| Preloaded pics not fully loaded |
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- 3
- Window pop-upHi. I want to create a pop-up showing a movieclip called "mcTest" whenever a
button instance named "btButton" is released. How can i do that using a window
component? I tried this code, but it doesn't work
import mx.containers.Window;
import mx.managers.PopUpManager;
btButton.onRelease = function():Void{
var cwMessage:MovieClip = PopUpManager.createPopUp(this,
mx.containers.Window, true, {contentPath: "mcTest", closeButton: true});
}
I have already set the mcTest to be exported for actioscript with the linkage
identifier "mcTest". Could anyone help me please?
Thank you all!
- 4
- Scroll wheelcan someone please tell me how to get the scroll wheel to work in a flash movie?
thanks,
dawn
- 6
- AS3.0: How to extend a class that extends MovieClipWhen I try to set the base class of a library symbol to a class that doesn't
DIRECTLY extend MovieClip, but instead extends another class that DOES extend
MovieClip, it's disallowed, saying, "The class 'Whatever' must subclass
'flash.display.MovieClip' since it is linked..."
Is this just a validation bug in the property windows, only checking one class
deep into the inheritance hierarchy? Because the specified class does extend
MovieClip, just two levels in instead of one. Is there a fix for this? Or must
library symbols always directly extend MovieClip? If so, why?
- 7
- New to ActionscriptMy eyes are getting old...I didn't see the " " until you mentioned it...haha. Very observant Cinemaguy !
- 8
- Loading Sprite Using Loader Need Access to Sprite TypeHello,
I'm loading a Sprite via a Loader and once loaded I have access to that Sprite
via the Loader class. I can manipulate the Sprites alpha, x and y coordinates
ect. However, I have a custom function that fades in or out the passed param
and it expects a Sprite. When I pass the loaded Sprite (loaded via the Loader
class) I get an error:
1067: Implicit coercion of a value of type flash.display:Loader to an
unrelated type flash.display:Sprite.
I know that the problem is that it expects a Sprite, but how do I access the
Sprite type once the swf is loaded via the Loader?
My Code:
import FadeClip;
var ldrMovieCntr:Loader = new Loader();
addChild(ldrMovieCntr);
var fcLoadedMovie:FadeClip = new FadeClip(); //CUSTOM CLASS
fcLoadedMovie.setClipToFade(ldrMovieCntr); //PASSING IN A TYPE Loader - CLASS
EXPECTS A Sprite
Thanks in advanced,
Vic
- 8
- scroll pan component problemIt looks like if you override the code in the doLayout() function of the
ScrollPane (the actual function doLayout is in the ScrollView class) to do
the same code it would normally do, just put the vScrollbar on the left
(vsb.move(lo,to)). That might work, it is just a guess.
Jim Fee
"sebnewyork" <email***@***.com> wrote in message
news:c0cf9g$o1c$email***@***.com...
> Hi all
> using Flash MX 2004 pro, I am using the scroll pane component
> I have managed to customize all the elements of the component, exept ONE,
and
> it is killing me
> I want the scroll bar to be on the LEFT of the scroll pan, not the right
> The only solution I have found is ridiculous: I've had to invert the
whole
> scroll pane with the free transform tool, but as a result the content of
the
> scrollpane is inverted too! That's hilarious! But really not satisfying
> Any help?
> Thanks in advanc
>
>
- 8
- Flash Video cuePoints are messed up...Anyone else notice that things aren't working with cuePoints... or is it
just me. I am trying to use multiple cuePoints on a video, using the
Obj.target.name
and the component must be messing up.
I have an example from the CD that came with Flash MX 2004 ActionScript book
and it works fine right off the cd, but try using a new MediaPlayback
component, since the update and no go. Just keeps returning the name as
undefined. This is royal BS or I am just totally missing something and no
one is addressing it.
- 8
- Help with Key ListenersFirst I'd like to say thank you to anyone that can help me out with this.
I've set up a key listner and it works fine with the space bar but I want to
use the number keys to control it instead. Numbers 1, 2, 3 and 4 to be exact
and I was wondering how I would need to change my code to have it listen for
those numbers.
