Re: [Flashcoders] Loading MC
Still need some help with this. Anyone? Sent from losPhone On Apr 3, 2009, at 5:03 AM, Karl DeSaulniers k...@designdrumm.com wrote: Hello all and good morning, I was wondering if I could get some help on this. I have been trying for days now to figure this out. I know there is some little thing I am missing and its probably right under my nose so to speak. Here is my code: //-- // Start Image loader //-- import com.martijndevisser.ImageLoader; _root.stage_mc.attachMovie(LargePic,LargePic + ID,this.getNextHighestDepth()); _root.stage_mc[LargePic + ID].ID = ID; _root.stage_mc[LargePic + ID]._x = originalX; _root.stage_mc[LargePic + ID]._y = originalY; var mcProgress:Number = 0; var checkLoader:Object = new Object(); checkLoader.onLoadStart = function(target:MovieClip):Void { trace(Start Width: + _root.stage_mc[LargePic + ID].previewW); trace(Start Height: + _root.stage_mc[LargePic + ID].previewH); _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible = true; _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndPlay(2); }; checkLoader.onLoadComplete = function(target:MovieClip) { target = _root.stage_mc[LargePic + ID].newPic.Image_mc; _root.stage_mc[LargePic + ID].newPic.percentCom.text = ; _root.stage_mc[LargePic + ID].newPic.spiralLoader.stop(); _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndStop(1); _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible = false; target._width = target._width / 3; target._height = target._height / 3; _root.stage_mc[LargePic + ID].previewW = _root.stage_mc[LargePic + ID].newPic._width; _root.stage_mc[LargePic + ID].previewH = _root.stage_mc[LargePic + ID].newPic._height; trace(End Width: + _root.stage_mc[LargePic + ID].previewW); trace(End Height: + _root.stage_mc[LargePic + ID].previewH); }; checkLoader.onLoadProgress = function(target:MovieClip, bytesLoaded:Number, bytesTotal:Number):Void { mcProgress = Math.ceil((bytesLoaded / bytesTotal) * 100); _root.stage_mc[LargePic + ID].newPic.percentCom.text = mcProgress.toString() + %; }; var loader:ImageLoader = new ImageLoader(_root.stage_mc[LargePic + ID].newPic.Image_mc); loader.addListener(checkLoader); loader.loadImage(_global.projectPic,_root.stage_mc[LargePic + ID].newPic.Image_mc); //-- // End Image Loader //-- To explain further, I have a oversized image loading at first which is sized down 3 times. Once it sizes down, I want previewW and previewH to equal the new width and height. Everything loads fine, it loads and the progress runs and it resizes fine, but when I hit my resize button to make it smaller, the variables previewW and previewH take on the dimensions of _root.stage_mc[LargePic + ID].newPic.Image_mc before anything was loaded into it. (my resize button works off of the previewW and previewH vairables, this info is just FYI) var fitSizeW:Number = previewW; var fitSizeH:Number = previewH; var maxSizeW:Number = (previewW * 3); var maxSizeH:Number = (previewW * 3); var minSizeW:Number = (previewW / 3); var minSizeH:Number = (previewH / 3); Note: I have to keep previewW and previewH also because I have a mousescroll attached to that variable as well. I have a feeling that because the ImageLoader class loads a dummy MC for the bitmap and then removes it to place the img MC for smoothing, my script is not getting the final value of what is loaded into it and so previewW and previewH do not inherit its final values, just its beginning values. There is a background bitmap that gets replaced by the loaded image that is in the MC when it is placed on stage. This is the beginning value. This is in AS2 BTW. Any help would be GREATLY appreciated at this point. THX Karl DeSaulniers Design Drumm http://designdrumm.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Loading MC
