I can trace out, and attach the child to the subclass and have it
display the unformatted bmp,
so not only does my function work when passing the data, I have a
starting point to test from.
What I am now wondering, is if it acts as a pointer to the original
target, or of it duplicates the image...
public function newThumbNail(target:Bitmap, pos:uint) {
//I am duplicating the data in case it is a pointer and not a
newly instantiated object.
var bmp:Bitmap = new Bitmap();
bmp.bitmapData = target.bitmapData;
//addChild(bmp); I was able to see the data when passed using
this.
//the params for my new thumb constructor are just temporary...
and they can be traced out from the subclass
var tmb:thumb = new thumb(this.x, this.x, tmw, tmh);
tmb.name = "thumb" + pos;
tmb.newImage(bmp);
this.thumbsContainer.addChildAt(tmb,pos);
}
now when I want it to display the BMP in the thumb class... nothing
happens...
Cor wrote:
Try to trace where you loose the scope of your bitmap.
Do you "return" it from your subclass??
-----Original Message-----
From: Anthony Pace [mailto:[EMAIL PROTECTED]
Sent: dinsdag 25 november 2008 16:01
To: Cor; Flash Coders List
Subject: Re: [Flashcoders] as3 image loading and reusing amongst classes.
And listening to events fired by children.
I have done that , put when I pass the function...
newThumbNail(this.imageDataArray[this.imageDataArray.length-1]);
it still does not display my image as a thumbnail... I have tested to
see if it is receiving the image data, and it is; however, for some
reason, I can't seem to put it on the display list. I have added all
children in order, and I am wondering what is going on.
private function onImageLoad(event:Event):void {
var bmp:Bitmap = event.target.loader.content as Bitmap;
this.imageDataArray[this.imageDataArray.length] = bmp;
if (this.imageTotal == 0) {
trace('we are getting this far');
this.BIPanel.newImage(this.imageDataArray[this.imageDataArray.length-1]);
//this is the call to the first big image and it loads
very well
}
this.tPanel.newThumbNail(this.imageDataArray[this.imageDataArray.length-1],
imageTotal);
//............now this seems to pass the data but the image
is not displayed in the child class of thumbs panel
//thumbnailPanel class thumbnail class.....
//yet, I have added everything as a child of it's parent.
}
it still does not show up; yet, the subClass method traces out the
bitmap data that was sent. What am I doing wrong? I need an answer
bad. I used to be able to do this so easily in as2.
Cor wrote:
Put your bitmaps in a globally declared Array and they will be available
at
all times.
-----Original Message-----
From: Anthony Pace [mailto:[EMAIL PROTECTED]
Sent: dinsdag 25 november 2008 11:12
To: Cor
Subject: Re: [Flashcoders] as3 image loading and reusing amongst classes.
And listening to events fired by children.
Actually,
I thought I figured it out, and then it stopped working. I was just
duplicating the bitmap; yet, it doesn't seem to work anymore??? Maybe I
messed up something...
Cor wrote:
Hi Anthony,
Good for you!
I live in The Netherlands (GMT+1) so I missed some hours in your
progress.
Would you be so kind to share your solution?
Kind regards
Cor
-----Original Message-----
From: Anthony Pace [mailto:[EMAIL PROTECTED]
Sent: dinsdag 25 november 2008 4:12
To: Cor
Subject: Re: [Flashcoders] as3 image loading and reusing amongst classes.
And listening to events fired by children.
Figured it out, and thanks for the help.
Cor wrote:
Just thinking about reparenting issues at this point, and your way is
great if you record a depth variable and pass it back to a parent
function which passes it back to a parent function etc... ;yet, what if
my parent has changed and I don't have that function available to me
anymore? Is there some way of doing this
One addition: If you put your function in a class file (.as) they will
always be available, no matter what is on your stage.
Set this as your Document file and you are good to go.
Grz
Cor
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