Here is my code so far:
this.onEnterFrame=function()
{
if(Key.isDown(Key.SPACE))
{
One_Buzzed_In._visible = true;
buzzed = new Sound(this);
buzzed.attachSound("buzzer");
buzzed.start(0, 1);
}
}
Thanks again for any help.
- 8
- XML based slideshow, how do I fade?ok so I am just getting into actionscript, and I am trying to make a website
for a photography site. This is a contract job, so I want the client to have to
ability to just drag and drop new images into the images folder, and then the
XML file reads that folder and just pulls images from it, so that he won't have
to use flash everytime he wants to update it. So far I have made it so it pulls
a new image up every 4 seconds. But here is the problem, I want to images to
fade from one to another. I know I can use this code: whatever.alphaTo(100, 3,
"easeInOutSine");
I have attached my code. The effect that I am going for is this: I want the
image to take 2 seconds to fade up, then hold for 3 seconds, and then take 2
seconds to fade out, but then the next image needs to start fading in after 1
second of fade out of the first image, so there is a nice smooth transition. I
am guessing I need two setIntervals, one for the fades, and one for the hold,
but I am kinda new to this so maybe some of the more experienced people can
help me with this. Thanks in advance for any advice.
- Ryan
slides_xml = new XML();
slides_xml.onLoad = startSlideShow;
slides_xml.load("slides.xml");
slides_xml.ignoreWhite = true;
function startSlideShow(success)
{
if (success == true)
{
rootNode = slides_xml.firstChild;
firstSlideNode = rootNode.firstChild;
currentSlideNode = firstSlideNode;
updateSlide(firstSlideNode);
}
}
function updateSlide(newSlideNode)
{
imagePath = newSlideNode.attributes.jpegURL;
loadMovie(imagePath, targetClip);
}
function slideSwitch()
{
nextSlideNode = currentSlideNode.nextSibling;
if (nextSlideNode == null)
{
updateSlide(firstSlideNode);
currentSlideNode = firstSlideNode;
}
else
{
slideFade()
updateSlide(nextSlideNode);
currentSlideNode = nextSlideNode;
}
}
function slideFade()
{
currentSlideNode.alphaTo(0, 3, "easeInOutSine");
}
setInterval(slideSwitch, 4000)
- 8
- mc buttons - functionsHi there
I have a bit of a sticky one I think - but hopefully you will be able to see
something in my code that I am missing...
I have a menu that I am using with movie clips as buttons, and all of the
functions in one frame on the first frame of the movie.
Each "button" is not a button at all, but a movie clip, with the correct
instance name, as seen in the code below (eg craftBUTTON) and they are all set
at alpha 80%
It is currently loaded as is here :
http://www.fili.com.au/buttons-play.htm
You will see straight away what the problem is - most of the buttons seem to
work ok, but then the second one keeps decreasing in alpha each time it is
rolloed over, and does not increase when the mouse rolls out.
Also, the third button increases in alpha and stays at 100%
The code on the first frame is attached (I hope!)
The next trouble I am having comes when I want to do an onRelease function,
and the timeline does not seem to want to stop at the stop action I have on
that frame - but we'll worry about that when I get this first bit fixed up!
I am hoping that it is just something I am missing in the code, or maybe there
is conflict and I need to separate the functions out..?
Thankyou!
