问题
I have a very simple flash movie.
- 24 png images in the Library
- The image properties are set to 'Export for Actionscript' and the class named 'image1', 'image2' etc
- Single frame in the timeline
I need to dynamically load 'image1' on the stage at the start of the movie. I have been able to do this using BitmapData ojects.
On clicking the image, I need to increment an internal image and replace the image on screen with image2.
When I try to pass the library class as a variable it throws an error.
Can anyone help me with an example?
Any questions, just let me know.
回答1:
Loading externally might be handy, but the library approach is doable. You need to either use loaderInfo's applicationDomain's getDefinition() method, or flash.utils.getDefinitionByName();
application domain example:
for(var i:int = 0 ; i < imagesNum ; i++){
var ImageClass:Class = this.loaderInfo.applicationDomain.getDefinition('YourLinkageID'+i) as Class;
//I add 0,0 because since you have png, they will extend BitmapData which has width and height as compulsory
//constructor arguments. If the thing doesn't look right, use the actual dimensions instead of 0,0
var bitmap:Bitmap = new Bitmap(new ImageClass(0,0));
//display it or do whatever
}
getDefinitionByName example:
import flash.utils.*;
for(var i:int = 0 ; i < imagesNum ; i++){
var ImageClass:Class = getDefinitionByName('YourLinkageID'+i) as Class;
var bitmap:Bitmap = new Bitmap(new ImageClass(0,0));
//display it or do whatever
}
HTH, George
回答2:
You would be better creating a class and loading the images in using the Loader class. Is it imperitive you have the images in the library?
来源:https://stackoverflow.com/questions/2101827/actionscript-3-load-and-library-image-on-increment-counter