=0;
}
}
When you save your JPG in photoshop it gives you a few options for saving your jpg.
1) BASELINE (STANDARD)
2)BASELINE (OPTIMIZED)
3)PROGRESSIVE

It has to be a baseline image, for whatever reason. No clue!

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I Would Like My Sound Loop To Continously Loop Without Looping Over Itself When I Repeat My Images.
I have a sound loop moving along with my flash images. When the flash images finish and I send it back to frame 1, my sound doubles. How can I play my sound loop once, but allow my images to continously loop.

Is there away to just run one loop of sound, and let the image aspect continue to loop.

I would like my sound loop to continously loop without looping over itself when I repeat my images.

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Banner, Dynamic Text, Dynamic Images.
Wandering if someone here can help me with this banner, I am using dreamweaver2004 and Swish, if that helps any.
I would like to do the same as a banner seen at this website, www.martec.ie .
When looking at the code, you can tell that the images are coming from a folder, and the text is dynamic(from a databse). Also, I would like to be able to edit from a form, I may be able to figure this part if I get the help I need. But the images will be figured from the site, a database and such. Look at each or some pages and you will see what I am wanting to do. The images and text change.
Anyone here know how to do this? Thanks.

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Help With Looping Movie Clips And Changing Dynamic Text Fields
I feel like an idiot because I can't figure this out. I'm fairly new to the more advanced actionscript. Here is my problem:

I have an array of text strings that I want to loop through, loading a movie clip with a dynamic text field that would change depending on the array element you are on. I can't figure out how to do this correctly - it is only showing the last element in the array. Here is my code.


name_text_array = ["First Name","Second Name","Third Name"];
_root.createEmptyMovieClip("my_mc",1);
my_mc._x = 200;
my_mc._y = 200;

for (i=0;i<name_text_array.length;i++) {
my_mc.attachMovie("nameclip","nameclip_mc",2);
trace(name_text_array[i]);
my_mc.nameclip_mc.name_text.text = name_text_array[i];
removeMovieClip("nameclip_mc");
}

In my library I have a movie called nameclip_mc, which has a dynamic text field named name_text.
I have the linkage set for the nameclip_mc to export to actionscript with the Identifier nameclip.

What I want to see is the movie clip loading with the word "First Name", then removed... then the movie clip loading again with the word "Second Name", and then lastly "Third Name". But instead I am just getting "Third Name". The trace does display all the names in the output window.

I feel like I am missing some key concept here! Please help because I need to make this prototype into a project for work.

Any help is appreciated!

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Looping Movie Clips And Changing A Dynamic Text Field
I feel like an idiot and I can't find any documentation that can help me... here is my problem:

I have an array of text strings that I want to loop through, loading a movie clip with a dynamic text field that would change depending on the array element you are on. I can't figure out how to do this correctly - it is only showing the last element in the array. Here is my code.


name_text_array = ["First Name","Second Name","Third Name"];
_root.createEmptyMovieClip("my_mc",1);
my_mc._x = 200;
my_mc._y = 200;

for (i=0;i<name_text_array.length;i++) {
my_mc.attachMovie("nameclip","nameclip_mc",2);
trace(name_text_array[i]);
my_mc.nameclip_mc.name_text.text = name_text_array[i];
removeMovieClip("nameclip_mc");
}

In my library I have a movie called nameclip_mc, which has a dynamic text field named name_text.
I have the linkage set for the nameclip_mc to export to actionscript with the Identifier nameclip.

What I want to see is the movie clip loading with the word "First Name", then removed... then the movie clip loading again with the word "Second Name", and then lastly "Third Name". But instead I am just getting "Third Name". The trace does display all the names in the output window.

I feel like I am missing some key concept here! Please help because I need to make this prototype into a project for work. Once I figure out how to do this I think I can move on with my life

Any help is appreciated!

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Looping Sound And Looping Animation Sync
I'm working on a navagation interface for a new site, and I'm running into a few issues.

1) when you click on a button, it activiates an MC. within that MC, the first frame is the initial "off" state, and clicking on a button triggers the rest of the clip to play, from frame 2. I have a sound that starts in frame 2, and I set up an animation of a VU meter that is supposed to be synced very closely to the music. In the last frame of the MC is an action, gotoandplay, that sends it back to frame 2. The idea here is that once the button is pressed, the music loops and the animation loops with it.

When I test the movie, do a publish preview, or view the swf file in the flash player, the animation seems to be synced to the music for the first few times it loops, but then the animation drifts ahead of the music, getting progressively further out of sync with each loop. The other real problem here, is that when viewing the swf in any web browser, the animation is immediately behind the music, and seems to be running much slower than it should.

you can see the swf here:

http://www.lsrdigital.com/flash/index.html

Does anyone have any ideas about how to get this to work the way I am trying to get it to?

the .fla file is here if you want to look at it as well:

http://www.lsrdigital.com/flash/LSR.fla

2) The other problem I'm having is that the stage is set to be 680 pixels wide, and the graphic that fills the background is 680 pixels wide, BUT Flash MX publishes the movie at only 679 pixels wide! You can see the line of white pixels on the right side of the movie here:

http://www.lsrdigital.com/flash/index.html

I've double checked the html file and the table cell holding the movie element is 680 pixels wide. You can also tell that Flash is cutting off the last column of pixels because the background image is visibly just missing the edge to the right of the screws.

