ActionScript 2.0 :: MCL.onLoadInit Fires Late With External SWF?
May 15, 2007
Generally, I like to use onLoadInit because it gives me accurate widths and heights. But when I have an external SWF file with a video embedded in it, I find that onLoadInit always fires a second or two after the video has started playing.
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Dec 28, 2009
I have a simple flash movie that contains multiple frames which make up the sections of a simple site. I have built the navigation so that when you click a button, the movie advances to the proper frame/section. So far so good.My problem is that when I get to the FAQ section of the site, the movie clip that makes up the faq answers plays to the second frame, not the first. The first frame of the movie clip has a stop action in the actionscript, as does the second. But no matter what I do, any time it loads, it quickly plays to Frame 2. I do have buttons that play different frames of this movie clip, but they are attached to mouse over events and nothing else.
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May 30, 2009
I have a Flash game which holds all of its content in a single keyframe on the stage. I have one keyframe before this which contains the preloader using the following script:[Code].The preloader seems to be coded correctly. The problem is that when I upload the file to the web there is a long delay before even the preloader appears. It eventually does appear at about 90%. It continues to load up to 100% then the game starts as required.I obviously want the preloader to start playing from 1%, its like the swf is trying to load all of the graphic before the preloader loads. I have multiple classes.
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Apr 7, 2010
I am trying to dynamically resize an flv playing back in a flash player. To do this, I need to get the flv's width/height so I can maintain the original aspect ratio. I have noticed that in Firefox the onMetaData event will be hit right away, and the video will resize properly. In IE however, onMetaData is not hit until the buffer is full and video starts playing.
One solution I have thought of is to set the initial buffer to something close to 0 (e.g. 0.01). Then the buffer will instantly hit full, and the video will be resized. The issue I have with this is low bandwidth users will have a a short 'sputter' of video (0.5 seconds say) at the beginning before it goes to the next, larger, buffer. Is there any better way to deal with this behavior in IE? Can you manually "get" the metaData from an FLV file before it even plays?
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Jan 8, 2011
I have a MovieClip in the library of my project, it has this code in the first frame of its timeline:[code]Then in the first frame of my main timeline, I have this:[code]
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Feb 12, 2012
Any examples of ActionScript 3.0 code that deploys any kind of sound files to be used in Flash Pro files, for final output as SWF. I am using the code (below) for the Base class of a Bubble Game (of sorts), and the problem is, that when popped, the sound plays a little too late, not spot on.
This is my code - which is linked to the Bubbles in the library of my FLA:
package {
import flash.display.*;
import flash.events.*;
import flash.media.Sound;
import flash.net.URLRequest;
public class BubbleBaseNew4 extends MovieClip {
[Code] .....
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Oct 27, 2010
I have a YouTube video embedded in my page. It is hidden (display:none). You need to click one of the video link buttons to display the video and play it. The links are defined like this:
<a href="javascript:play('xxxxxxxxxxx')">Video 1</a>
<a href="javascript:play('xxxxxxxxxxx')">Video 2</a>
xxxxxxxxx represent YouTube video IDs.
[Code]....
It's fundamentally pretty simple! But here's the problem. since the video player is hidden, the flash object is not activated. So when I click a video link, the line ytplayer.style.display = 'block'; displays the video player, but it takes about about half a second for flash to load. During this time it cannot accept any method calls, such as the next line ytplayer.loadVideoById( id, 0, 'hd1080' );. Essentially, I have to click the link twice, once to load up the flash video player, the second time to actually load the video into the player.
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Feb 13, 2009
I am loading a few thumbnails from XML.When they load in, I want them to perform a few simple functions.However, when I load them in, Only the LAST thumbnail takes the onLoadInit() function.
Code:
function AttachThumbs(xmlData)
{
xmlNode = xmlData.firstChild.childNodes;
var total:Number = xmlNode.length;
[code]....
It's as if I need to create multiple loadListener objects.. one for each thumbnail, but I dont know how to do that when declaring a variable .. ie: one cant say:
Code:
var ["loadObject"+i]:Object = new Object();
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Jul 24, 2010
I need to get the width and height of the image before it finishes loading with a moviecliploader instance. This is for placement of another clip, which will always load before the image. Is there any way of doing this??? onLoadStart does not give dimensions of the image.
how do I access a button within the emptymcholder, and place it at a specific position?? Is this possible??
I tried doing emptymcholder.buttonname._x, but it does not work.
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Jul 30, 2010
I am using a moviecliploader object to load a clip into the timeline. I have a loader movieclip for the graphic placed on the stage. The idea is to gotoAndplay a certain frame as per the percent loaded so far.But the percent value is always 100. Is this because I am testing it on my local machine? But even so, shouldn't every trace fire, as percent value will fall in these categories sometime. The code within onloadInit is:
[Code]...
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Oct 20, 2010
Within my onLoadInit() function, I am trying to stop the loaded clip from playing till a certain time. But when I do:
_mc.stop(); the clip just keeps playing. But _mc._alpha = 0, works as I cannot see the slip anymore.
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Jun 22, 2009
I am working on a full screen background with multiple images fading into each other. I already have something working with images that are loaded from inside the library. you can see it here: linkNow I am working on a script to dynamically load the images via FlashVars.I have the folowing function, witch gets called the moment I want to load the second image and replace it with the first. The idea is to start the putImage function the moment the image is loaded, but i cant get the loader.onLoadInit to triger.
ActionScript Code:
// load second image
switchImage = function() {
[code]....
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Oct 27, 2004
In a nutshell, here is the deal... I have a class that deals with image galleries and such, and in the constructor of my class
Code:
function ImageGallery()
{
[code].....
