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Loading an External Image - Page 2
       by kirupa  |  19 May 2008

In the previous page you added an empty movie clip whose instance name is imageArea to your scene. That movie clip will be responsible for displaying the image you load. Speaking of image...

Finding an Image
Be sure to save an image into the same location as your SWF publish location - by default, the same folder as your FLA. If you can't find an image quickly, feel free to save the following image that I used in my example from kirupaVille:

Getting back to the tutorial, I saved the image as pixelHouses.jpg, and you can find it right along side my loadimage FLA file:

[ save your image in the same folder as your FLA ]

You will see why I am emphasizing saving the image in the same location as your FLA and output when I show you the code.

Adding the Code
The next step is to add some code. Your timeline should have just one layer called Layer 1, and Layer 1 will have just one keyframe. Right click on the keyframe, and from the menu that appears, select Actions:

[ right click on your keyframe and select Actions ]

The Actions window will appear. Inside this window, copy and paste the following code:

var imageLoader:Loader;
 
function loadImage(url:String):void {
// Set properties on my Loader object
imageLoader = new Loader();
imageLoader.load(new URLRequest(url));
imageLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, imageLoading);
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded);
}
loadImage("pixelHouses.jpg");
 
function imageLoaded(e:Event):void {
// Load Image
imageArea.addChild(imageLoader);
}
 
function imageLoading(e:ProgressEvent):void {
// Use it to get current download progress
// Hint: You could tie the values to a preloader :)
}

In my above code, notice that I am passing in the name of the image file that I want to load:

var imageLoader:Loader;
 
function loadImage(url:String):void {
// Set properties on my Loader object
imageLoader = new Loader();
imageLoader.load(new URLRequest(url));
imageLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, imageLoading);
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded);
}
loadImage("pixelHouses.jpg");
 
function imageLoaded(e:Event):void {
// Load Image
imageArea.addChild(imageLoader);
}
 
function imageLoading(e:ProgressEvent):void {
// Use it to get current download progress
// Hint: You could tie the values to a preloader :)
}

Be sure to change the name of the image file to the one you want to load. Once you have done that, hit Ctrl + Enter (Control | Test Movie), and you will see your image displayed.

 While you are now able to load an external image and display it, the next page is probably more important because it helps you to understand what the code actually does.

Onwards to the next page!

1 | 2 | 3


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