ActionScript 3.0 :: Creating A Preloader Within The Same Flash File?
May 30, 2010
I am working on school project for a beginner Flash class. The code I was given in class for the preloader does not for my particular flash movie. Q #1: can you create the pre-loader within the same file as the movie (ie separate scenes)?Q #2: if yes, why wouldn't it wouldn't work for me? i was told that it doesn't for all files, but i would like to know why?Q #3: is there a way to do it through two different files with coding (the preloader file pulling up the movie file)?
I'm creating a portfolio which will load thumbnail pictures from a XML file.What I want to do, is simple, create a simple pre-loader for all the Thumbnails.My code is as follows:
Declare Variables =>
Quote:
var columns:Number; var my_x:Number; var my_y:Number;
[code]....
So, here is where the problem is. I want to show a progress clip (possibly one of those circle ones) while the Thumbnails are being loaded.What i have already tried to do is to add the code to insert a movieclip in the callThumbs function. But after that I couldn't remove the Progress child using the thumbLoaded function since it was declare in the previous function.
I am not sure why the following code is not working. If I keep the ns.play("flv/movie/flv"); line outside of the PlayerStatusHandler the movie plays fine but I am trying to create a preloader for the flv using ns.bufferTime. My first switch statement works fine, but the second case is never called.
var nc:NetConnection = new NetConnection(); nc.connect(null); var ns:NetStream = new NetStream(nc);
the image I load using the tutorial loads really fast (it's only 240kb) which basically means that the progress bar just blinks and completes so fast that people who don't know what's going on won't know what just blinked.
My question therefore is this:Is it possible to tell the preloader, that even if the image is already loaded, the progress bar will take for example 2 seconds to complete?
That way people with fast connections will see the preloader for 2 seconds and people with slower connections will see the preloader for whatever time it takes to load the image.
Here's the code from the tutorial:
Code: var imageLoader:Loader; function loadImage(url:String):void { // Show Preloader preloader_projekt1.visible = true;
I've tried a variety of tutorials and had no success in creating a preloader for my game.I can't seem to get all of my library items to load in frame 1 properly. Any tutorials that I try do not achieve the preloader effect that I desire.What I would really, really like is this:A .swf file that wraps my .swf game and puts in a preloader.That's it.How do I do this, or specifically, what should I be typing into the search window of this forum?
how to create a mask like this with ActionSript.It looks like a curtain opener and i would like to do this completely programmaticly if its possible.I am using TweenLite as my Tweening Framework.[URL]
I've got a Flash AS3 animation that is completely coded in an .as file. The only thing on the timeline is the background image. All of the movieclips are Exported for ActionScript in frame1. How would I go about adding a preloader into the .as file? I have tried a couple that I've found through Google but they don't seem to work as the .as file seems to be loaded instantly.
I am creating a photo gallery using the loader component, however some of the jpgs are around 240k so I want to add a custom preloader. The issue I am having trouble with is... how do I set up a preloader that I have made to activate when the loader component loads a new jpg via the myLoader.contentPath = "sample.jpg"???
I am using a sliding thumbnail gallery w/ a static main image behind.
Anyone have a tip for settingup a preloader for the loader? Never had much luck making preloader.
I know how to setup a preloader and I have that working. But when I debug the flash application and simulate a download, it has a blank background until a few seconds have passed. I know it is "downloading" the swf file and I'm wondering if I can show a progress bar for that, or do I need to have the swf file as small as possible and pre load everything needed and have all assets as a separate file I fetch? I found something with ProgressEvent.PROGRESS but this only loads after the flash file is finished downloading.
i have an index.fla page and will be about 10 .swf files to load into it, they will be large videos witch need pre loading. I have read lots of threads all over the place and have tryed lots of ways.The simplest way i have found so far works but gives me the error :
TypeError: Error #1006: value is not a function. at MethodInfo-8()
after i have loaded the 1st vid intro witch then using a dispatchEvent(new Event("allDone", true));realays the info to the index file and loads the movie but the percent timer stops working and gives the error above. I have the following code
I have another preloader question to go on pile with all the others.I have various preloader scripts that I have used in the past, but for some reason with the flash file I'm working on, they don't work. sort of.Basically I have a flash file that dynamically creates a majority of the movieClips through AS (not sure if this makes a difference). Then images are pulled out of the library and into the movieClips. This makes my swf size approximately 4.9mb. So I need a preloader.When I go to simulate the download, I don't see the preloader. The preloader shows up for a second after the loading is done and the movie starts.
