I had the problem in loading multi-image

var j: Number;
var wid:Number = 100;
var imgLoader_show_board:Loader = new Loader();
for (j = 1; j < 10; j ++) {}
imgLoader_show_board.load (new URLRequest ("marker_pic/rd_designed_marker_00" + j + ".jpg"));
imgLoader_show_board.contentLoaderInfo.addEventListener (Event.COMPLETE, onImageLoaded_show_board);

}
function onImageLoaded_show_board(evt:Event):void {}
trace (j);
addChild (imgLoader_show_board);

imgLoader_show_board.width = 75;
imgLoader_show_board.height = 75;
imgLoader_show_board.x = wid;
WID += 100;
}

I want to load image 9 at the same time

but there is finally the last image being loaded.

should ' t use loop for do?

A loader instance can contain only one piece of content at a time.  Your code is always put in the charger even content.  Try to declare your charger inside the loop and see if that helps.  Your onLoaded function will have to be changed (or moved in the other function as well).

var j: uint;
var wid:Number = 100;

for (j = 1; j<10; j++)="">
var imgLoader_show_board:Loader = new Loader();
imgLoader_show_board.load (new URLRequest ("marker_pic/rd_designed_marker_00" + j + ".jpg"));
imgLoader_show_board.contentLoaderInfo.addEventListener (Event.COMPLETE, onImageLoaded_show_board);
addChild (imgLoader_show_board);

imgLoader_show_board.x = wid;
WID += 100;
}

function onImageLoaded_show_board(evt:Event):void {}
trace (j); This is likely to display the same value... the loop is too fast
evt. Target.Content.Width = 75;
evt. Target.Content.Height = 75;
}

A for loop will probably end before the first image is loaded, and there is no guarantee that things will be load into any consistent order.  You're probably better off not to use a loop, but rather to create a functional loop, where your end of loading an image starts loading the next image.

Tags: Adobe Animate

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