ActionScript 3.0 :: Flash - Calculating Progress Bar Size?

Jan 12, 2011

Here is the thing I have a movie with X scenes and I want the progress bar to fill up according to the porcentage of my timeline that has passed.here is the code I'm using

Code:
var parcialSeek
var completeSeek

[code].....

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Professional :: Calculating Progress Bar Size?

Jan 12, 2011

trying to calculate the size of a progress bar.Here is the thing I have a movie with X scenes and I want the progress bar to fill up according to the porcentage of my timeline that has passed.here is the code I'm using

var parcialSeek var completeSeek
this.addEventListener(Event.ENTER_FRAME, tamanhoBarra) function [code]...

with this code every new scene the bar starts again and since I don't have exacts 100 frames on my movie the bar size dosen't match?

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[code]....

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I have an SWF movie (1375 frames) and created a progress bar (248px wide) with a slider that moves according to the movie progress. I'm doing that next way:Calculating the distance for the slider to be moved each frame (248 / 1375) On each ENTER_FRAME moving the slider for the calculated distance The problem is - the movie ends far before the slider reaches the end of the progress bar.

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I'm creating a drag based control in Flex / Flash, similar to a film strip, where an individual can swipe horizontally to scroll through the items. To make the control feel a bit more natural I've added some inertia to slow the scrolling once a swipe has taken place. When first loaded up there will be five items in view with 'x' numbers of items to scroll through with the 3rd item centred and selected.

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I have a progress bar inside a repeater and therefore I will need to use getRepeaterItem to set it's progress as suggested in this question.

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[Code]....

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I have a 2D side scrolling game (made with ActionScript 3) that runs at 60 frames per second. I'm trying to make it frame rate independent so it will run on slower devices.

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[Code]....

As you can see, at 30 frames per second the player is moved further in the same amount of real time. What seems to be the issue is that, at 30fps in frame one, my current code doesn't account for the slight difference in speed between frame one and two at 60fps. I thought of getting the average value of speed between any two frames at 60fps and using that to calculate a more accurate value when the frame rate changes but I got the feeling wouldn't work correctly in some other situations since at 60fps for example, it would move the player by 115 and not 110 pixels.

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