ActionScript 2.0 :: How To Get Dynamically Drawn Pie Preloader
Oct 23, 2005
I have been looking for a preloader such as the one at [URL]. The preloader there is just the effect I've been looking for for a long time. I know it's done with scripting, but I could never make it quite right. I even posted here a few times, and found a tutorial, but it used a drag bar to control it, not bytesLoaded. Any tutorials that you could lead me to that focus on making it a preloader
I seached everywhere and try fo find drawing board code that saves after drawing but it seems it's only applicable in AS3, perhaps anyone have any tutorial link or have
Is it possible to use a dynamically drawn line as a mask? (graphics.lineTo...) . Is there a way to cast this as a movieClip? I tried adding it to the movieClip, but that did not work.
I am trying to dynamically draw a circle and fill it up with some color. Drawing a circle is pretty easy job for me, but fill it up with some color seems not happening today.
PHP Code: Circle function starts function fnDrawArc(mc,x,y,r,angle){ mc.beginFill(0xFF0000); // this is not working.... mc.moveTo(x+r,y); for(i=1;i<=angle;i++){ [Code] .....
I was just conducting a little experiment, basically trying to come up with a stage resizing handler that would position everything on the stage with its x and y proportionate to its original position. That's when I discovered a very interesting thing.
Shapes that you draw using flash's drawing tools are treated completely differently than dynamically drawn shapes. Basically shapes you draw on the stage in the authoring tool would seem to have no x and y of their own, and also no matter how many different shapes you draw, to the compiler it's all one "child" object because it's all just one big shape.
To illustrate this difference, I created two separate files, but they both (seemingly) do essentially the same thing. In the first file, I drew a red circle shape dynamically with code, and set its x and y with code:
ActionScript Code: var circle:Shape = new Shape(); var g:Graphics = circle.graphics; g.beginFill(0xFF0000);
[code]...
In a second file, I manually drew a similar red circle shape, made it 100 pixels wide and tall, and positioned it at 100, 100 using the properties panel. This time, I took away the code that creates the circle dynamically and just kept the for loop:
ActionScript Code: for(var i:int = 0; i < this.numChildren; i++) { var item:DisplayObject = this.getChildAt(i) as DisplayObject; trace(item); //[object Shape] trace(item.x); //0 trace(item.y); //0 }
In this second example, no matter how many and what kinds of shapes you draw, there will only ever be one display child and the x and y is always 0,0.
I for one kind of wish there were more of a one-to-one correspondence between the Flash IDE and the code window. Like, if we can create Shapes and name them dynamically, why can't we create Shapes and name them at authoring time? Or why isn't this now the role of the good ol' Graphics symbol? It's kind of like Flash and Actionscript have outgrown the authoring environment.
This would seem to have the effect of further widening the gap between design and development. Just thought I'd throw all this out there and see what kind of comments I get.
I have a Group on my View, and i'm trying to fill it with some collor and add an mouse event on it, all dynamicaly.the problem is, when i add the mouse event, the group simply turns invisible again. It still exists on the view and responds normally to the mouse event, but i cant see it.here's an code example:
without the mouse event, the group is visible, but it vanishes when i try to add it. i've tried with other events, like the ENTER_FRAME Event and it works normaly, but all the mouse events that i tried turn the Group invisible.i've actually solved my problem using the opaqueBackground property, the Group don't vanish when i add the event this whay. But now i'm curious about the reason of this behavior.
I had to create dynamic with AS some rectangular on stage using moveTO and lineTo. I had a button and when I press it should add a new rectangle on stage but it doesn't. Because the array that I am storing the MovieClip created are overriding I guess
var i:Number =0; button_name.onRelease = function() { i++; var instancename:String ="new_mc"+i; var mcClip:MovieClip=createEmptyMovieClipinstancename,this.getNextHighestDepth); [Code] .....
I'm trying to write a little flex app that has a paint/canvas type feature to draw an image, which I then want to post to a rails server side. I'm following the post here, but can't get as far as he did due to the following error: NoMethodError (undefined method `rewind' for #):I googled that and found this which says the problem is due to an empty filename, but I thought I had that from the example. However, I altered the example to simplify the post by reducing the form parameters, but I could have easily messed something up since I really don't know what I'm doing with this multipart form content. I was hoping to at least log the request params, but unfortunately I can't, since it's failing before being routed and due to my inexperience with rails. I'll ask that in a separate question and hopefully be able to edit this question with the request params.
I also have a bit of code to stop the video from playing and then resuming again.import flash.net.NetConnection;import flash.net.NetStream;import lash.events.AsyncErrorEvent;import flash.events.NetStatusEvent;import flash.utils.Timer;
/*1)convert the video into an flv or f4v supported format2) go to library and select new video3)place the video to the stage4)give an instance name of videoHolder*/var myVideo:NetConnection = new NetConnection ();//null because we are going to use the video
I have added a preloader to my website with a progress bar and percentage loaded number count using the following code;
Code: Select allstop(); this.addEventListener(Event.ENTER_FRAME, loading); function loading(e:Event):void{
[code]....