No offense meant here, seriously, but this is a minor pet peeve of mine. I think the reason people don't respond to questions like this is not because they don't know the answer, it's because the poster wrote way too much in the way of description and posted too much code for list members to sort through, therefore looking at this post, the immediate reaction of some (not all, but some) may be, I don't have time to look through this - someone else will answer. Consequently nobody answers. I would recommend making your posts more succinct. You'll find more success that way, and by really thinking about the core issue and whittling it down, you may even come up with the answer (this happens to me all the time - just writing out the problem in a succinct manner helps me to find the answer, so I cancel posting the question). You're posting a lot of code that is irrelevant to the question. No offense meant... just hoping this helps to get help. Jason Merrill Bank of America Learning Performance Solutions Instructional Technology Media Monthly meetings on the Adobe Flash platform for rich media experiences - join the Bank of America Flash Platform Community -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Karl DeSaulniers Sent: Friday, April 10, 2009 12:42 PM To: Flash Coders List Subject: Re: [Flashcoders] Loading MC Still need some help with this. Anyone? Sent from losPhone On Apr 3, 2009, at 5:03 AM, Karl DeSaulniers k...@designdrumm.com wrote: Hello all and good morning, I was wondering if I could get some help on this. I have been trying for days now to figure this out. I know there is some little thing I am missing and its probably right under my nose so to speak. Here is my code: //-- // Start Image loader //-- import com.martijndevisser.ImageLoader; _root.stage_mc.attachMovie(LargePic,LargePic + ID,this.getNextHighestDepth()); _root.stage_mc[LargePic + ID].ID = ID; _root.stage_mc[LargePic + ID]._x = originalX; _root.stage_mc[LargePic + ID]._y = originalY; var mcProgress:Number = 0; var checkLoader:Object = new Object(); checkLoader.onLoadStart = function(target:MovieClip):Void { trace(Start Width: + _root.stage_mc[LargePic + ID].previewW); trace(Start Height: + _root.stage_mc[LargePic + ID].previewH); _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible = true; _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndPlay(2); }; checkLoader.onLoadComplete = function(target:MovieClip) { target = _root.stage_mc[LargePic + ID].newPic.Image_mc; _root.stage_mc[LargePic + ID].newPic.percentCom.text = ; _root.stage_mc[LargePic + ID].newPic.spiralLoader.stop(); _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndStop(1); _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible = false; target._width = target._width / 3; target._height = target._height / 3; _root.stage_mc[LargePic + ID].previewW = _root.stage_mc[LargePic + ID].newPic._width; _root.stage_mc[LargePic + ID].previewH = _root.stage_mc[LargePic + ID].newPic._height; trace(End Width: + _root.stage_mc[LargePic + ID].previewW); trace(End Height: + _root.stage_mc[LargePic + ID].previewH); }; checkLoader.onLoadProgress = function(target:MovieClip, bytesLoaded:Number, bytesTotal:Number):Void { mcProgress = Math.ceil((bytesLoaded / bytesTotal) * 100); _root.stage_mc[LargePic + ID].newPic.percentCom.text = mcProgress.toString() + %; }; var loader:ImageLoader = new ImageLoader(_root.stage_mc[LargePic + ID].newPic.Image_mc); loader.addListener(checkLoader); loader.loadImage(_global.projectPic,_root.stage_mc[LargePic + ID].newPic.Image_mc); //-- // End Image Loader //-- To explain further, I have a oversized image loading at first which is sized down 3 times. Once it sizes down, I want previewW and previewH to equal the new width and height. Everything loads fine, it loads and the progress runs and it resizes fine, but when I hit my resize button to make it smaller, the variables previewW and previewH take on the dimensions of _root.stage_mc[LargePic + ID].newPic.Image_mc before anything was loaded into it. (my resize button works off of the previewW and previewH vairables, this info is just FYI) var fitSizeW:Number = previewW; var fitSizeH:Number = previewH; var maxSizeW:Number = (previewW * 3); var maxSizeH:Number = (previewW * 3); var minSizeW:Number = (previewW / 3); var minSizeH:Number = (previewH / 3); Note: I have to keep previewW and previewH also because I have a mousescroll attached to that variable as well. I have a feeling that because the ImageLoader class loads
Re: [Flashcoders] Loading MC
