Using the Loader display object to load X jpegs, then resize each of the images differently while th
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by Supernovah
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Published on 2009-12-06T11:11:16Z
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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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