This however only determines the progress of what is stored within the main SWF file.Is there a way of doing the same thing for dynamically loaded data? I am importing SWF files into my main SWF website using this code;
Code: Select allvar my_loader:Loader = new Loader(); my_loader.load(new URLRequest("FILENAME.swf")); addChild(my_loader);
Before you get all worked up about seeing the same question again...let me tell you this.. I DID use the search function and I DID find some interesting things...but just not quite what I am looking for... As the Subject title suggests...I am looking for a preloader for dynamically loaded mp3s... As in the tutorial on kirupa I let the mp3s stream but still there is a little gap before they actually start playing-probably worse on smallband connections
I've just started to learn about how xml and flash can work together and how to load external files into a swf. Right now im somewhat stuck though. I need to load a jpg into the swf, show the load status and then load another jpg right away.
I am looking for a preloader for dynamically loaded mp3s...As in the tutorial on kirupa I let the mp3s stream but still there is a little gap before they actually start playing-probably worse on smallband connections- and well I know the music is coming but the visitors don't so could anyone help me out to make a preloader?
Im trying to load an swf that is dynamically built, with an external preloader I built. The actionscript used is as follows:
var l:Loader = new Loader(); l.contentLoaderInfo.addEventListener(ProgressEvent .PROGRESS, loop); l.contentLoaderInfo.addEventListener(Event.COMPLET E, done);[code].....
I get the following error: TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.cool::Cool()
I have a preloader that is being served from a CDN, and I want it to load the target SWF also from the CDN but when it uses loaderInfo, it returns the hostname of the html file.[code]Is there some way that I can get the URL that the preloader was served from which is the CDN?
I'm using TLF text, so there's a RSL involved. I get that there's a way to include the library in my own code, but I'd rather not do that unless there's no other solution.
In Advanced Action Script Settings > Preloader Method, there's a choice between "Preloader SWF" (five black dots, the default thing) and "Custom preloader loop". My first question is then how to use this Custom preloader loop thing? What is it referencing? Do I have to write a special thingy somewhere? What?
And I already made a simple "bar filling up" kind of preloader, which I'm testing by using the aforementioned "Custom preloader loop" setting and simulating download. (My project no longer compiles when not simulating download [VerifyError: Error #1014: Couldn't find flashx.textLayout.container::ContainerController class.] which led to the conclusion that I'm doing something wrong here.) It does fill up, but it starts at about 60%. From my earlier badly worded Google searches, I think my problem is that I am using a bunch of external .as files which are loading before the preloader. Is there any way to tie the .as files later, or something?(That, or my preloader actually takes up 60% of the project's data, which would surprise me but isn't impossible because it's still very bare.
I'm making a game and I'm sorta kinda using tiles to render the map screen. So I have a bunch of sprites on screen, for which I created a Refresh() method that I call whenever necessary. In this method, I use a Loader object to load desired bitmaps (which aren't in the project's Library), then add this Loader as a child. The main reason I did it that way is because I could then reference the images to load with a string, and so include arguments in there.
(I don't know if I'm clear, so let my try to be more descriptive. I basically have an array containing the map data. I'll read that array and pass some properties as arguments to my Refresh() method to draw the screen correctly. I'll then be able to load the image ["sprite" + arg1 + arg2 + ".png"] by using that string to create a new URLRequest (and then use that in the Loader).If I understand the way this works correctly (and I probably don't ), I'm downloading the images all over again each time I call Refresh instead of having them "cached" somewhere, which is inefficient (because they're tiles and I'm reusing them multiple times). Am I correct in that assumption?
I thought the more "efficient" way would be to import my tiles in the project Library and export these for ActionScript. (They're PNGs, so they inherit from BitmapData.) My problem with this method is that to use these images, I now have to instantiate a class, so there's no string involved, and so I can't concatenate variables with a string anymore to fetch the right PNG to display, which is really, really annoying.
So I'd like to have the best of both worlds: cache images while still being able to refer to them with a string. Is that possible? And more generally, what's the "right" way to dynamically render images in the context of a tile-based map?
EDIT:public vars vs. getters and setters I have classes with properties. I've gathered that it's good programming practice to declare these properties as private vars and then define getter and setter functions to access them. It's easier to just declare these variables as public and move on. What are the pros and cons of both methods?
The above code loads an XML file which contains the path to text and image files, i am able to trace the path correctly within the above PARSE function but i am not able to retrieve the variable (or trace it for that matter) in the LOAD TEXT section, As i continue to code, i would also like to dynamically load multiple images (in the LOAD IMAGES section) using the projectPath and iterating through each image listed in an XML file. I am not at that point yet but my question is how would i create a progressbar/preloader that diplays total progress for all URL Requests (the text file and multiple images listed in the XML).
how to make a dynamic unfilled and filled circle. that will take input from a slider to dertermine how much of the circle is drawn. I wanted to use this for a preloader. Unlike the author I would like to use it inside of a document class. I am getting 1061: Call to a possibly undefined method createEmptyMovieClip through a reference with static type document. and 1120: Access of undefined property circ1. The second is caused from the first. How would I get this to work in my document class?
//original code // x: circles center x, y: circles center y // a1: first angle, a2: angle to draw to, r: radius // dir: direction; 1 for clockwise -1 for counter clockwise
I am make a resume cd for some photography of mine and used the photo gallery tutorial on this site. I have made some changes and am happy with how it works. Problem is, the images are loaded dynamically so it goes back to the cd everytime I hit "next." The code gives sets the path to pics, loads the image names into an array and then displays them with:
How can i easily break the shape into two pieces so that I can change them into movie clips?I tried using the selection tool combined with shift key to create selections but the selection tool only does squares so it's very frustrating to select a portion of my drawing precisely using it, i've given up