Using the Loader display object to load X jpegs, then resize each of the images differently while they're on the stage
Hey there, I was wondering if this is possible to do
I am able to load the image in and have it displayed easily enough by using addChild(myLoader); where myLoader is in the classWide private scope. The problem is, whenever I call my function inside that class which adds the loader to the stage, it clears the old one and puts this new one in even if I add a bit where I change myLoader.name to something related to how many images it has completed. This is a serious hinderance as I can't do anything besides KNOW how many images I will need to load and write the code X times. The problem being is that the urls are read from an XML file.
My main desire was to have a classWide private Array which contained my loaders and I would assign them using myArray.push(myLoader) each time the load had completed. There is a problem which is that it compiles but they never get displayed
it would work as this is written
public class Images extends Sprite
{
private var imagesLoaded = 0;
private var myLoader:Loader;
...
public function Images():Void
{
myL开发者_开发技巧oader = new Loader;
//loop calling a myLoader.load(imageURL) for a bunch of urls
myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded);
}
public function imageLoaded
{
myArray[imagesLoaded] = myLoader;
trace("does\'nt get to here!!");
addChild(myArray[imagesLoaded]);
imagesLoaded++;
}
}
You could create multiple Loaders to load your multiple files:
public class Images extends Sprite
{
private var imagesLoaded = 0;
private var myArray:Array;
...
public function Images():Void
{
myArray = [];
for each (var url:String in myBunchOfURLS)
loadURL(url);
}
private function loadURL(url:String):void
{
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded);
loader.load(new URLRequest(url));
// you'll need to add the loader to the display list to see anything!
addChild(loader);
}
private function imageLoaded(event:Event):void
{
var info:LoaderInfo = LoaderInfo(event.currentTarget);
info.removeEventListener(Event.COMPLETE, imageLoaded);
var loader:Loader = info.loader;
myArray[imagesLoaded++] = loader;
// or you could add the loader to the display list here instead?
}
}
If you have to have one loader, then you'll need to wait for each load to complete, get the bitmap data out of the loaded bitmap, add it to a new bitmap, then start loading the next image. That's a bit more of a pain - I'd stick to this approach if I were you.
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