stop();
import mx.transitions.Tween;
import mx.transitions.easing.*;
craftBUTTON.onRollOver = function() {
craftBUTTON._alpha +=20;
craftBUTTON.swapDepths(this.getNextHighestDepth());
new Tween(craftBUTTON,
"_xscale",Elastic.easeOut,craftBUTTON._xscale,110,2,true);
new Tween(craftBUTTON,
"_yscale",Elastic.easeOut,craftBUTTON._yscale,110,2,true);
}
craftBUTTON.onRollOut = function() {
craftBUTTON._alpha -=20;
new Tween(craftBUTTON,
"_xscale",Elastic.easeOut,craftBUTTON._xscale,100,2,true);
new Tween(craftBUTTON,
"_yscale",Elastic.easeOut,craftBUTTON._yscale,100,2,true);
}
storyBUTTON.onRollOver = function() {
storyBUTTON._alpha +=20;
storyBUTTON.swapDepths(this.getNextHighestDepth());
new Tween(storyBUTTON,
"_xscale",Elastic.easeOut,storyBUTTON._xscale,110,2,true);
new Tween(storyBUTTON,
"_yscale",Elastic.easeOut,storyBUTTON._yscale,110,2,true);
}
storyBUTTON.onRollOut = function() {
storyBUTTON._alpha -=20;
new Tween(storyBUTTON,
"_xscale",Elastic.easeOut,storyBUTTON._xscale,100,2,true);
new Tween(storyBUTTON,
"_yscale",Elastic.easeOut,storyBUTTON._yscale,100,2,true);
}
collectBUTTON.onRollOver = function() {
collectBUTTON._alpha +=20;
collectBUTTON.swapDepths(this.getNextHighestDepth());
new Tween(collectBUTTON,
"_xscale",Elastic.easeOut,collectBUTTON._xscale,110,2,true);
new Tween(collectBUTTON,
"_yscale",Elastic.easeOut,collectBUTTON._yscale,110,2,true);
}
collectBUTTON.onRollOut = function() {
storyBUTTON._alpha -=20;
new Tween(collectBUTTON,
"_xscale",Elastic.easeOut,collectBUTTON._xscale,100,2,true);
new Tween(collectBUTTON,
"_yscale",Elastic.easeOut,collectBUTTON._yscale,100,2,true);
}
engageBUTTON.onRollOver = function() {
engageBUTTON._alpha +=20;
engageBUTTON.swapDepths(this.getNextHighestDepth());
new Tween(engageBUTTON,
"_xscale",Elastic.easeOut,engageBUTTON._xscale,110,2,true);
new Tween(engageBUTTON,
"_yscale",Elastic.easeOut,engageBUTTON._yscale,110,2,true);
}
engageBUTTON.onRollOut = function() {
engageBUTTON._alpha -=20;
new Tween(engageBUTTON,
"_xscale",Elastic.easeOut,engageBUTTON._xscale,100,2,true);
new Tween(engageBUTTON,
"_yscale",Elastic.easeOut,engageBUTTON._yscale,100,2,true);
}
mediaBUTTON.onRollOver = function() {
mediaBUTTON._alpha +=20;
mediaBUTTON.swapDepths(this.getNextHighestDepth());
new Tween(mediaBUTTON,
"_xscale",Elastic.easeOut,mediaBUTTON._xscale,110,2,true);
new Tween(mediaBUTTON,
"_yscale",Elastic.easeOut,mediaBUTTON._yscale,110,2,true);
}
mediaBUTTON.onRollOut = function() {
mediaBUTTON._alpha -=20;
new Tween(mediaBUTTON,
"_xscale",Elastic.easeOut,mediaBUTTON._xscale,100,2,true);
new Tween(mediaBUTTON,
"_yscale",Elastic.easeOut,mediaBUTTON._yscale,100,2,true);
}
showBUTTON.onRollOver = function() {
showBUTTON._alpha +=20;
showBUTTON.swapDepths(this.getNextHighestDepth());
new Tween(showBUTTON,
"_xscale",Elastic.easeOut,showBUTTON._xscale,110,2,true);
new Tween(showBUTTON,
"_yscale",Elastic.easeOut,showBUTTON._yscale,110,2,true);
}
showBUTTON.onRollOut = function() {
showBUTTON._alpha -=20;
new Tween(showBUTTON,
"_xscale",Elastic.easeOut,showBUTTON._xscale,100,2,true);
new Tween(showBUTTON,
"_yscale",Elastic.easeOut,showBUTTON._yscale,100,2,true);
}
memberBUTTON.onRollOver = function() {
memberBUTTON._alpha +=20;
memberBUTTON.swapDepths(this.getNextHighestDepth());
new Tween(memberBUTTON,
"_xscale",Elastic.easeOut,memberBUTTON._xscale,110,2,true);
new Tween(memberBUTTON,
"_yscale",Elastic.easeOut,memberBUTTON._yscale,110,2,true);
}
memberBUTTON.onRollOut = function() {
memberBUTTON._alpha -=20;
new Tween(memberBUTTON,
"_xscale",Elastic.easeOut,memberBUTTON._xscale,100,2,true);
new Tween(memberBUTTON,
"_yscale",Elastic.easeOut,memberBUTTON._yscale,100,2,true);
}
contactBUTTON.onRollOver = function() {
contactBUTTON._alpha +=20;
contactBUTTON.swapDepths(this.getNextHighestDepth());
