ActionScript 2.0 :: Add Preloader To Images From Array?

Jul 4, 2006

How can i add preloader to images from my array ? I have couple of panels on stage , everyone have place for images, everything is loading nice. I only need to add preloader in every image holder.

[Code]...

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[Code]...

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I am not after any kind of complex animation loader, just simple text that says 'Image Loading'So I guess to simplify it, it could just be a peace of text that disappears when the image loads in.....am I making any sense??I have a few thoughts which are;1.create moveclip with the words 'loading Images' some how load this in the background of main holder that loads images in so that when image loads it loads over the text 'Image loading' technically not a loader just text in the background.2.create moveclip with the words 'loading Images' that when image loads in the text is replaced by image that loaded in??

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[code].....

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[Code]....

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[Code]...

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function onXMLLoadComplete(e:Event):void {
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[Code] .....
The live site is here: [URL]

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How to go about adding preloaders for images on a rotating menu. I am not after any kind of complex animation loader, just simple text that says 'Image Loading'. So I guess to simplify it, it could just be a peace of text that disappears when the image loads in....

1. Create moveclip with the words 'loading Images' some how load this in the background of main holder that loads images in so that when image loads it loads over the text 'Image loading' technically not a loader just text in the background.
2. Create moveclip with the words 'loading Images' that when image loads in the text is replaced by image that loaded in??

This is how I load my images in:
Code:
Select allvar holder:MovieClip = new MovieClip();
holder.addChild(loader);

So, I created a movie clip exported as 'preloader' and loaded it like this:
Code:
Select allvar preloader:Preloader = new Preloader();
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I'm building a flash based site for my photography in Flash CS3 with actionscript 2. The swf is almost 700kb so I guess I'll need a preloader right? I thought I could create a preloader scene before the main content scene and apply the following code to the single frame within the preloader:
Code:
ifFrameLoaded ("website", 3){
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}
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PHP Code:

var urlRequest:URLRequest = new URLRequest("pics.xml");
var urlLoader:URLLoader = new URLLoader();
var xml:XML;

[Code]......

I'm passing the parameter 'i' through to the tracel function as this traces when each image has finished loading. I have a preloader in the main timeline I want to control. Say there are 20 images, how do I use the info in the tracel function to control that preloader? Would it be best to pass into the Thumbnail class the xmlList.length(), so the number of total images and then from the tracel function add and control a preloader, so when image 10 is complete the tracel function would make a slider its added to stage go to half way.

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i've got all the xml coded and ready to go, now what i struggle is to implement my existing preloader to make it load each image. This is a work done by my friend and i am just continuing his final works so it took me quite a long time to digest these codes too.

this is my frame 1 actionscripts with a preloader.

ActionScript Code:
stop();
//Import the required assets
import flash.display.*;
import  flash.events.MouseEvent;

[Code].....

And in between the function ProgressEvent i am clueless on what to code, i've tried using addChild and etc to load the preloaders but fail.

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I'm about to make a preloader of sorts, but have run into a problem because I have multiple SWFs being externally loaded in different locations. [URL]

As of now, it's setup like so:
Main.swf - has the scrollbar, loads body.swf into scrollbar container
Body.swf - has the layout, buttons, etc. Loads illus_finished.swf, illus_sketchbook.swf, etc.
illus_finished (and all other work files).swf - dynamically loads XML and images/info.

So basically, its one big swf that loads the content swf. The content swf loads the work swf's - which load the xml, images/info. I think I might load all the swfs from one file somehow, but I'm having trouble targeting into MC's of loaded swf's.

Should I set up a preloader swf, and somehow preload all the swfs into the browser cache? (I dont know how to do this, esp since I'm loading into a target, and not a level#) This way I wouldn't have to change how my movie is setup.

Should I take all the loading instances out of all my files and load them all from the first movie - and stick the preloader in THAT file? I can't figure THIS out, either, because I can't seem to target movieclips in loaded SWFs.

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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?

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