Ah duly noted. I will figure it out myself then. Sorry to all who were inconveniened. Sent from losPhone On Apr 10, 2009, at 1:21 PM, Merrill, Jason jason.merr...@bankofamerica.com wrote: No offense meant here, seriously, but this is a minor pet peeve of mine. I think the reason people don't respond to questions like this is not because they don't know the answer, it's because the poster wrote way too much in the way of description and posted too much code for list members to sort through, therefore looking at this post, the immediate reaction of some (not all, but some) may be, I don't have time to look through this - someone else will answer. Consequently nobody answers. I would recommend making your posts more succinct. You'll find more success that way, and by really thinking about the core issue and whittling it down, you may even come up with the answer (this happens to me all the time - just writing out the problem in a succinct manner helps me to find the answer, so I cancel posting the question). You're posting a lot of code that is irrelevant to the question. No offense meant... just hoping this helps to get help. Jason Merrill Bank of America Learning Performance Solutions Instructional Technology Media Monthly meetings on the Adobe Flash platform for rich media experiences - join the Bank of America Flash Platform Community -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Karl DeSaulniers Sent: Friday, April 10, 2009 12:42 PM To: Flash Coders List Subject: Re: [Flashcoders] Loading MC Still need some help with this. Anyone? Sent from losPhone On Apr 3, 2009, at 5:03 AM, Karl DeSaulniers k...@designdrumm.com wrote: Hello all and good morning, I was wondering if I could get some help on this. I have been trying for days now to figure this out. I know there is some little thing I am missing and its probably right under my nose so to speak. Here is my code: //-- // Start Image loader //-- import com.martijndevisser.ImageLoader; _root.stage_mc.attachMovie(LargePic,LargePic + ID,this.getNextHighestDepth()); _root.stage_mc[LargePic + ID].ID = ID; _root.stage_mc[LargePic + ID]._x = originalX; _root.stage_mc[LargePic + ID]._y = originalY; var mcProgress:Number = 0; var checkLoader:Object = new Object(); checkLoader.onLoadStart = function(target:MovieClip):Void { trace(Start Width: + _root.stage_mc[LargePic + ID].previewW); trace(Start Height: + _root.stage_mc[LargePic + ID].previewH); _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible = true; _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndPlay(2); }; checkLoader.onLoadComplete = function(target:MovieClip) { target = _root.stage_mc[LargePic + ID].newPic.Image_mc; _root.stage_mc[LargePic + ID].newPic.percentCom.text = ; _root.stage_mc[LargePic + ID].newPic.spiralLoader.stop(); _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndStop(1); _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible = false; target._width = target._width / 3; target._height = target._height / 3; _root.stage_mc[LargePic + ID].previewW = _root.stage_mc[LargePic + ID].newPic._width; _root.stage_mc[LargePic + ID].previewH = _root.stage_mc[LargePic + ID].newPic._height; trace(End Width: + _root.stage_mc[LargePic + ID].previewW); trace(End Height: + _root.stage_mc[LargePic + ID].previewH); }; checkLoader.onLoadProgress = function(target:MovieClip, bytesLoaded:Number, bytesTotal:Number):Void { mcProgress = Math.ceil((bytesLoaded / bytesTotal) * 100); _root.stage_mc[LargePic + ID].newPic.percentCom.text = mcProgress.toString() + %; }; var loader:ImageLoader = new ImageLoader(_root.stage_mc[LargePic + ID].newPic.Image_mc); loader.addListener(checkLoader); loader.loadImage(_global.projectPic,_root.stage_mc[LargePic + ID].newPic.Image_mc); //-- // End Image Loader //-- To explain further, I have a oversized image loading at first which is sized down 3 times. Once it sizes down, I want previewW and previewH to equal the new width and height. Everything loads fine, it loads and the progress runs and it resizes fine, but when I hit my resize button to make it smaller, the variables previewW and previewH take on the dimensions of _root.stage_mc[LargePic + ID].newPic.Image_mc before anything was loaded into it. (my resize button works off of the previewW and previewH vairables, this info is just FYI) var fitSizeW:Number = previewW; var fitSizeH:Number = previewH; var maxSizeW:Number = (previewW * 3); var maxSizeH:Number = (previewW * 3); var minSizeW:Number = (previewW / 3); var minSizeH:Number = (previewH / 3); Note: I have to keep previewW and previewH also because I have a mousescroll attached