new Tween(contactBUTTON,
"_xscale",Elastic.easeOut,contactBUTTON._xscale,110,2,true);
new Tween(contactBUTTON,
"_yscale",Elastic.easeOut,contactBUTTON._yscale,110,2,true);
}
contactBUTTON.onRollOut = function() {
contactBUTTON._alpha -=20;
new Tween(contactBUTTON,
"_xscale",Elastic.easeOut,contactBUTTON._xscale,100,2,true);
new Tween(contactBUTTON,
"_yscale",Elastic.easeOut,contactBUTTON._yscale,100,2,true);
}
- 9
- Size of movie in pixelsI have a flash movie that should do certain actions depending on what size it
is in HTML. I don't want the movie to have fixed size. Is it possible to reach
width and height of the movie from within the movie? The code below always
returns the default size as it was set in Flash, no matter how the sizing in
HTML change it.
trace(_root._width)
trace(_root._height)
- 9
- HOW GO TO FULL SCREEN?I have a movie in flash and i want if someone knows to tell me what action
script i have to put in first frame to play my movie in full screen and also
what what action script i have to put in a button to go back to normal mode?
thanx....
- 12
- Function calls - referenceIf I call a function from a symbol event ( on release ), can I somehow pass the
symbol itself or a reference to it to the function ? I want to use the
reference in the function to make the calling symbol invisible.
Button Symbol calls function. How can the function make the button _visible =
false
- 12
- Menu at the bottom of this siteI know how to pull of the rotating photogallery, but what baffles me is the
nave menu at the bottom. Go ahead play with it. When you rollover one of the
three only a corner raises. By the looks of it, I would say that it is
actionscript. But i have never come across script that deal with angles. Then
when you click on one it is something special. I have used the tween classes
but never like this. There is some easing too. This is driving me nuts.
Someone please tell me how it's done.
http://www.onceblindphotography.com/goflash.htm
- 12
- Probs with setInterval and programmatic animationHi all
Further to a recent post about using setInterval to create animation on a
dynamically created menu item mc; I'm now trying to refine this process but
once again not having much luck! The Flash front end is pulling in the menu
data from an XML file, duplicating a menu item movie clip that has a dynamic
text field in it and then populating that text field with the data from the XML
file. This was all fine and dandy and working with no issues until I tried to
add some interaction motion to the menu item mc.
Initially I added a tween within the menu item mc that shifted the text field,
(inside another mc), to the right and changed it's colour. The control of this
happened in the rollOver statement back in the code. That was fine until the
animation of the menu item embedded mc reached a keyframe - at that point any
data that had been pulled into the text field vanished! So, my first question
is, is there any easy fix to that?
So, I figured I'd go about creating the animation programmtically. kglad
helped me out last night with setInterval, but I'm having two problems now. I'm
using an if statement inside the setInterval function to try and clear the
interval when it reaches a certain point - i.e. when I've slid the menu item 50
pixel to the right. Seems to be working - however getting it to reverse back
into position on rollOut is proving tricky AND it only moves the same menu item
- regardless of which item you rollOver ... which is odd. I guess I'm not being
specific enough in telling it which item to move, but I can't figure that out.
So, my two questions here are 1). Why is reversing the animation not working
correctly on rollOut and 2). How can I let the rollOver code know exactly which
menu item to control?
