ActionScript 2.0 :: Preloading A MovieClipLoader() With A MovieClipLoader() Inside
Jan 20, 2004Is it posible to make a preloader of a SWF that loads an external JPG?
View 1 RepliesIs it posible to make a preloader of a SWF that loads an external JPG?
View 1 RepliesI'm trying to get a small movieclip in my library with the linkage "spinning" to show up when a thumbnail is loading. what busts my mind is that I can create a text field, but not attach a movieclip. The basis of the code is from Blue_Chi's Advanced Image Gallery here. I know that the movieclip is capable of being pulled out of the library, 'cause I've tried it elsewhere and it works.[code]...
View 0 RepliesI have this code but the only way it works is when I call the loadclip method from outside the function...
I've tried with _root but I don't know how acces the moviecliploader declared outside the function.
[Code]...
I have a MC called "Holder_mc "
I'm trying to load a Movie inside it via the MovieCliploader way.
This work and if I trace my target_mc it gives me :
_level0.Holder_mc.imageHolder_mc but if I try to attach another movie clip to target_mc with target_mc.attachMovie (values) then it doenst work.
and trace (target_mc.new_exhibition_view) .
Give s me undefined
Here is the code (FLA is attached)
Code:
attachMovie("Holder_mc","Holder_mc", 50);
Holder_mc._x = 0
Holder_mc._y = 0
[Code].....
I recently built a preloader using the MovieClipLoader object. I used the following events: OnLoadComplete, OnLoadProgress and onLoadStart. I registered my listeners etc and then I decided I wanted to get a bit fancy. So I decided that within the onLoadProgress I would add an"if" statement, this if statement would basically say if the loaded content equals 70 then animate the preloader graphic off the screen using tweening (very simple). The onLoadProgress is continuously called while the content is being loaded but it seems that it does not want to correctly execute my if condition.
Here is the code for the onLoadProgress.
loadListener.onLoadProgress = function (target:MovieClip, bytesLoaded:Number, bytesTotal:Number) {
trace("onLoadProgress");
txtLoaded.text = String (Math.floor (bytesLoaded / bytesTotal * 100)) + "% loaded";
mcProgress._xscale = bytesLoaded / bytesTotal * 100; // address the bar
[Code] .....
i have 2 swf files, same size and i want a MovieClipLoader to load the first and after it finishes to load the second in a loop.i found a fla file with a script but it only loads the first swf.
View 2 Repliesfunction ScreenprintsLoad(screenprints_xml){
var screenprintsThumbs = screenprints_xml.firstChild.firstChild.childNodes;
maincontent.createEmptyMovieClip("holder", 1);
for(var i = 0; i<screenprintsThumbs.length; i++){
[code]....
the xml structure is fine. But right now only the last thumb is showing.I've used this method before to load one image, but not in a loop.
Has anyone successfully created a progress bar (or even a text field which displays the percentage loaded) which monitors the load progess of a movie clip loaded with MovieClipLoader?I know we can use the getProgress method, but I'm struggling to apply it
View 1 Repliesit goes to a certain point in the timeline, which then initiates some code to load a movie clip onto a certain part of the screen.I made a sample swf to be loaded(home.swf), but the thing is, I dont want the user to see the things that are off the page of home.swf, that the user couldn't normally see... i was wondering the best way to solve this.As you can see, i already tried sizing the clip, but that only made it extremely small and didn't solve the problem.he main timeline :
Code:
this.createEmptyMovieClip("content_mc", this.getNextHighestDepth());
var mclLoader:MovieClipLoader = new MovieClipLoader();
[code].....
I'm trying to take full advantage of the movieClipLoader along with listeners. But my callbacks aren't getting triggered. Inside one function I loadClip, when onLoadComplete happens I set the onRelease function. Within that onRelease I call another function ("cdPress") that also loads bigger images inside a clip.None of the callbacks in the cdPress function are working. The function is being called successfully, but the "onWhatever" callbacks are not.
Code:
function someFunction(){
cdListener.onLoadComplete = function(target_mc) {
target_mc.onRelease = function() {
[code].....
whats wrong with this code:
Code:
var: myMCL:MovieClipLoader = new MovieClipLoader();
myMCL1 = new Object();
myMCL.addListener(myMCL1);
[Code]....
Code:
// Create listener object:
var mclListener:Object = new Object();
mclListener.onLoadError = function(target_mc:MovieClip, errorCode:String, status:Number) {
trace("Error loading image: " + errorCode + " [" + status + "]");
[Code]...
I'm trying something that should be fairly simple. I want to:- load a jpg into a container clip- when that image is loaded, then duplicate it and move it to a different position- then do a whole bunch of other stuffI'm doing all that using MovieClipLoader.onLoadInit(), and when tracing the duplicated movieClip, without fail, it returns undefined.
Code:
var detailImg:MovieClip;
// create a loader to handle loading the full image
[code].....
i know the basic listener etc with MovieClipLoader but how would you add a progress bar to it to display the load on each mc?
View 2 RepliesI'm having troubles with my preloader showing up when it's on the server. It seems to work fine when testing it locally, the preloader (a circle) spins until the clip is loaded, then it goes away. When it's on the server, nothing happens, and when the image is loaded it shows up as it's supposed to, the preloader never shows up.
Code:
this.createEmptyMovieClip("container",100);
this.attachMovie('circle','circle',1,{_x:Stage.width/2,_y:Stage.height/2,_visible:false,_width:26.4,_height:25});
//the image to load
theImg = "bannerImgs/1.jpg";
[code]....