RE: [Flashcoders] Loading MC
Karl DeSaulniers wrote: Ah duly noted. I will figure it out myself then. Sorry to all who were inconveniened. I don't think it was really an inconvenience to anybody. I think Jason wasn't so much criticizing you as pointing out the best way to get answers from the group. In other words, whittle it down to a specific code portion, describe the issue succinctly, and we're glad to help. You original post was just a case of TMI ^_^ Think about it. How often do you read beyond the 2nd or 3rd paragraph of a long post? Kids these days. No attention span ;-) Cordially, Kerry Thompson ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Loading MC
I understand. No problems. I will try to figure out how to simplify my question. Sent from losPhone On Apr 10, 2009, at 3:44 PM, Kerry Thompson al...@cyberiantiger.biz wrote: Karl DeSaulniers wrote: Ah duly noted. I will figure it out myself then. Sorry to all who were inconveniened. I don't think it was really an inconvenience to anybody. I think Jason wasn't so much criticizing you as pointing out the best way to get answers from the group. In other words, whittle it down to a specific code portion, describe the issue succinctly, and we're glad to help. You original post was just a case of TMI ^_^ Think about it. How often do you read beyond the 2nd or 3rd paragraph of a long post? Kids these days. No attention span ;-) Cordially, Kerry Thompson ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Loading MC
Hi Karl, your best bet is probably to checkout the imageloader source from martijn de visser that you are using, and adapt that to be able to get at the values you want. Maybe this works: target._width = target._width / 3; target._height = target._height / 3; _root.stage_mc[LargePic + ID].previewW = target._width; _root.stage_mc[LargePic + ID].previewH = target._height; regards, JC On Fri, Apr 3, 2009 at 12:03 PM, Karl DeSaulniers k...@designdrumm.comwrote: Hello, I was wondering if anyone can point me in the rigth direction. I have been trying for days now to figure this out. I know there is some little thing I am missing and its probably right under my nose so to speak. Here is my code: //-- // Start Image loader //-- import com.martijndevisser.ImageLoader; _root.stage_mc.attachMovie(LargePic,LargePic + ID,this.getNextHighestDepth()); _root.stage_mc[LargePic + ID].ID = ID; _root.stage_mc[LargePic + ID]._x = originalX; _root.stage_mc[LargePic + ID]._y = originalY; var mcProgress:Number = 0; var checkLoader:Object = new Object(); checkLoader.onLoadStart = function(target:MovieClip):Void { trace(Start Width: + _root.stage_mc[LargePic + ID].previewW); trace(Start Height: + _root.stage_mc[LargePic + ID].previewH); _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible = true; _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndPlay(2); }; checkLoader.onLoadComplete = function(target:MovieClip) { target = _root.stage_mc[LargePic + ID].newPic.Image_mc; _root.stage_mc[LargePic + ID].newPic.percentCom.text = ; _root.stage_mc[LargePic + ID].newPic.spiralLoader.stop(); _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndStop(1); _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible = false; target._width = target._width / 3; target._height = target._height / 3; _root.stage_mc[LargePic + ID].previewW = _root.stage_mc[LargePic + ID].newPic._width; _root.stage_mc[LargePic + ID].previewH = _root.stage_mc[LargePic + ID].newPic._height; trace(End Width: + _root.stage_mc[LargePic + ID].previewW); trace(End Height: + _root.stage_mc[LargePic + ID].previewH); }; checkLoader.onLoadProgress = function(target:MovieClip, bytesLoaded:Number, bytesTotal:Number):Void { mcProgress = Math.ceil((bytesLoaded / bytesTotal) * 100); _root.stage_mc[LargePic + ID].newPic.percentCom.text = mcProgress.toString() + %; }; var loader:ImageLoader = new ImageLoader(_root.stage_mc[LargePic + ID].newPic.Image_mc); loader.addListener(checkLoader); loader.loadImage(_global.projectPic,_root.stage_mc[LargePic + ID].newPic.Image_mc); //-- // End Image Loader //-- To explain further, I have a oversized image loading at first which is sized down 3 times. Once it sizes down, I want previewW and previewH to equal the new width and height. Everything loads fine, it loads and the progress runs and it resizes fine, but when