ActionScript 2.0 :: Creating A Percentage Progress Bar, With Day Change?
Apr 1, 2012
I have a project portal for software development. To show my team, how far we are in development, i created a graphic showing a progress bar, and a percentage number.
Every now an then, i open flash, and change the percentage number, and scales the progress bar a bit.
My question here is:
Can i make the Percentage number change from (currently) 22% to 100% (22, 23, 24 etc), over the duration of 30 days? So it automatically changes 2-3 times a day?
Can i also make a progress bar that scales automatically, and slowly becomes longer and longer, to match the Percentage number?
Is there a surestarter preloader in AS3 with CS4? Meaning here, showing a progress bar or percentage value before loading the main swf, right away at the start of the loading.I tried 3 different versions:
1- I used the code from a video (and accompanying files), and simply changed the content.swf to my own swf file (rename my swf content.swf), so that the original code would load my swf instead of the original content.swf. (original content.swf was too small to see anything before loading, because my loading speed is too fast).Here is the code from the original preloader (loads a small swf which then loads the main swf file):
var l:Loader = new Loader();l.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, loop);l.contentLoaderInfo.addEventListener(Event.COMPLETE, done);l.load(new URLRequest("content.swf")); function loop(e:ProgressEvent):void{ var perc:Number = e.bytesLoaded / e.bytesTotal; percent.text = Math.ceil(perc*100).toString();}[code].....
i've had good feedback and help from these forums before so thought i'd pick your brains again...
I'm looking at making a sim/game based around random results. The experiment im supporting has (for example) 100 rubber ducks in a bag, you pick out 30 and mark them with a cross and place them back in the bag. Then you pick another 30 and note how many of the marked ducks you have found again.
I have some knowledge of Flash and have managed to make a random dice simulator and a few others. I figure the best way is to forget about manually marking the ducks but instead have a drop down box where you can sellect how many of the 100 will be marked.Then have an action button which produces the results (in numbers?) underneath each corresponding duck (1 normal yellow, one marked).
the image I load using the tutorial loads really fast (it's only 240kb) which basically means that the progress bar just blinks and completes so fast that people who don't know what's going on won't know what just blinked.
My question therefore is this:Is it possible to tell the preloader, that even if the image is already loaded, the progress bar will take for example 2 seconds to complete?
That way people with fast connections will see the preloader for 2 seconds and people with slower connections will see the preloader for whatever time it takes to load the image.
Here's the code from the tutorial:
Code: var imageLoader:Loader; function loadImage(url:String):void { // Show Preloader preloader_projekt1.visible = true;
I am writing a small app, and the very first thing I do is to create a sprite called "mainSprite" on Stage. This way, whatever I need to lood, I load it into the "mainSprite" NOT directory on to the stage. Now I would like to connect a progress bar to this "mainSprite" so whenever an asset is loaded, progress bar would pop in and show the progress. I would like to know if I am on right track with what I am trying to achieve, and if I am right, then how can I employ a progress component to just listen to "mainSprite".
I need a progress bar that's kind of in an odd shape, I've attached an image. It's not a preloader; it's for periodic progress while the user is performing other action on the website. I've played and played with tweens from a symbol of a fill of the bar to no avail. I'm not great at flash, so apparently even this simple thing is a stumbling block for me. Since it's an odd shape,I was hoping I could somehow use a paint bucket fill of the symbol or something like that to create "progress", and simply send a "stop" command when it's at the appropriate level, but I've tried several different ways and just don't have the ability to do it. I can't seem to find anything online that's even close either.
It would have been easy with Flex 3 using barColor but as barColor is no more available in Flex 4 how can I setup progress bar such that the progress fluid changes it's color with progress.Like starting progress with the shades of lighter green and ending at bright red.
I have a progress bar as a healthbar in a game. The healthbar regenerates 10 pr millisecond for now because i like the smoothness. But if the delay increases it would take a lot longer to regenerate.
Aren't there any formular to calculate some kind of factor for this? so the lifebar would regenerate within a constant time no matter what. If the delay is 2 seconds it would just make the regen more choppy and if delay is 1 millisecond it would just update more.
