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Load PNG into Flash Library for ActionScript

Is there a way to load an external PNG file into the Flash library at runtime and then add an identifier to it dynamically so that I could attach the image to various movie clips?  I don't want to loadMovie('file.png',mc) over and over again.  I'd like to just load the PNG file once, give it a reference name, and then use the name to attach the image to numerous movie clips.

I'D LIKE TO LOAD THE PNG FILE ONCE:::

var logo_loader = new MovieClipLoader();
var logoListener:Object = new Object();
logo_loader.addListener(logoListener);
logoListener.onLoadInit = function(target:MovieClip) {target.forceSmoothing = true;}
logo_loader.loadClip( source_url, [some movie clip that I can reference later]  );

AND THEN USE THE LOADED PNG LIKE THIS::

for (i=0; i<10; i++) {
      logo = story_holder.attachMovie('[ movie clip with loaded PNG]','my_png_button',i);
      logo._x = 10;
      logo._y = 5;
}

I'm trying to avoid loading and re-loading the same PNG when it only needs to be loaded once and then referenced.  I'm more familiar with loading PNG assets that are already in the library at runtime, but in this case I need to load the PNG and then attach the reference name when the swf first loads.

Can this be done?
0
marcparillo
Asked:
marcparillo
3 Solutions
 
blue-genieCommented:
I don't think this is possible. what you can do is load it at runtime off stage and access it that way.
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marcparilloAuthor Commented:
So, I would load the PNG into a movie clip off stage and then attach that off-stage movie clip containing the PNG to any other movie clip?
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blue-genieCommented:
yeah you could do that by referencing the movieclip it's loaded into.
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CyanBlueCommented:
I don't think you can duplicate the movieClip that contains the loaded image...  It'll need to be reloaded everytime you need it...  Glad to be proven wrong...  I'd love to have that feature...

CyanBlue
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rascalpantsCommented:
I believe duplicateMovieClip() is what you are looking for in AS 2.0  

for AS 3.0, you can use Senocular's DupilcateDisplayObject class...

http://www.senocular.com/flash/actionscript.php?file=ActionScript_3.0/com/senocular/display/duplicateDisplayObject.as


or you could create a Singleton Class that loads the PNG, and then you call a method in the Singleton class that gets the Movieclip reference, and then you use addChild to push it to the display stack of the individual Movieclip that needs the PNG.


that sounded overly complex, but it really isn't.


more specifics would help...


rp / ZA
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rascalpantsCommented:
also, if you are allowed to take the PNG and turn it into a SWF, then you could use the below code to make it work for you...

Lets say the PNG is loaded into a movieclip and the export for Actionscript is checked... the example assumes you named it "TheLogo"

then you load in the SWF with the normal Loader class, and then you use the applicationDomain by referencing the class name you gave it in the external SWF...  in this case "TheLogo".

then you can create a new instance of that class...  

FYI... this is all AS3.


rp / ZA


import flash.display.Loader;
import flash.system.ApplicationDomain;
 
var logoURL:String = "TheLogo.swf";
var total:int = 10;
 
var logoLoader = new Loader();
logoLoader.load( new URLRequest( logoURL ) );
 
logoLoader.contentLoaderInfo.addEventListener(Event.INIT, logoLoader_OnInit, false, 0, true);
 
function logoLoader_OnInit( evt:Event ):void
{
	logoLoader.contentLoaderInfo.removeEventListener(Event.INIT, logoLoader_OnInit);
	
	// "TheLogo" is the class name given in the library properties panel
	var logo:Class = evt.target.applicationDomain.getDefinition("TheLogo");
 
	for( var i:int = 0; i < total; ++i )
	{
		var tempL:DisplayObject = new logo();
		
		tempL.x = Math.ceil( Math.random() * 400 );
		tempL.y = Math.ceil( Math.random() * 400 );
		
		this.addChild( tempL );
	}
}

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