Any ideas on that one?

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Dynamic MCs From Gif Images
Hi,
i want to make Movie clips from gif images.
is there any way to generate the movie clips such that if the corresponding gif image changes,the movie clip changes accordingly.
thanks
jayant

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Dynamic Images
What is the actionscript for displaying either symbol-1, symbol-2 or symbol-3 into some sort of a placeholder thingy that when someone navigates around it shows the appropriate symbol (instead of having to create 3 scenes with different images).

Thanks.

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I want to use one image in more than 25 swf files. how do i use a shared image that i change in one place ant it shouls take place in all swf???

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I'm wondering if it's possible and how to call images from a MySQL database to Flash 5. I don't know PHP and I'm sure I wouldn't need help if I did.

Anyone have any ideas?

Thanks!

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DYNAMIC IMAGES IN MX
Hi Guys,

Here is a question.I was wondering if anyone knew if Dynamic images really work.

I mean with Flash 5 you could just incase a jpeg in a swf and load movie! but you couldn't give coordinates to the mc, Flash MX! I saw a tutorial on a dynamic slide show! but it used XML aswell. I kneed to know if using a Flash.exe projector you can do the same thing.. without it being online! Can it be done? I'm using Dynamic text in my Flash project now and I would be awsome if I could make the images Dynamic 2!! please help!! I'm going nuuuutz!


Thankyou!

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Dynamic Images
Simple question... how do I load dynamic images?

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Dynamic Images
any ideas on how to load jpegs dynamically from an images directory on the server...

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I know that you can have flah mx dynamically insert an image from a specified location. However, do you know if it is possible to have flash search a location, and then display all, or a specified number of .jpgs, from that location onto the flash movie. Say there were 10 images in the location, flash searched and found ten images, then displayed all of them on the screen. Would I also have to create a specific location for each to be displayed, or culd I just give flash coordinates and have it list the images in an orderly fashion?

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Dynamic Images
I've built a little file management movie that calls a CFC and populates a UI Data Grid component with the files from the directory call in the CFC. This all works great. So my next step is to put an image next to the file name representing the type of file. I can uses indexOf to determine the file type and all I need to know is how do I then take an item from the library and put it next to the file name in the data grid. I hope that makes sense. Here is the loop I have populating an array which in turn then populates the datagrif component:

1: var dP = new Array();
2: for (var i=0; i<rs.getLength(); i++) {
3: dP[i] = {Name:rs.items[i].Name, Size:int(parseInt(rs.items[i].Size/1024))+" KB", Modified:rs.items[i].dateLastMofified};
4: }
5: dgFile.setDataProvider(dP);

So basically, line 3 is where I need to somehow append an icon before the rs.items[i].Name.

Any help is greatly appreciated.

Thank you in advance,
CFDaddy

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Dynamic Images
I want to have dynamic images displayed by .swf
I have already have the .swf accesing the db to determine which .jpg to load but i cannot figure out how to load it and display it.

This is where I am stuck.
Once I have the file name of the .jpg who do I load it into .swf and display it?

Any advice welcome.

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Dynamic Images
I'd like to create a flash piece that takes in information from a database and displays it in the piece.

The database would store a list of paths to images and I'd like to randomly pick one image from the database on load and display it in the movie.

Any ideas how I would go about doing this?

Thanks.

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i'm having a wierd problem. i am using the loadmovie(); to load in jpgs into movie clips. the images are being dynamicly generated by a server script, but i don't know how many will be done at any one time. i have a swf right now that has 20 differnt movie clips, on 20 differnt layers that loads one of the frames into each. if the frame doesnt exist, no matter, next loop around the loadmovie catches it.


but that seems to be the problem. if a jpg is already loaded, how can i check for it? i keep getting a wierd skipping when it starts over.

does anyone know a good way to load images into a series, and display them as an animation? this is assuming that each frame will come in order, starting from 00.jpg and ending with 19.jpg

`grom

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Dynamic Images.
HI,
im building a portfolio site and have worked out the dynamic text function so i can add sites/clients later by just updating the text files.

BUT...

How would I go about adding a box which I can add new images in the same way? is it done in xml?

how is this process commonly done in other portfolio sites?

thanks.
Ben

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Dynamic Images Possible?
It's been a few years since I dabbled with flash. At that time you had to recompile the movie if you changed pictures. Do I have any options for creating a flash movie that allows me to dynamically change the images without recompiling.

Thanks

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In MX, how do you make a bitmap pull in its source from an external location? I know that this was a new function in MX, I just can't seem to find it and I'm sure it's really simple.

Thanks!

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