I load an image in a movieclip, the image size is grater than the moveclip, so how can I specify the image size should fit the moveclip without modifying the image? Thanks
You should load the image in a seperate movieclip in your first movieclip. When the image is fully loadet, you can specify the size of the movieclip with its normal properties. Your code could look like this:
function loadImage(file, name, depth, width, height){ var img = this.createEmptyMovieClip(name, depth); img.loadMovie(file); var handler = new Object(); handler.onEnterFrame = function(){ if(img.getBytesLoaded() == img.getBytesTotal() && img.getBytesTotal() > 0){ img._width = width; img._height = height; delete this; } } }
Then you can use this function in your movieclip like in this example:
I do not want to use so much code. My aim is to hit a button and load the image in a movieclip such that the image size should not be bigger than the mc size: on (release) { _root.picture.loadMovie("myimage.jpg"); } Unless otherwise Thanks for your effort:
I do not want to use so much code. My aim is to hit a button and load the image in a movieclip such that the image size should not be bigger than the mc size: on (release) { _root.picture.loadMovie("myimage.jpg"); } Unless otherwise Thanks for your effort:
Of cause you can't just use loadMovie("myimage.jpg"); - that's the problem... loadMovie() can't do it all for you, thats why you should define your own method that does what you want - that's the point in programming!
Escuse me saying this - but I just can't see why you changed your mind, just because the solution is a few lines of code....
Even if I use the suggested code, the image size does not change at all. If I call the method as: loadImage("landscape.jpg", "myImg", 1, 100, 50); gives the original image size. I use the code in the on release() {.....} statement of a button. Thanks for your reply
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