On Tue, Jul 8, 2008 at 4:43 PM, Gabino Travassos <[EMAIL PROTECTED]>
wrote:

> According to the help files you need:
> var mclListener:Object = new Object();
>
>
> ----- Original Message ----- From: "Lehr, Theodore M (N-SGIS)" <
> [EMAIL PROTECTED]>
> To: "Flash Coders List" <flashcoders@chattyfig.figleaf.com>
> Sent: Tuesday, July 08, 2008 1:09 PM
> Subject: RE: [Flashcoders] tracing height
>
>
>
>  Ok - so I have tried the following:
>>
>> this.createEmptyMovieClip("img_mc", 999);
>> var my_mcl:MovieClipLoader = new MovieClipLoader();
>>
>> mclListener.onLoadComplete = function(target_mc:MovieClip,
>> status:Number):Void {
>>   trace("onLoadComplete: " + target_mc);
>> };
>>
>> my_mcl.addListener(mclListener);
>>
>> my_mcl.loadClip("http://www.helpexamples.com/flash/images/image1.jpg";,
>> img_mc);
>>
>> and while the clip loads I am not getting a trace... that's really what
>> I need....
>>
>> Ted
>>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Gabino
>> Travassos
>> Sent: Tuesday, July 08, 2008 11:24 AM
>> To: Flash Coders List
>> Subject: Re: [Flashcoders] tracing height
>>
>> ----- Original Message ----- From: "Lehr, Theodore M (N-SGIS)" <
>> [EMAIL PROTECTED]>
>> To: "Flash Coders List" <flashcoders@chattyfig.figleaf.com>
>> Sent: Tuesday, July 08, 2008 8:56 AM
>> Subject: [Flashcoders] tracing height
>>
>>
>>  I have:
>>>
>>>
>>>
>>> _root.imageMovie.loadMovie(stepImageArray[0]);
>>>
>>> sizeImage();
>>>
>>>
>>>
>>> function sizeImage () {
>>>
>>>   trace(_root.imageMovie._height);
>>>
>>> }
>>>
>>>
>>>
>>> But I keep getting 0 I am guessing because the trace is fired before
>>> the
>>> image is loaded... how can I make sure this function does not fire
>>> until
>>> the image is loaded. I tried:
>>>
>>>
>>>
>>> _root.imageMovie.onLoad = function() {
>>>
>>>
>>>
>>> }
>>>
>>>
>>>
>>> But that does not seem to fire at all....
>>>
>>>
>>>
>>> My ultimate goal is to control the size of the image that is being
>>> loaded to make sure it is not too big....
>>>
>>>
>>>
>>> Thanks!
>>>
>>
>> Hi Theodore,
>>
>> There might be better ways than what I am using, but this works. For
>> each image I create a new movieclip which onEnterFrame resizes the
>> target loadMovie image to a set size, and then removes itself so it
>> doesn't keep working needlessly.
>>
>> This is cut and pasted from a project where images are sourced from XML,
>>
>> so it might have some extraneous ...
>>
>>
>>  mrand=Math.round(Math.random()*3000);
>>    tname='img'+mrand;
>>    _root.createEmptyMovieClip(tname, imagedepth); imagedepth++;
>>    _root['img'+mrand].createEmptyMovieClip('md', imagedepth);
>>
>> _root['img'+mrand].md.loadMovie(images.childNodes[i].attributes['imgloc'
>> ]);
>>    _root['img'+mrand]._x=images.childNodes[i].attributes['x'];
>>    _root['img'+mrand]._y=images.childNodes[i].attributes['y'];
>>    trace(images.childNodes[i].attributes['imgloc']);
>>
>>    // image sizer
>>    mrand=Math.round(Math.random()*3000);
>>    sizer=tname+'sizer'+mrand; imagedepth++;
>>    _root.createEmptyMovieClip(sizer, imagedepth); imagedepth++;
>>    _root[sizer].pushw=images.childNodes[i].attributes['w'];
>>    _root[sizer].pushh=images.childNodes[i].attributes['h'];
>>    _root[sizer].clipname=tname;
>>    //trace(images.childNodes[i].attributes['w']);
>>    _root[sizer].onEnterFrame=function(){
>>     trace(this.clipname + ' ' + this.pushw + ' ' + this.pushh);
>>     _root[this.clipname]._width=this.pushw;
>>     _root[this.clipname]._height=this.pushh;
>>     //trace(this.clipname); // img0sizer
>>     if(!init){ init=1; }
>>     if((this.pushw)&&(this.pushh)&&(init>30)){
>>       // counts to 30 frames and quits, should be enough
>>      this.removeMovieClip();
>>     }
>>     init++;
>>    }
>>
>>
>>
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>>
>>
>
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using {} is a shortcut. Like using [] to create an array.

-- 
Fábio Pinatti
:: web.developer
:::: www.pinatti.com.br
:::::: 19. 9184.3745 / 3342.1130
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