Load bitmap images in OOP concept. Simple and easy custom image loader class,
import <package name>.imageload.imageLoad;
var myImage:imageLoad;
var myImagePath:String = “(add your image path here)”;
myImage = new imageLoad(myImagePath, 1, 600, 400, 0, 0);
addChild(myImage);
imageLoad Class (Flash AS3)
package map.imageload{
import caurina.transitions.*;
import flash.filters.DropShadowFilter;
import flash.net.URLRequest;
import flash.display.Sprite;
import flash.display.Loader;
import flash.display.LoaderInfo;
import fl.controls.ProgressBar;
import fl.controls.ProgressBarMode;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.text.TextFieldAutoSize;
import flash.text.AntiAliasType;
import flash.text.Font;
import flash.events.ProgressEvent;
import flash.events.Event;
public class imageLoad extends Sprite {
private var img:String;
private var img_loader:Loader;
private var imgWidth:uint;
private var imgHeight:uint;
private var loadProgress_txt:TextField;
private var format:TextFormat;
private var font:Font;
private var pBar:ProgressBar;
private var X:int;
private var Y:int;
function imageLoad(img_image:String, img_id:uint, img_width:uint, img_height:uint, X:int, Y:int):void {
this.name = “image”+img_id;
this.img = img_image;
this.imgWidth = img_width;
this.imgHeight = img_height;
this.X = X;
this.Y = Y;
loadImage();
//text format
format = new TextFormat();
format.font = “Arial”
format.color = 0xFFFFFF;
format.size = 9;
//progress text
loadProgress_txt = new TextField();
loadProgress_txt.x = imgWidth/2 – loadProgress_txt.width/2;
loadProgress_txt.y = imgHeight/2 + 5;
loadProgress_txt.embedFonts = false;
loadProgress_txt.selectable = false;
loadProgress_txt.autoSize = TextFieldAutoSize.CENTER;
loadProgress_txt.defaultTextFormat = format;
}
//load image
private function loadImage():void {
// progress bar
pBar = new ProgressBar();
pBar.mode = ProgressBarMode.MANUAL;
pBar.y = imgHeight/2 – pBar.height/2;
pBar.x = imgWidth/2 – pBar.width/2;
//addChild(pBar);
img_loader = new Loader();
img_loader.load(new URLRequest(img));
img_loader.alpha = 0;
img_loader.contentLoaderInfo.addEventListener(Event.OPEN,showPreloader);
img_loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,showProgress);
img_loader.contentLoaderInfo.addEventListener(Event.COMPLETE,showLoadResult);
img_loader.mouseEnabled = false;
img_loader.x = X;
img_loader.y = Y;
addChild(img_loader);
}
//preloader events
private function showPreloader(evt:Event):void {
//addChild(loadProgress_txt);
}
private function showProgress(evt:ProgressEvent):void {
var percentLoaded:Number = evt.bytesLoaded/evt.bytesTotal;
loadProgress_txt.text = Math.round(percentLoaded * 100) + “%”;
pBar.setProgress(evt.bytesLoaded, evt.bytesTotal);
}
//once image has loaded show
private function showLoadResult(evt:Event):void {
//removeChild(loadProgress_txt);
//removeChild(pBar);
Tweener.addTween(img_loader, {alpha:1, time:1, transition:”easeOut”});
img_loader.removeEventListener(ProgressEvent.PROGRESS, showProgress);
img_loader.removeEventListener(Event.COMPLETE, showLoadResult);
}
}
}
Load bitmap images in OOP concept. Simple and easy custom image loader class,
import <package name>.imageload.imageLoad;
var myImage:imageLoad;
var myImagePath:String = “(add your image path here)”;
myImage = new imageLoad(myImagePath, 1, 600, 400, 0, 0);
addChild(myImage);
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