In one situation we have one movie that chooses randomly to load one of two other movies. On one server it works fine. On another server, flash says there are no errors and that it loads correctly (i tested this using onLoadError and onLoadInit). There are no errors and the onLoadInit is called correctly, but what is in the movie wont display after being loaded.In another situation, the user can upload a photo to the server and then that photo is used in the game. The photo upload works properly, the photo gets put on the server and all that jazz. Now on the one server, the loading of the image works fine, it shows up and everything. But then on this other server, yet again the photo says it loads properly with no errors, but it doesnt dipslay it. But I can go on wiht the rest of the game working fine... just no photo... has anyone run into this before?
Oh yes, and it also works on my home server, so it works on two servers and not this other one. So that makes me think it's a server issue, but if that was the case wouldnt flash throw errors if it couldnt work? And like i said, flash at least says it's loading the photo correctly!
why my movieClipLoader isn't loading anything here...must be something simple that i'm not seeing clearly.
Code:
postXML=function(){
trace("postXML function triggered");[code.....]
Code:
myListener.onLoadInit = function(target_mc:MovieClip) {
var ref:MovieClip = target_mc.duplicateMovieClip("ref", target_mc.getNextHighestDepth());
[code].....
I recently began working on a large game. The main swf that all the levels load from also acts as a runtime library. When the MovieClipLoader loads the next level, if that level imports any mc's from the main swf then it won't load. It works fine straight from the HDD though.
I could really use a hand. I've used up most of my brain power figuring out the source of the problem (there's a lot of stuff to sift through).
I mis-spoke before. The MCL will load level.swf, I see the progress bar and OnLoadInit executes which should mean that the first frame of the level was initialized, but nothing appears.
Here's the code which i use to center scale and all the other stuff[code]...
View 1 Replieswhen i was trying to build in the banner images i bumoped into weird problems. At first my cs4 for pc stoppped working everytime so backup to cs3 this also stopped working everytime so i went working through guest account which seems to work ok.ok back to the other problem. on this link you can see the website there is loading an image in the banner by an movieClipLoader this why i can adjust the image size when it's done loading. I want to make everything sizeable. when the site loads for the first time the image won't show, but when refreshing the site, suddenly the image does show.testing this all local works. But online not! so i tried testing local retrieving the images from the web. i got this sandbox error. oke added system.security.allowdomain("*") for the wildcard, really weird cause it's just an image (bitmap) which is called.[code]
View 11 RepliesThis is going to be related to the oop post.For whatever reason, I can't seem to call myMovieClipLoader.(url,target) to load a MovieClip from within a method of a custom class. It works fine when I call it in the timeline.
View 4 RepliesThe function is called with an interval of 500, and loads several images from an array into objects in a 3D Environment component (world).I'm using a MovieClipLoader and a listener for this, but somehow it keeps looping. After onLoadInit it starts loading the images again. How can I stop this?
PHP Code:
function fill_cloud (){
var leden:Array = sopXML.firstChild.childNodes[1].childNodes[0].childNodes;
var activ:Array = sopXML.firstChild.childNodes[3].childNodes[0].childNodes;
var leden_activ:Array = leden.concat(activ);
// Shuffle Array Randomly
function shuffle(leden_activ,images):Number {
[Code] .....
I'm trying use the MovieClipLoader class to load up a swf and have it start at a particular frame. Such as:
Code:
var myloader:MovieClipLoader = new MovieClipLoader();
myloader.addListener(this);
myloader.onLoadComplete = function(target:MovieClip) {
[Code]....
The Bold underline text is where I would imagine most of the magic happens. How Would I place the MovieClipLoader into this and have that swf go play that particular frame label?
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]...
I am using a moviecliploader to load landing.swf into a mcholder in parent.swf. Now even though the movie is loading fine, I am not able to display the loading percentage. The percentage always shows 100%. I am trying make a loader graphic run as per the percentage value, but since it is always at 100 the graphic does not work. I have tried testing it on the server as well, same thing, no loader graphic.
Can anyone tell me why this is happening? Am I supposed to use a recurring function within the onloadProgress function???
I'm in a hurry and need big help quick
1 - I'm using AS2 and know my way around it well
2 - I'm loading an external SWF using MovieclipLoader
3 - The external SWF has a MP3 file in it's library (exported for actionscript) and is attached to a Sound Object.
4 - Running the SWF by itself, everything is fine, but once it's loaded in my main movie, it won't play, no sound,
I have loaded an image using MovieClipLoader and am using the following code to scale it to fit a photo frame:
var mcLoader:MovieClipLoader = new MovieClipLoader();
..
.. add listeners ...
mcLoader.loadClip(filePath, frame.imageHolder);[code]....
The code works for most of the images except images with resolution 2880 x 2880. It did not scale properly - part of the image on the right does not show. The lower image scaled properly, but the upper one did not.The math seems to be correct
I need to do is load an external swf into a movieclip and make sure it stays within a certain size.
1. How do I make it a set size? Instead of it inheriting the root timeline height/widht. ie: my main movie is 900 x 900 the external swf is 700 x 500 and there are mouse moves that rely on the 700 x 500 boundaries.
2. How do I make this: loadMovie("external.swf", "load_mc"); utilize MovieClipLoader?
I'm trying use the MovieClipLoader class to load up a swf and have it start at a particular frame. Such as:
[Code]...