My Preloader works fine when I preview in Download mode BUT only loads the first frame of animation.I have attached my file- just a simple image fade ( it has a lot more images but no space here!)Here is the code in the Actions layer:
I have a swf gallery that I created in flash MX which accesses images in folder using an XML file. This XML file has a header and a footer, and a standard image node for each image where the information of the exact name of each image... ie image01.jpg and the description of it ... and their locations .... is gallery01/image01.jpg etc, where gallery01 would be the folder. Currently all of this information about the images is entered by hand in the XML file and this task starts to become very tedious when there are many images per gallery. What I would like to konw.... and like to do... is create an swf or flash application that would create a the xml file... Ideally I would like the user to have a sort of gui in which each image from a folder to which he or she browses to ...is displayed... one at a time... and with the display of each image .. there is a text field where the user can name and type the description of the image.... and all of this data should somehow be recorded and stored in an XML file.
I'm trying to create a needle gauge type preloader, and I've created the needle and made it a MC and set the registration point to bottom middle, but it still rotates on a centered axis. This is the tutorial I'm following: [URL]
I am making a visual timer using a preloader technique where you create a 100 frame animation and some simple math calculations and gotoAndPlay. I've got it working, but once it starts up, it wont play the frames. Just sits there for a second before the timer hits the first tick, then it goes on fine.
Code: Select allvar seconds_timer:Timer = new Timer(1000); //One Second Delay. seconds_timer.addEventListener(TimerEvent.TIMER, notifier); function notifier(event:TimerEvent):void { var seconds:Number = (seconds_timer.currentCount); var percent:Number = Math.floor((seconds*100)/speed); [Code] .....
The speed var is a number that the user sets in the XML config file... I am using this for a slideshow on a client's website. I have a suspicion that the issue is with how I reset the timer and start it again. Is there a better way restart the timer?
I have an animation that is contained within a movieclip. It is an animation of a car traveling round a globe. The car is set to a circular motion guide. I would like to use this as a preloader. What is the best way to get an animation to play in time proportionally as it is loading. i.e the animation finishes when the site loads. If this is not possible what other methods are there to create circular loaders as opposed to linear bars that increase in size.
I have a preloader.swf that loads another swf (main.swf). It all works fine, however I would like the loading bar to stay on 100 (once it gets there) for 2-3 seconds before the main.swf opens, currently as expected from the code below, as soon as it gets to 100% it flicks straight over to the main.swf.
I am using tweener, and I could achieve this easily using the onComplete code to call this.addChild(loader);, however, the problem is, both my preloader and my main swf are liquid layouts, and if I were to call the this.addChild(loader); at the end in its own function, then it throws a
TypeError: Error #1009: Cannot access a property or method of a null object reference.
. The only way to get around this error is to put the this.addChild(loader); so that it loads upfront. After a bit of google research, i found this error occurs due to the stage properties already been set in the preloader.swf (from liquid layout)then once the main.swf loads it tries to set them again...So is there another way i can cause a delay for 2-3 seconds once my preloader hits 100?
Below is my preloader code with liquid layout settings
1. using my tweener onComplete method and fixing the error caused by preexisting stage properties
2. Thinking of an alternate way to delay the main.swf from opening straight away (keeping in mind that this.addChild(loader); would need to stay where it is...
PS - here is a link to a person who was getting the #1009 error with preloader and liquid layout, their solution works, but won't allow me to use a tweener delay...[URL]
how to create a pop up window to load some images. Basically I have a button in my flash file(website) and I want the user to be able to click on the button and have the content displayed in a separate window. the separate window will be a simple swf file with some images. how can I link this external file?