I hit my resize button to make it smaller, the variables previewW and previewH take on the dimensions of _root.stage_mc[LargePic + ID].newPic.Image_mc before anything was loaded into it. (my resize button works off of the previewW and previewH vairables, this info is just FYI) var fitSizeW:Number = previewW; var fitSizeH:Number = previewH; var maxSizeW:Number = (previewW * 3); var maxSizeH:Number = (previewW * 3); var minSizeW:Number = (previewW / 3); var minSizeH:Number = (previewH / 3); Note: I have to keep previewW and previewH also because I have a mousescroll attached to that variable as well. I have a feeling that because the ImageLoader class loads a dummy MC for the bitmap and then removes it to place the img MC for smoothing, my script is not getting the final value of what is loaded into it and so previewW and previewH do not inherit its final values, just its beginning values. There is a background bitmap that gets replaced by the loaded image that is in the MC when it is placed on stage. This is the beginning value. This is in AS2 BTW. Any help would be GREATLY appreciated at this point. THX Karl DeSaulniers Design Drumm http://designdrumm.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Loading MC
Hey thanks for your thoughts. Do you mean take the code out of the class and put it directly in my fla? Karl Sent from losPhone On Apr 5, 2009, at 10:20 AM, Hans Wichman j.c.wich...@objectpainters.com wrote: Hi Karl, your best bet is probably to checkout the imageloader source from martijn de visser that you are using, and adapt that to be able to get at the values you want. Maybe this works: target._width = target._width / 3; target._height = target._height / 3; _root.stage_mc[LargePic + ID].previewW = target._width; _root.stage_mc[LargePic + ID].previewH = target._height; regards, JC On Fri, Apr 3, 2009 at 12:03 PM, Karl DeSaulniers k...@designdrumm.com wrote: Hello, I was wondering if anyone can point me in the rigth direction. I have been trying for days now to figure this out. I know there is some little thing I am missing and its probably right under my nose so to speak. Here is my code: //-- // Start Image loader //-- import com.martijndevisser.ImageLoader; _root.stage_mc.attachMovie(LargePic,LargePic + ID,this.getNextHighestDepth()); _root.stage_mc[LargePic + ID].ID = ID; _root.stage_mc[LargePic + ID]._x = originalX; _root.stage_mc[LargePic + ID]._y = originalY; var mcProgress:Number = 0; var checkLoader:Object = new Object(); checkLoader.onLoadStart = function(target:MovieClip):Void { trace(Start Width: + _root.stage_mc[LargePic + ID].previewW); trace(Start Height: + _root.stage_mc[LargePic + ID].previewH); _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible = true; _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndPlay(2); }; checkLoader.onLoadComplete = function(target:MovieClip) { target = _root.stage_mc[LargePic + ID].newPic.Image_mc; _root.stage_mc[LargePic + ID].newPic.percentCom.text = ; _root.stage_mc[LargePic + ID].newPic.spiralLoader.stop(); _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndStop(1); _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible = false; target._width = target._width / 3; target._height = target._height / 3; _root.stage_mc[LargePic + ID].previewW = _root.stage_mc[LargePic + ID].newPic._width; _root.stage_mc[LargePic + ID].previewH = _root.stage_mc[LargePic + ID].newPic._height; trace(End Width: + _root.stage_mc[LargePic + ID].previewW); trace(End Height: + _root.stage_mc[LargePic + ID].previewH); }; checkLoader.onLoadProgress = function(target:MovieClip, bytesLoaded:Number, bytesTotal:Number):Void { mcProgress = Math.ceil((bytesLoaded / bytesTotal) * 100); _root.stage_mc[LargePic + ID].newPic.percentCom.text = mcProgress.toString() + %; }; var loader:ImageLoader = new ImageLoader(_root.stage_mc[LargePic + ID].newPic.Image_mc); loader.addListener(checkLoader); loader.loadImage(_global.projectPic,_root.stage_mc[LargePic + ID].newPic.Image_mc); //-- // End Image Loader //-- To explain further, I have a oversized image loading at first which is sized down 3 times. Once it sizes down, I want previewW and previewH to equal the new width and height. Everything loads fine, it loads and the progress runs and it resizes fine, but when I hit my resize button to make it