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Jan 4, 2007
The onLoadInit is broadcasted before the target is indeed initialized.Searching about this, I founded at the macromedia documentation that other developers are having the same problem,
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Jan 5, 2010
How can we get information that the movie clip is attached (using MovieClip.attachMovie) and ready to use, like MovieClipLoader.onLoadInit?
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Apr 28, 2010
This code is not functioning! How do I amend this code to go to frame 5 when all the SWFs are loaded?
[Code]...
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Mar 8, 2011
I'm using cacheAsBitmap to create a gradient mask. The code I set up worked great and all was well but I soon discovered problems when cacheAsBitmap was being nullified when its parent mc was loaded into another mc. I read up on it and from what I understand, since I'm using the MovieClipLoader class, this code should be included in onLoadInit in the root mc (start_mc). Basically this is what I have: start_mc loads main_mc (target) and rollMask1 and roll1 are contained within main_mc. Here's the script for onLoadInit:
[Code]...
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Mar 31, 2011
I try to use onPress function inside an onLoadInit function but nothing will be traced. I can see my hand cursor over my icons though. I also tried with onLoadComplete, but no change...
[Code]...
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Mar 16, 2009
I have a function that I use to load images. I center align the images after loading by using loadClip() and attaching the function that centering to the onLoadInit event. The problem I'm having is that the centering stop working when I upload the flash movie to a webserver. I was also able to replicate this when I Test the movie and then go to View->Simulate Download.
Here is the function in question:
Code:
Select allfunction displayImage( img ) {
// trace('displayImage()');
// lets mave the container invisible before loading the clip
_root.mcLargePhoto.centerPhoto._alpha = 0;
_root.mcLargePhoto.createEmptyMovieClip("centerPhoto",this.getNextHighestDepth());
var mclListener:Object = new Object();
mclListener.onLoadInit = function(target_mc:MovieClip) {
// trace('onLoadInit()');
[Code] .....
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Oct 21, 2006
I'm tyring to do some OOP coding but have trouble figuring out how to keep it all nice and clean. Observe the following class I've made:
Code:
class Link {
public var identifier:Number;
var xpos:Number;
[Code]....
The problem is that I can't access my class properties inside the onLoadInit event function. What is the good OOP way to access these properties?
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May 20, 2007
How do I get the for-loop's i variable to be available inside the onLoadInit function????
Code:
for (var i = 0; i<nTotalPics; i++) {
main.createEmptyMovieClip("container"+i,i);
var container:MovieClip = main["container"+i];[code]....
This has been bugging me for about 2 months now. Maybe I'm looking at it the wrong way, but I need to create more things in the onLoadInit function using a for-loop.
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May 27, 2008
I have a problem with some code. Its in the else statement below. Essentially I am trying to make sure I can read in the mc._height value before I continue with the code, I use a listener to check that I can get the value which I can,however it seems to do all the code after the loadListner.onLoadInit function before this function.
[Code]...
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Apr 26, 2010
my_btn1.onRelease = function() {
_root.one_mc.one_one_mc2.loadMovie(www.web1/abc2.swf);
_root.two_mc.two_mc2.loadMovie(www.web1/abc3.swf);
[Code].....
How do I add the onLoadInit function to go to frame 5 after loading all the swfs?
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Jun 11, 2010
In a setup like this is it possible to check the cumulative status of all onLoadInit?
for(var i:Number = 0; i < limit; i++) {
var mcLoader:MovieClipLoader = new MovieClipLoader();
var mclListener:Object = new Object();
mclListener.onLoadInit = function(mc:MovieClip) {
[Code]....
Initially I was thinking that I could pass an array of Boolean's, but I'm not really sure where to add that checkpoint, because a flash frame doesn't keep looping. Would I have to add it to an onEnterFrame()?
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Jan 27, 2008
class fial
{
public var num = 5;
[code].....
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Jan 21, 2008
I am using movieClipLoader to load external swfs via xml. I am trying to set it up to automatically play the next movie after the current swf is done. The problem is, after the current swf is done playing, the actionscript tries to load all the rest of the swfs in the xml file and not just the next one. So it ends up playing the last swf in the xml file. I added "delete this.onEnterFrame" but still not working.. see code below
[Code]....
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Sep 5, 2011
I have a hidden DisplayObject (myObj.visible = false;). I've provided a listener: myObj. addEventListener(MouseEvent.CLICK, myHandler);By myHandler does never fires. It seems that MouseEvent.CLICK is not delivered for hidden objects...How can I listen to MouseEvent.CLICK for my hidden object?
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Mar 23, 2010
ive got several movie clips as buttons in a parent movie clip that i hide/show. each button has its own instance name. even when the parent movie clip is invisible the button clips still get onmouseup events. when the parent is visable i dont even need to click on the movie clip to get the event to fire. even though i put the functions on diffrent clips they all fire, here are two of them:
Code:
_root.menuLevelUp.btnShipHealthUp.onMouseUp = function()
{
trace("healthUp");[code]....
whenever i click even when the parent clips is not visable i get
Code:
healthUp
speedUp
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Sep 5, 2006
With the following code I get an output of:
true
true
It seems that the onLoad method fires twice ?? I know the .load method has to come after the .onLoad function for the function to work but that doesn�t seem to be the problem in this case.
[AS]xmlData = new XML();
xmlData.ignoreWhite = true;
xmlData.onLoad = function(loaded) {
[Code]....
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Dec 20, 2009
I am using the code below to load 3 images to use a cursors later in the code.
private function loadCursors():void
{
for(var i:Number = 0;i < csrPathArr.length; i++)
{
[Code]....
It doesn't work because "updateNumCsrLoaded" is firing 6 times (twice per image) instead of 3. I could just change the if statement to "if (numCsrLoaded == 6)" but this is not
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