Here's the code in full:
var item_spacing = 45;
var item_count = 0;
function generateLargeNav(mainMenu_xml){
var numberOfContactees = mainMenu_xml.firstChild.childNodes;
for (var i = 0; i < numberOfContactees.length; i++){
var currentContact = numberOfContactees[i];
var species = items[i].firstChild; // same as items[i].childNodes[0]
var location = items[i].childNodes[1]; // second child node
var item_mc =
mcPlaceHolder.attachMovie("mcLargeMenuItem","item"+item_count, item_count);
item_mc._y = item_count * item_spacing;
item_count++;
var clickableEmail = currentContact.attritubes.email;
item_mc.mcLargeMenuItemEmbedSingle.mcMenuItemBottomLevel.itemText.text =
currentContact.attributes.itemText;
item_mc.onRollOver = currentThumb_mc.onDragOver = function(){
moveItem = function () {
if (item_mc._x < 50){
item_mc._x += 10;
} else if (item_mc._x == 50){
clearInterval(moveItem);
}
}
itemMoverID = setInterval(moveItem, 20);
}
item_mc.onRollOut = currentThumb_mc.onDragOut = function(){
moveItem = function () {
if (item_mc._x > 0){
item_mc._x -= 10;
} else if (item_mc._x == 0){
clearInterval(moveItem);
}
}
itemMoverID = setInterval(moveItem, 20);
}
item_mc.onRelease = function(){
somethiung();
}
}
}
var mainMenu_xml = new XML();
mainMenu_xml.ignoreWhite = true;
mainMenu_xml.onLoad = function(success){
if (success) generateLargeNav(this);
else description_txt.text = "Hmm, for some strange reason I couldn't find the
XML file you're looking for, sorry.";
}
mainMenu_xml.load("mainmenu_data.xml");
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| Author |
Message |
DKnighte

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Posted: 2004-11-6 6:13:37 |
Top |
flash-actionscript, Preloaded pics not fully loaded
PROBLEM: I want to load 9 pics and once they are loaded I want the animation to
start. The animation is a simple swipe off the movie clips containing the pics
across the stage. While the pics are loading, there is a simple 'Loading...'
move clip playing. This seems to work ok when I 'view as streaming' in Flash,
but when I view online the images don't seem to be loaded before the animation
starts. See at: www.simongroup.biz. Click 'Services'. Under the list of
services, click 'billboards/signs.' This is even more apparent when viewed at
56K dial up or lower. FILE CONSTRUCTION: First Frame is the 'Loading...' clip.
Second Frame is the 'Loading' clip and the adHolder move clips that the images
load into. The code for this frame includes the pics being loaded into the
adHolder clips using the loadMovie as well as: onEnterFrame=function(){
Loaded=adHolder1.getBytesLoaded()+adHolder2.getBytesLoaded()+adHolder3.getBytesL
oaded()+adHolder4.ol_one.getBytesLoaded()+adHolder5.mk_3d.getBytesLoaded()+adHol
der6.mk_future.getBytesLoaded()+adHolder7.bi_buildings.getBytesLoaded()+adHolder
8.getBytesLoaded()+adHolder9.getBytesLoaded();
Total=adHolder1.getBytesTotal()+adHolder2.getBytesTotal()+adHolder3.getBytesTota
l()+adHolder4.ol_one.getBytesTotal()+adHolder5.mk_3d.getBytesTotal()+adHolder6.m
k_future.getBytesTotal()+adHolder7.bi_buildings.getBytesTotal()+adHolder8.getByt
esTotal()+adHolder9.getBytesTotal(); percent=Math.round((Loaded/Total)*100);
if(percent>=100){ gotoAndPlay('start'); } } Note: Some of the pics have a
shadow. The shadow is in the adHolder clip so that it swipes with the pic
during the animation. That's why some of the pics are loaded into a clip inside
the adHolder Clip. So anyone know what's going on here?
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Rothrock

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Posted: 2004-11-7 3:56:00 |
Top |
flash-actionscript >> Preloaded pics not fully loaded
Sorry, but your post is almost impossible to read. If you are using the web
forums, use the attach code button to paste your actionscript into your
message. On a more practical note, I have found that trying to load a bunch of
pictures at once kinda 'chokes' flash and some of them will be forgotten.
Instead I have found that loading them serially is a better strategy. (At least
for me.)Also if you are using MX04, I recommend the MovieClipLoader class.