smaller, the variables previewW and previewH take on the dimensions of _root.stage_mc[LargePic + ID].newPic.Image_mc before anything was loaded into it. (my resize button works off of the previewW and previewH vairables, this info is just FYI) var fitSizeW:Number = previewW; var fitSizeH:Number = previewH; var maxSizeW:Number = (previewW * 3); var maxSizeH:Number = (previewW * 3); var minSizeW:Number = (previewW / 3); var minSizeH:Number = (previewH / 3); Note: I have to keep previewW and previewH also because I have a mousescroll attached to that variable as well. I have a feeling that because the ImageLoader class loads a dummy MC for the bitmap and then removes it to place the img MC for smoothing, my script is not getting the final value of what is loaded into it and so previewW and previewH do not inherit its final values, just its beginning values. There is a background bitmap that gets replaced by the loaded image that is in the MC when it is placed on stage. This is the beginning value. This is in AS2 BTW. Any help would be GREATLY appreciated at this point. THX Karl DeSaulniers Design Drumm http://designdrumm.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___
Re: [Flashcoders] Loading MC
Hi, erm no that's not what I said:). Just read the original source file to deduct where it goes wrong, or try out the replacement I suggested in your own code. regards, JC On Mon, Apr 6, 2009 at 12:24 AM, Karl DeSaulniers k...@designdrumm.comwrote: Hey thanks for your thoughts. Do you mean take the code out of the class and put it directly in my fla? Karl Sent from losPhone On Apr 5, 2009, at 10:20 AM, Hans Wichman j.c.wich...@objectpainters.com wrote: Hi Karl, your best bet is probably to checkout the imageloader source from martijn de visser that you are using, and adapt that to be able to get at the values you want. Maybe this works: target._width = target._width / 3; target._height = target._height / 3; _root.stage_mc[LargePic + ID].previewW = target._width; _root.stage_mc[LargePic + ID].previewH = target._height; regards, JC On Fri, Apr 3, 2009 at 12:03 PM, Karl DeSaulniers k...@designdrumm.com wrote: Hello, I was wondering if anyone can point me in the rigth direction. I have been trying for days now to figure this out. I know there is some little thing I am missing and its probably right under my nose so to speak. Here is my code: //-- // Start Image loader //-- import com.martijndevisser.ImageLoader; _root.stage_mc.attachMovie(LargePic,LargePic + ID,this.getNextHighestDepth()); _root.stage_mc[LargePic + ID].ID = ID; _root.stage_mc[LargePic + ID]._x = originalX; _root.stage_mc[LargePic + ID]._y = originalY; var mcProgress:Number = 0; var checkLoader:Object = new Object(); checkLoader.onLoadStart = function(target:MovieClip):Void { trace(Start Width: + _root.stage_mc[LargePic + ID].previewW); trace(Start Height: + _root.stage_mc[LargePic + ID].previewH); _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible = true; _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndPlay(2); }; checkLoader.onLoadComplete = function(target:MovieClip) { target = _root.stage_mc[LargePic + ID].newPic.Image_mc; _root.stage_mc[LargePic + ID].newPic.percentCom.text = ; _root.stage_mc[LargePic + ID].newPic.spiralLoader.stop(); _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndStop(1); _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible = false; target._width = target._width / 3; target._height = target._height / 3; _root.stage_mc[LargePic + ID].previewW = _root.stage_mc[LargePic + ID].newPic._width; _root.stage_mc[LargePic + ID].previewH = _root.stage_mc[LargePic + ID].newPic._height; trace(End Width: + _root.stage_mc[LargePic + ID].previewW); trace(End Height: + _root.stage_mc[LargePic + ID].previewH); }; checkLoader.onLoadProgress = function(target:MovieClip, bytesLoaded:Number, bytesTotal:Number):Void { mcProgress = Math.ceil((bytesLoaded / bytesTotal) * 100); _root.stage_mc[LargePic + ID].newPic.percentCom.text = mcProgress.toString() + %; }; var loader:ImageLoader = new ImageLoader(_root.stage_mc[LargePic + ID].newPic.Image_mc); loader.addListener(checkLoader); loader.loadImage(_global.projectPic,_root.stage_mc[LargePic + ID].newPic.Image_mc); //-- // End Image Loader //-- To explain further, I have a oversized image loading at first which