Using the Loader display object to load X jpegs, then resize each of the images differently while th

Posted by Supernovah on Stack Overflow See other posts from Stack Overflow or by Supernovah
Published on 2009-12-06T11:11:16Z Indexed on 2010/05/02 18:08 UTC
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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
    {
        myLoader = 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++;
    }
}

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