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DKnighte

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Posted: 2004-11-9 0:16:00 |
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flash-actionscript >> Preloaded pics not fully loaded
OK. I've reentered my question. Used to be able to write the question just in
the box with code and all but not anymore I guess. Man, I even previewed it
before I sent it out. Anyway, thanks for pointing it out Rothrock. By the way,
want do you mean by loading them 'serially.' Should also mention, I'm using
plain ol' MX, not MX 2004. PROBLEM: I want to load 9 pics and once they are
loaded I want the animation to start. The animation is a simple swipe off the
movie clips containing the pics across the stage. While the pics are loading,
there is a simple 'Loading...' move clip playing. This seems to work ok when I
'view as streaming' in Flash, but when I view online, the images don't seem to
be loaded before the animation starts. See at: www.simongroup.biz. Click
'Services'. Under the list of services, click 'billboards/signs.' This is even
more apparent when viewed at 56K dial up or lower. FILE CONSTRUCTION: First
Frame is the 'Loading...' clip. Second Frame is the 'Loading' clip and the
adHolder movie clips that the images load into. The code for this frame
includes the pics being loaded into the adHolder clips using the loadMovie as
well as the attached code below. Note: Some of the pics have a shadow. The
shadow is in the adHolder clip so that it swipes with the pic during the
animation. That's why some of the pics are loaded into a clip inside the
adHolder Clip. So anyone know what's going on here?
onEnterFrame=function(){
Loaded=adHolder1.getBytesLoaded()+adHolder2.getBytesLoaded()+adHolder3.getBytesL
oaded()+adHolder4.ol_one.getBytesLoaded()+adHolder5.mk_3d.getBytesLoaded()+adHol
der6.mk_future.getBytesLoaded()+adHolder7.bi_buildings.getBytesLoaded()+adHolder
8.getBytesLoaded()+adHolder9.getBytesLoaded();
Total=adHolder1.getBytesTotal()+adHolder2.getBytesTotal()+adHolder3.getBytesTota
l()+adHolder4.ol_one.getBytesTotal()+adHolder5.mk_3d.getBytesTotal()+adHolder6.m
k_future.getBytesTotal()+adHolder7.bi_buildings.getBytesTotal()+adHolder8.getByt
esTotal()+adHolder9.getBytesTotal();
percent=Math.round((Loaded/Total)*100);
if(percent>=100){
gotoAndPlay("start");
}
}
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Rothrock

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Posted: 2004-11-9 0:30:00 |
Top |
flash-actionscript >> Preloaded pics not fully loaded
'Serially' -- meaning one after the other. Make an Array of all the clips you
have to load. Use your loading script to start loading the first element from
the array. When it is loaded, in that if(percent>=100) part, have it check to
see if there is another element in the array, if there is, then start loading
that. Finally, when there aren't anymore in the array, you can do the
gotoAndPlay. If you are using some kind of percent bar, this will require a
different approach. Since you won't know the total bytes for all the files, you
will only know the length of the array. If most of the files in the array are
approximately the same length, then just show the percent of files loaded. Also
for this approach it will probably be easier if all your holders have the same
structure. So put the holder in a container movie. If they need a shadow have
that, but if they don't need it the shadow clip will just be empty.
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DKnighte

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Posted: 2004-11-9 0:45:00 |
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flash-actionscript >> Preloaded pics not fully loaded
I will try that and let you know how it goes. Thank you for your help.
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DKnighte

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Posted: 2004-11-10 0:45:00 |
Top |
flash-actionscript >> Preloaded pics not fully loaded
Yes. One after other worked. Who knew you couldn't just jam everything through
at once? Thanks for your help. For those who come after me looking for answer
to the same problem, I've included my code. Don't profess it's the best or most
economical use of code, but it works.