is sized down 3 times. Once it sizes down, I want previewW and previewH to equal the new width and height. Everything loads fine, it loads and the progress runs and it resizes fine, but when I hit my resize button to make it smaller, the variables previewW and previewH take on the dimensions of _root.stage_mc[LargePic + ID].newPic.Image_mc before anything was loaded into it. (my resize button works off of the previewW and previewH vairables, this info is just FYI) var fitSizeW:Number = previewW; var fitSizeH:Number = previewH; var maxSizeW:Number = (previewW * 3); var maxSizeH:Number = (previewW * 3); var minSizeW:Number = (previewW / 3); var minSizeH:Number = (previewH / 3); Note: I have to keep previewW and previewH also because I have a mousescroll attached to that variable as well. I have a feeling that because the ImageLoader class loads a dummy MC for the bitmap and then removes it to place the img MC for smoothing, my script is not getting the final value of what is loaded into it and so previewW and previewH do not inherit its final values, just its beginning values. There is a background bitmap that gets replaced by the loaded image that is in the MC when it is placed on stage. This is the beginning value. This is in AS2 BTW. Any help would be GREATLY appreciated at this point. THX Karl DeSaulniers Design Drumm http://designdrumm.com ___ Flashcoders mailing list
[Flashcoders] Loading MC
Hello, I was wondering if anyone can point me in the rigth direction. I have been trying for days now to figure this out. I know there is some little thing I am missing and its probably right under my nose so to speak. Here is my code: //-- // Start Image loader //-- import com.martijndevisser.ImageLoader; _root.stage_mc.attachMovie(LargePic,LargePic + ID,this.getNextHighestDepth()); _root.stage_mc[LargePic + ID].ID = ID; _root.stage_mc[LargePic + ID]._x = originalX; _root.stage_mc[LargePic + ID]._y = originalY; var mcProgress:Number = 0; var checkLoader:Object = new Object(); checkLoader.onLoadStart = function(target:MovieClip):Void { trace(Start Width: + _root.stage_mc[LargePic + ID].previewW); trace(Start Height: + _root.stage_mc[LargePic + ID].previewH); _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible = true; _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndPlay(2); }; checkLoader.onLoadComplete = function(target:MovieClip) { target = _root.stage_mc[LargePic + ID].newPic.Image_mc; _root.stage_mc[LargePic + ID].newPic.percentCom.text = ; _root.stage_mc[LargePic + ID].newPic.spiralLoader.stop(); _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndStop(1); _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible = false; target._width = target._width / 3; target._height = target._height / 3; _root.stage_mc[LargePic + ID].previewW = _root.stage_mc[LargePic + ID].newPic._width; _root.stage_mc[LargePic + ID].previewH = _root.stage_mc[LargePic + ID].newPic._height; trace(End Width: + _root.stage_mc[LargePic + ID].previewW); trace(End Height: + _root.stage_mc[LargePic + ID].previewH); }; checkLoader.onLoadProgress = function(target:MovieClip, bytesLoaded:Number, bytesTotal:Number):Void { mcProgress = Math.ceil((bytesLoaded / bytesTotal) * 100); _root.stage_mc[LargePic + ID].newPic.percentCom.text = mcProgress.toString() + %; }; var loader:ImageLoader = new ImageLoader(_root.stage_mc[LargePic + ID].newPic.Image_mc); loader.addListener(checkLoader); loader.loadImage(_global.projectPic,_root.stage_mc[LargePic + ID].newPic.Image_mc); //-- // End Image Loader //-- To explain further, I have a oversized image loading at first which is sized down 3 times. Once it sizes down, I want previewW and previewH to equal the new width and height. Everything loads fine, it loads and the progress runs and it resizes fine, but when I hit my resize button to make it smaller, the variables previewW and previewH take on the dimensions of _root.stage_mc[LargePic + ID].newPic.Image_mc before anything was loaded into it. (my resize button works off of the previewW and previewH vairables, this info is just FYI) var fitSizeW:Number = previewW; var fitSizeH:Number = previewH; var maxSizeW:Number = (previewW * 3); var maxSizeH:Number = (previewW * 3); var minSizeW:Number = (previewW / 3); var minSizeH:Number = (previewH / 3); Note: I have to keep previewW and previewH also because I have a mousescroll attached to that variable as well. I have a feeling that because the ImageLoader class loads a dummy MC for the bitmap and then removes it to place the img MC for smoothing, my script is not getting the final value of what is loaded into it and so previewW and previewH do not inherit its final values, just its beginning values. There is a background bitmap that gets replaced by the loaded image that is in the MC when it is placed on stage. This is the beginning value. This is in AS2 BTW. Any help would be GREATLY appreciated at this point. THX Karl DeSaulniers Design Drumm http://designdrumm.