I have an SWF movie (1375 frames) and created a progress bar (248px wide) with a slider that moves according to the movie progress. I'm doing that next way:Calculating the distance for the slider to be moved each frame (248 / 1375) On each ENTER_FRAME moving the slider for the calculated distance The problem is - the movie ends far before the slider reaches the end of the progress bar.
I'm thinking that the distance (Step 1) is is somehow ends floored by Flash and the actual distance it moves the slider is smaller than required. That's why the movie ends, but the timeline control just passed the 2/3 of its way. My question is - is there any solution for the problem? Or any other way to go, if it's a wrong one?
I've done the tutorial in the topic-title and it's great and easy to understand. I do have one question though: Right now, the image I load using the tutorial loads really fast (it's only 240kb) which basically means that the progress bar just blinks and completes so fast that people who don't know what's going on won't know what just blinked.
Is it possible to tell the preloader, that even if the image is already loaded, the progress bar will take for example 2 seconds to complete? That way people with fast connections will see the preloader for 2 seconds and people with slower connections will see the preloader for whatever time it takes to load the image.Here's the code from the tutorial:
Code: var imageLoader:Loader; function loadImage(url:String):void { // Show Preloader[code]....
I am creating an image gallery and the images change but change right back to the original image. I had it working yesterday but today it doesn't work.
I think I'm having difficulties thinking of the right way to word this question in the search box: I'm looking for a way to change the way a new class is formatted when I create a new class in Flash CS5. I'm very particular with my formatting, especially the placement of curly braces, and I hate the default way AS3 classes are formatted.
I'm trying to create a needle gauge type preloader, and I've created the needle and made it a MC and set the registration point to bottom middle, but it still rotates on a centered axis. This is the tutorial I'm following: [URL]
I am trying to create animation which is based on user input on speed and distance... also it needs to work consistently on different screens and resolutionwhat functions do i use to get the pixel size of the container where the animation is playing- to make the calculations?
I'm looking for a very specific tutorial, Basically I want to create a flash 'rollover, image background change type thing' which I will display photos on. A very good example of what I mean can be found here:[URL]. You will see 6 small thumbnails which, when you mouse over them, change the background image to match. My design, I want to be a lot simpler. If you look at the following image you should see what I'm after: [URL]. 5 small thumbnails on the left, when you hover over them, they animate and the big 'red' rectangle changes to display the image.
currently I am using the following code which requires me to create Linkages with the buttons. Is there a better way of doing this? also is there anyway to add a effect for example fade in and fade out.
Ok so i'm trying to create a percentage bar that automaticlly adjust depending on data pulled from a XML file. and I'm currently have some problems with the data getting to the second frame.. here is what I havethe xml file code:
I'm just getting started switching from flash to flex for the better components. I am trying the simple experiment of adding a button and then changing the label. This code does not work. It does not recognize myButton. In flash I could access a button instance after adding it using the instance name. Can't you do this in flex?
I'm trying to refactor a package name (pretty near the root of the project hierarchy), and I'm getting the following error (flash builder 4): A fatal error occurred while performing the refactoring An unexpected exception occurred while creating a change object. See the error log for more details. The log file looks like this.... !ENTRY org.eclipse.ltk.ui.refactoring 4 10000 2010-09-30 10:57:25.134
how to make a my swf appaer as a percentage of the screen not a defined size and I can't seem to work it out. I nee something to appear on screen at a resonable size. 640 by 480 is too big for certain users and width="480" height="360" is too small for others.
How can I get the percentage of xml file loaded. I want to show a preloader and animate it according to the percentage of loaded xml file. I tried using progress event but it gets called only once.
I'm currently developing a Flex application with an accordion containing 2 canvas: one of them containing a DataGrid and the other one a form.When the user clicks on one of the DataGrid's rows, it opens the accordion on the second (form) canvas. However, I'd like to open the second part of the accordion only by half, so they can still see the data in de datagrid.
I need to generate 238 numbers, with a range of 1-4, but I want to weight them, so there's say 35% chance of getting 3, 28% chance of getting 2, 18% chance of getting 4m, and 19% chance of getting 1.