bboardsArray = ["boater_billboard.jpg", "twins_billboards.jpg",
"molly_billboard.jpg", "ol_sign_one.jpg", "mk_sign_3d.jpg",
"mk_sign_future.jpg", "bi_sign_buildings.jpg", "rita_billboard.jpg",
"Linda_billboard.jpg"];
i = 1;
loadMovie(bboardsArray[0], "adHolder0.mc");
createEmptyMovieClip("blank2", 100);
blank2.onEnterFrame = function() {
Loaded = eval("adHolder"+i).mc.getBytesLoaded();
Total = eval("adHolder"+i).mc.getBytesTotal();
percent = (Loaded/Total)*100;
if (percent>=100) {
if (i<bboardsArray.length) {
loadMovie(bboardsArray[i], eval("adHolder"+i).mc);
i++;
} else {
gotoAndPlay("start");
blank2.removeMovieClip();
}
}
};
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DKnighte

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Posted: 2004-11-10 1:22:00 |
Top |
flash-actionscript >> Preloaded pics not fully loaded
Wait! I spoke too soon. I guess I must have not cleared my cache first. The
pics still are not on the screen before the animation starts. I think what may
be happening is that the image files are loaded so the movie goes to the next
frame, but the pics aren't showing up on the screen fast enough. Is this a
processing thing? Anyway around it? Anyone know what the heck is going on and
how I can fix it? Am I the only one stupid enough not to be able to figure out
how to do a simple loading movie?
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Rothrock

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Posted: 2004-11-10 1:27:00 |
Top |
flash-actionscript >> Preloaded pics not fully loaded
Looks good. Here are a few pointers. Put var in front of Loaded, Total, and
percent. Inside of the else I would do a this.onEnterFrame=null; I see that you
are removing the movieClip, but what if you needed to load some more or
something? Also personally I don't like eval so I would use the array notation.
(It will make you look fancy! :)) I might get this a bit wrong but you could do
it like this Loaded=this['adHolder'+i][mc].getBytesLoaded(); That might be the
wrong scope, so sometimes I have to try a couple of variations to make sure I
get the right one. Good luck.
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DKnighte

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Posted: 2004-11-10 3:29:00 |
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flash-actionscript >> Preloaded pics not fully loaded
I will try those corrections. I know I have some bad habits. I lean pretty
heavily on eval and I don't have a set pattern for naming variables which will
get me in trouble some day. But beyond that, the images are still not on screen
before the animation starts. (You can see at: www.simongroup.biz. Click
'Services'. Under the list of services, click 'billboards/signs.') The above
suggestions won't help solve this problem, will they? Any idea what will? I'm
considering sticking the images in the .swf instead of externally loading the
images. Then setting up the file to start playing the animation once the entire
swf is finished loading. This might help but it seems painful to go back and
change everything especially since externally loading files seems to be the way
to go.
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DKnighte

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Posted: 2004-11-10 4:37:00 |
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flash-actionscript >> Preloaded pics not fully loaded
Whoops! Found my mistake. The 'i' variable was starting a number ahead of the
movie clip that was being loaded. So I would be loading the 3rd image but the
code would be checking to see if the 4th movie clip was loaded. Well, of course
the movie clip was loaded because it's just a small placeholder. But, the image
wasn't loaded yet and that's why the animation was running befor the loading
occurred. Anyway, enough of my whining I'm done. Thanks for all your help
Rothrick. Below is the adjusted code. (Followed most of your suggestions but
wimped out on getting rid of the eval).
bboardsArray = ["boater_billboard.jpg", "twins_billboards.jpg",
"molly_billboard.jpg", "ol_sign_one.jpg", "mk_sign_3d.jpg",
"mk_sign_future.jpg", "bi_sign_buildings.jpg", "rita_billboard.jpg",
"Linda_billboard.jpg"];
i = 0;
loadMovie(bboardsArray[i], eval("adHolder" +i).mc);
createEmptyMovieClip("blank2", 100);
blank2.onEnterFrame = function() {
varLoaded = eval("adHolder"+i).mc.getBytesLoaded();
varTotal = eval("adHolder"+i).mc.getBytesTotal();
varPercent = (varLoaded/varTotal)*100;
if (varPercent>=100) {
i++;
if (i<bboardsArray.length) {
loadMovie(bboardsArray[i], eval("adHolder"+i).mc);
} else {
gotoAndPlay("start");
this.onEnterFrame=null;
}
}
};
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Rothrock

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Posted: 2004-11-10 4:58:00 |
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flash-actionscript >> Preloaded pics not fully loaded
I meant var Loaded, not varLoaded. That makes it a local variable and helps
speed things up, clear up cases of scope confusion, and is generally neater.
