My main .swf file is 3 frames with the preloader residing in frame 1. I'm trying to get my preloader to skip frame 2 and jump straight to frame 3 if it's already cached... otherwise, go to and stop at frame 2 if it has not.
Why would I want it to do that? I have a little movie clip on frame 2 that lets the user know that loading is complete but I'm noticing it's always popping up everytime the movie is run -- I only want that movie clip on frame 2 to appear when it's loaded for the very first time. I've been using this code so far:
[Code]...
I'm guessing my problem is that it'll never skip frame 2 and always go to frame 2 followed by 3 regardless because both arguments eventually reach a fully loaded state. I thought about using somekind of loop but not exactly sure how that would solve things.
I had some code for a preloader that showed a % and stretched a bar.i wanted to modify it to instead go to frame 1 through 100 (based on % loaded) of movieclip "prloader" using the integer from "frmcounter" as the frame number.doesn't work!
I followed a tutorial from actionscript.org , the tricky part is that i wanted to change the Kb to a % display and it's messing up.Here's the previous code [AS]lastFrame = 1;
function loadedIndicatorFrame() { var newFrame = int((_parent.getBytesLoaded() / _parent.getBytesTotal()) * 65) + 2; if (newFrame - lastFrame > 4) { //too far
You must use the new ColorTransform() constructor to create a ColorTransform object before you can call the methods of the ColorTransform object.
So does this mean every time I want to tweak the color transform, I have to create a new instance? If so, the setter properties seem pretty pointless and my tests are showing this is the case.
So if every render I want to cycle say the redOffset based on time (to get a pulsing effect), do I have to manually create a new ColorTransform passing all constructor args from this.transform.colorTransform:
var newRedOffset:Number = ... transform.colorTransform = new ColorTransform( transform.colorTransform.redMultiplier, transform.colorTransform.greenMultiplier,
What I want to do is take the basic functionality of this tutorial (card flipping) and trigger that action on the timeline to create an animated movie rather than something that a user with a mouse interacts with.flashandmath {dot} com/flashcs4/flip/index.html(the forum won't let me directly reference the tutorial I'm working with because i'm a new member)The tutorial uses a custom class, I'm guessing that i need to remove the eventListeners for the mouse events and call one of the functions on the timeline specific to the variables on the scene, like "card1.initApp();" ?
I'm working on a website. It's really a basic portfolio-site containing a profile, some news and a few photogalleries. The idea is to load images and text onto the pages of an open book: however I don't want a "flat" image of a book with straight angels and straight lines: I want to have a real picture of my grandpa reading from a book.
Perspective:- Is it possible to "tweak" or disort a movieclip to simulate 3d? The pages will most probably be slightly curved, and the book might not be held 100% horizontal.
Text:- What about dynamic text? Can it be tweaked like this?
Images:- Is it possible to get a good result tweaking pictures?
- How huge does a image covering most screen sizes need to be?
I have these particle system files, it actually does what I want. It makes circles come from a center point and have them expand out of the screen. However I have a couple of questions regarding those files, I wanted to add and change a couple of things:
- I would like that the circles come out in different colors, red, green and blue in randomized order. - I would like to add a "fade out" option. Instead of having them grow out of the screen, have the option to have a defined circle size and when the circle reaches that size it fades out. Or something easier that works just the same, basically have it fade out. - Have the circles blurred a bit. Possibly have the chance to control that too.
Then I would like to add some interactivity to the system. Basically have the circles move away from the mouse when the mouse rolls over or near that/those circle(s). Is that easy?
I'm new to AS3.0 and migrating from AS2.0.I followed the excellent preloader tut by Lee Brimelow HERE Instead of a % increment, I would like a traditional graphics preloader bar which shows how much has loaded.How would you amend Lee's code to show a preloader bar.I have tried a few times and I've been unsuccessful.
I'm going to try to explain this as easy as possible, so that hopefully I get an easy answer back. I'm about to pull my hair out with this one!!In my flash site I have one main swf that is preloaded using:
If i add a preloader code inside the same fla which i have to load. then it takes some time to load its library content first and then it starts loading the other things in Flash.But normal preloader code will not show loading of its library content. So any body have any idea how to make that without loading via other file. i have to add loader on the same file.
I've been working on a site where swf's are loaded into main movie with transitions between the sections. I have the following code on the mcContainer...
I've been working on a site where swf's are loaded into main movie with transitions between the sections. I have the following code on the mcContainer...
I used this code as a preloader on a site a made a few months ago.I'm trying to use it again in a wordpress template using PHP and it's not working.The movies loads, but doesn't load the main .swf??why this would work on one site and not another? Is it a PHP conflict?
var l:Loader = new Loader();l.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, loop);l.contentLoaderInfo.addEventListener(Event.COMPLETE, done);l.load(new URLRequest("ns_headermovie.swf"));
I have this code in frame 1 [code]In frame 2 the animation/flash application starts.The preloader works fine BUT when it gets to frame 2 it stops. I cannot get it to start. I think it is a simple issue but I cannot see it.
I want to call a function in main flex app from the custom preloader code in actionscript before it dispatches complete event. Also i want to know how to call back to a function in preloader code from application
I'm getting the classic preloader problem of having the preloader not display until a certain percentage (in this case %30) of the total file has loaded. I am importing the TweenLite class in the second frame, and I am also dynamically attaching MovieClips from the library in that frame as well. I've tried putting a frame between the preloader and the title screen and using the Publish Settings to export all the classes in frame 2, but it does not help at all.
The preloader animation I created requires the water to fill up the container, but not by stretching or scaling a mask to reveal the water volume at the full point. Most tutorials show how to do this by scale, in relation to bytes loaded.
When importing external swf's, would it be better to have the preloader code in the external swf or in the main movie? I've seen threads about this everywhere but I don't see the difference. Once the movie pops in it starts preloading right? Is there a faster result when the preloader is in the main movie?
I've written a simple preloader which I've put in its own movie clip. The code is as follows:
[code]...
The code works out a value between 0 and 1 called 'loadVal' this is used to animate a masking object a distance defined by a variable called 'yShift'. loadVal is rounded up to give a whole number that is displayed in a text field showing the percentage of the movie which has loaded.The preloader seems to be running and it will trigger the move to play when it completes but I can't see the preloader previewing in the Bandwidth Profiler, even when I set the data speed to be very slow. I've noticed this issue before and it is annoying as I need to see how the preloader looks and works.
I have a billiard ball system, whic detects collisions between balls and modifies their x and y velocities accordingly.I have included a friction variable and I have a very basic system for applying the force of friction for each iteration of movement:
private static var FRICTION:Number = 0.94; public function move() : Void[code]....
This works to a reasonable level of satisfaction, but it doesn't quite feel right. The balls seem to take just a little too long to stop when they've slowed down to a very small velocity. I've tried tweaking the friction constasnt, but I still can't get sometthing that feels exactly right.
how to make text acting as a preloader so that its color changes as preloader percentage. i dont mean how to apply the math, i mean how to mask it or whatever action to achieve that effect?
like for example imagine the red is constantly growing to the right letter by letter (actually pixel by pixel:
I just started working on a preloader screen that includes a preloader mask over a logo and a percentage dynamic text. I can get either or to work but not both at the same time. I notice that if I remove stop(); I can get the percentage to work but not the preloader image. With the stop(); embedded the image preloader works but the percentage doesn't.
I want to make a preloader for flash mx 2004 that when it finish becomes to decrement another time. I would like to do it to modify the flash preloader component.