Since I started using CS3 I sometimes get the following error: Error creating Flash movie file. Be sure the destination file is not locked or on a locked drive. Also, check that the file name is not too long. It doesn't happen all the time, and I haven't been able to figure out what causes it. I have been able to confirm that it's not anything to do with locked files/drives, permissions, or file name length.
It happens with files created elsewhere (by other developers) that I've modified, and it happens with files I start from scratch - I can create a new FLA on my desktop and it won't publish. Sometimes (but not always), publishing to a different directory than the one the FLA is in will work. This is becoming a big problem. I'm on OS X 10.4.9, 2.33 GHz Core 2 Duo MacBook Pro 17", running CS3 Web Premium package.
I am having an issue with a freshly installed copy of Flash CS4 Upon trying to create a new fla file or opening an fla file flash crashes. I have checked for corrupt fonts and even removed all non system fonts yet it still happens.Below is my crash report. I have emailed Adobe but was hoping that someone here may have a solution for this problem.I am running Windows 7 64 bit.[code]
I have created a small flash project with 6 Scenes(two scenes contain flv clips 2 minutes each(1560 frames)). If I test each scene separately it runs perfectly, but when I try to run the whole movie it runs for 10 minutes "Exporting SWF Movie" and then stops without any errors or warning and without running project or creating swf file. I am using Adobe Flash Professional cs5.5.
I have a movie which loads quiz questions from an XML file. This works perfectly, although editing the questions is a bit tricky. Whether it is possible to create an XML file from a flash movie.
I would like to create a simple template in which: - the user enters the question and answer data - the user chooses a filename for their data - this data is saved to the hard drive in the form of an XML file - this data can be accessed by a serarate quiz movie Is this possible?
Here is the exact error I receive: Error creating Flash projector file. Be sure that Flash is installed correctly and that the destination file is not locked or on a locked drive.I am able to produce an exe but not the app.
I have:
Flash Player 10 debugger version Mac OSX Flash CS3
I have two Flash files: pre-loader and application.
Pre-loader: (D:ProjectsFlashAppsddedd.fla) is doing basically this: var mRequest:URLRequest = new URLRequest("http://localhost/flash/dd.swf"); mLoader.load(mRequest); }
Application file: (D:ProjectsFlashAppsdddd.fla) is the real application and among other things is doing this:
The application must be loaded by the pre-loader, it won't start when called directly. But apparently, the security settings are preventing such duo from being possible to debug. Normally when it is on a remote server, it is working ok.
What I have done so far to resolve it:
Added crossdomain.xml to my local i:xampphtdocs folder:
> <?xml version="1.0"?> > <!DOCTYPE cross-domain-policy SYSTEM "http://www.macromedia.com/xml/dtds/cross-domain-policy.dtd">
[Code]....
Set File > Publish Settings -> Local Playback Security -> "Use local files only" in both files. It didn't work, so I set it to "Use network only" Also didn't work.
What else can be done to be able to debug these Flash files locally?
I have an AS3 .fla that loads an external XML file of image names, and then iteratively loads the images into the .fla. All this works great. What I want is to create a preloader that is aware of the size of all these external images. As far as I can tell there's no way to do this, but I'm hoping someone here is smarter than I am.
I tried Lee Brimelow's method of having a separate SWF whose only job is to load another SWF in its place. This doesn't work because the preloader's call to .bytesTotal only reads the bytes of the main SWF, not of the external XML or JPGs that are dynamically loaded into it. So the result is the preloader reaches 100% when the main SWF is loaded, but that happens really quickly and the bulk of the load time comes after the 100% mark, when the main SWF starts loading in images.
The more I think about this, the more it seems that you can never access the .bytesTotal property until you've already instantiated the loader and called the .load() method. Am I wrong? Is there a way to fetch just the SIZE of an external file without actually initiating the act of loading the file into memory?