ActionScript 2.0 :: Waiting Until Another Function Has Finished Loading?
Feb 15, 2009
i have an animation with a series of colored squares appearing and disappearing from the stage [URL]..except that the squares appear and disappear). Each of the squares fade in and out using Actionscript, with a custom method that animates its alpha property over time. I want to pick randomly every few seconds a square, to make it disappear and put a new one in its place, and my code is more or less like this:
Whats the best way of waiting until the tween is complete before attaching this movie. Basically I want the attached movie to appear once info._x == 20.
Is it possible to set a listener or something like it to run a function once the flash movie itself has finished loading?So something like:When this flash movie has finished loading, activate function.Btw. I'm not trying to do this with a swf file loaded into another flash movie. I need this to be done by the movie once it self has finished loading.
The problem I have is that the amount of elements in my XML is variable, and I need to initially place objects on the stage depending on the data in the XML file. Both how many objects to place and their positions are in the XML file. I can't get it to wait until it's looked at the XML file before continuing through my code, obviously erroring when it doesn't know how many there are. It gets through all my code before finally coming back to run the function to grab the XML. I have tried putting setting a variable within the function, and a while loop outside the function waiting to that variable to be set, but it never happens if I do it this way.
Code: var items:Array = new Array(); var loader:URLLoader = new URLLoader(); loader.addEventListener(Event.COMPLETE, handleXMLLoaded); loader.load(new URLRequest("[URL]")); function handleXMLLoaded(e:Event):void { [Code] .....
Is something wrong with this code? I am trying to tell Flash to wait to call generateEventClips() until timeline_events.swf has been fully loaded into events_mc. But I don't think it is doing so, because the clips that the function is supposed to generate don't appear unless i call the function at least two frames later.
var events_mc = new MovieClipLoader(); events_mc.addListener(); events_mc.loadMovie("timeline_events.swf"); events_mc.onLoadComplete = generateEventClips();
I have a movieclip clip that plays when the movie starts, the movieclip is a visual assets that show's that the application is loading some information but it's not showing any loading progress, just playing while the assets are loaded.I created a for loop that will load the assets using a simple loader, and then when the object is loaded the application push the object to an array.Problem is that when the loading starts all the animation that i have on screen stops until the loading is finished.The whole point is that the animation will play while it's loading.
I am currently trying my 5. workaround to get my menu done. . I want to move a series of 4 buttons up, after a click and when all buttons finished their movement I want the bottom 3 to move down again.
My big problem ist, that I dont get a check working to see if the function move() hast finished in order to fire the function open(). Is there any listener or so?
Here is my code:
Code: //Setup and register with Zego Engine import com.mosesSupposes.fuse.*; ZigoEngine.simpleSetup( Shortcuts, PennerEasing, Fuse );
I have a flash file that is 1.5mb in size. As it takes about 6 minutes for someone on dialup to load this file, I have created a smaller swf file and loaded the larger one from it but I don't want the larger one to begin to play until it's fully downloaded. How do I set this up? I have set up the action script 2 as follows: loadMovieNum("top2.swf", 0);
I have three functions and I want to play them one by one when each of them completes the tasks inside. How can I add an eventlistener to a function to check if it is finished?So the following is the example:
function generateIdeaBalloons():void { var ideas1:MovieClip = new idea1 (); ideas1.x = 480; ideas1.y = 248; container.addChild(ideas1); TweenLite.to(container.ideas1, 1, {delay:0.5, x:50, ease:Quart.easeOut});}
what i want is that when you press the left or right key the back or further function is only processed when _root.done = "a" (or true something else)... but now it doesn't work... _root.done is always "a".
Code: _root.done = "a"; var myListener = new Object(); myListener.onKeyDown = function() { switch (Key.getCode()) {
[code]....
what i want is that when you press the left or right key the back or further function is only processed when _root.done = "a" (or true something else)... but now it doesn't work... _root.done is always "a"...
I have set up a nice video site for a client. I have a sub menu where you can select swf files. Each swf has an FLV attatched to it. I prefered this method over XML for various reasons.In any case I would like after the swf has loaded, and the flv COMPLETES the entire movie, to automatically go to the next swf file and start that flv. I've tried many codes with no luck.
The following code loades text into a textfield the problem I'm having is the routine at the bottom runs before the text loads and the scrollbar disappears even when there's enough text to overflow the textfield. How would I make sure the text has finished loading before running the code that enables/disables the scrollbar?
I am a flash newbie, how can I get the flash to start playing before it is finished loading on a website? I embedded a FLV file into a flash and I'm going to export it as a SWF, I want it to start playing the movie before it's done loading so people don't think that it's not working.
I have some code where I am loading a few hundred images into an array in Flash. I am using XML to pass in the list then a Loader for each entry like this -
for (var i:int = 0; i < myXML.item.length(); i++) { imgloaders[i] = new Loader(); imgloaders[i].load(new URLRequest(myXML.item[i].imageLocation));[code]...
I want to perform some action once all of these have finished loading. The only way I can think of is to increment a count each time one finishes and have a Timer that checks if the count has reached the number of images I am loading.
How do i check whether an external SWF which is loaded onto a movieclip sub_mc.loadMovie("introduction_1.swf")) has finished loading or not. If the loading is done, then an animatoin inside a movieclip will be played, else the preloader continues
how to automatically load external movie clips so that they load and play after the previous movie clip has finished. I have attached a simplified version of the files that I am working with.The files are set up as so: Main.fla : this is the main file in which all of the other movie clips are loaded into.Movie1.fla, Movie2.fla, Movie3.fla : These movies need to load and play after the previous movie has finished playing.
I have a class which works with data and I want to do something after its constructor function is finished and the object has been created. If a class is a MovieClip, I can do this:
i am loading some external swfs with the bulkloader. The strange thing, they start playing in the background ( i can hear the sound) without even having added them to the stage.
Here is my code:
ActionScript Code: public function init():void { bLoader = new BulkLoader("bLoader");
I am currently working on a website that has a video in it. I have a background picture that fades out just before the video is played. I want to fade the background back in after the video is finished.
I'm using the same code I always use for preloading another swf but it's not working this time. The problem this time is that when the loading bar gets to 16% every time you can hear the movie I'm loading playing in the background. I can just add a stop to the first frame of the movie I'm loading ("trial_1.swf") but how do I tell it to go to the second frame once it has loaded?
Here's my code:
var myrequest:URLRequest=new URLRequest ("trial_1.swf"); var myloader:Loader = new Loader(); myloader.load(myrequest);
I need to create a splash page type thing. It needs to play a flash movie and then when that movie has finished show a full screen image using html/js. THe movie will be flash and the image display will be javascript powered.