You don't have to not use eval, I just find it clunky. Especially since you
can't use eval on the left hand side of an equals sign. So if you want to do
things like this['adholder'+i]._alpha = 20; you will eventually need to learn
it. Or spend two lines to code a temporary variable with the result of the eval
and then set the _alpha. Finally, make sure you check this on an actual server
before you deploy. (And clear the cache!)
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DKnighte

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Posted: 2004-11-10 6:47:00 |
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flash-actionscript >> Preloaded pics not fully loaded
I've been testing plenty. In fact, when I went over and tested on the Mac I
found out this wasn't work. After some tooling around on the Internet found the
solution. Thought I'd put it down here for posterity. <br> <br> You need to
test to make sure Total is greater than zero. Otherwise a Mac will interpret
that (0/0)*100=100. Or something cooky like that. So the result was the images
weren't loading before the animation starts. So your code needs to be: if
(Total>0 && Percent>=100). <br> <br>Rothrock, I'll fix the var thing
and get better acquainted with 'this' and brackets. Though I do have to add
that you can have an eval statement on the left if you're referring to a movie
clip. So eval('adholder'+i')._alpha = 20; will work. I've done it a lot :o.
Where the problem occurs is if you're trying to do a variable. For example,
eval('text' +i)='hello world'; doesn't work and then you have to do
set('text'+i, 'hello world');. That's where it becomes tedious. Actually the
whole eval thing becomes tedious too.
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Rothrock

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Posted: 2004-11-10 23:10:00 |
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flash-actionscript >> Preloaded pics not fully loaded
DKnighte -- well I live and learn! I guess when they dropped eval on the LHS for half of the things I used it for, I just sort of wrote it off in my head for anything.
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Index ‹ flash-actionscript |
- Next
- 1
- Formmail.cgi & actionscript 2.0 questionWhat's up everyone! I'm having a terrible time trying to find out why Formmail
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//---------------------<send form LoadVars>------------------\\
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gatherForm.recipient = "email***@***.com";
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//---------------------------------</send form
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Thanks,
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say i have an mc named "pea" attachMovie'd to mc "can". "can" in turn, attachMovied to "table", which is on _root. Can i get that "pea" into mc "fork" on _root (i need that pea be moving together with fork AND be above all other peas and cans in depth stack).
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i am very new to flash... i am trying to open a Window at a click of a
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please help.... the code o have written is
on(click)
{
import mx.managers.PopUpManager
import mx.containers.Window
var my_win = PopUpManager.createPopUp(_root, Window, true, {closeButton: true,
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my_win.name_mc.name_txt.text = "Hello"; -----------------------> name_txt is a
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//////////////////////
//adding a listner to the popup window for closing
//////////////////////
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Take arrayval and add the varaiable from the loop to make a variable name in
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- Drag and RotateHi all,
i'm working on a projekt, which is a card game and i need to implement some
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Actually i can drag, pick up and drop the cards.
Now i want the cards to rotate depending on the movement of the users mouse
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I tried to do it on my own but i can't figure it out.
As an example of what i mean check this link please:
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Any help is appreciated.
//Makes boxes 1-3 invisible.
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if(circle01._visible == true){
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- 15
- bringing a movie to the top????Hi
This problem could be solved by assigning proper depth to each MC. Here is
explaining the same withh few steps:
1. Assuming u have 10 MC. Now attach those to the stage using attachMovie()
2. Assign unique depth tto each MC ( say 1,2,3 ....,11)
3. Now when u click on a Particular Instance to drag then set its depth using
swapDepth(15) // 15 or the heighest depth than the given to other MC)
4. Once it stops dragging then set its swapDepth back to the orignal. But
first u need to store its inital depth using getDepth() in to a variable.
I hope this would help u !!
Ashish
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