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Loading MC
Hello all and good morning, I was wondering if I could get some help on this. I have been trying for days now to figure this out. I know there is some little thing I am missing and its probably right under my nose so to speak. Here is my code: //-- // Start Image loader //-- import com.martijndevisser.ImageLoader; _root.stage_mc.attachMovie(LargePic,LargePic + ID,this.getNextHighestDepth()); _root.stage_mc[LargePic + ID].ID = ID; _root.stage_mc[LargePic + ID]._x = originalX; _root.stage_mc[LargePic + ID]._y = originalY; var mcProgress:Number = 0; var checkLoader:Object = new Object(); checkLoader.onLoadStart = function(target:MovieClip):Void { trace(Start Width: + _root.stage_mc[LargePic + ID].previewW); trace(Start Height: + _root.stage_mc[LargePic + ID].previewH); _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible = true; _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndPlay(2); }; checkLoader.onLoadComplete = function(target:MovieClip) { target = _root.stage_mc[LargePic + ID].newPic.Image_mc; _root.stage_mc[LargePic + ID].newPic.percentCom.text = ; _root.stage_mc[LargePic + ID].newPic.spiralLoader.stop(); _root.stage_mc[LargePic + ID].newPic.spiralLoader.gotoAndStop(1); _root.stage_mc[LargePic + ID].newPic.spiralLoader._visible = false; target._width = target._width / 3; target._height = target._height / 3; _root.stage_mc[LargePic + ID].previewW = _root.stage_mc[LargePic + ID].newPic._width; _root.stage_mc[LargePic + ID].previewH = _root.stage_mc[LargePic + ID].newPic._height; trace(End Width: + _root.stage_mc[LargePic + ID].previewW); trace(End Height: + _root.stage_mc[LargePic + ID].previewH); }; checkLoader.onLoadProgress = function(target:MovieClip, bytesLoaded:Number, bytesTotal:Number):Void { mcProgress = Math.ceil((bytesLoaded / bytesTotal) * 100); _root.stage_mc[LargePic + ID].newPic.percentCom.text = mcProgress.toString() + %; }; var loader:ImageLoader = new ImageLoader(_root.stage_mc[LargePic + ID].newPic.Image_mc); loader.addListener(checkLoader); loader.loadImage(_global.projectPic,_root.stage_mc[LargePic + ID].newPic.Image_mc); //-- // End Image Loader //-- To explain further, I have a oversized image loading at first which is sized down 3 times. Once it sizes down, I want previewW and previewH to equal the new width and height. Everything loads fine, it loads and the progress runs and it resizes fine, but when I hit my resize button to make it smaller, the variables previewW and previewH take on the dimensions of _root.stage_mc[LargePic + ID].newPic.Image_mc before anything was loaded into it. (my resize button works off of the previewW and previewH vairables, this info is just FYI) var fitSizeW:Number = previewW; var fitSizeH:Number = previewH; var maxSizeW:Number = (previewW * 3); var maxSizeH:Number = (previewW * 3); var minSizeW:Number = (previewW / 3); var minSizeH:Number = (previewH / 3); Note: I have to keep previewW and previewH also because I have a mousescroll attached to that variable as well. I have a feeling that because the ImageLoader class loads a dummy MC for the bitmap and then removes it to place the img MC for smoothing, my script is not getting the final value of what is loaded into it and so previewW and previewH do not inherit its final values, just its beginning values. There is a background bitmap that gets replaced by the loaded image that is in the MC when it is placed on stage. This is the beginning value. This is in AS2 BTW. Any help would be GREATLY appreciated at this point. THX Karl DeSaulniers Design Drumm http://designdrumm.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders