I want some assistance in achieving a simple method of incentivising social sharing and liking of my sites.
I would like to have a flash file that plays some content then stops and presents a button to tweet or 'like' through Twitter or the appropriate fan page on facebook.
Once the button has been clicked and the share/like completed I want the flash file to resume and continue to play.
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.
I'm thinking that the distance (Step 1) is is somehow ends floored by Flash and the actual distance it moves the slider is smaller than required. That's why the movie ends, but the timeline control just passed the 2/3 of its way. My question is - is there any solution for the problem? Or any other way to go, if it's a wrong one?
If I wanted to change an action from a button click to a frame-based action, what do I use instead of onPress? The hints from the AS editor are all click-based.
I have a slideshow that is looped ... it contains 5 slides.I am using a gotoandPlay action to control the slide show.
on (release) { this._parent.gotoAndPlay("98"); }
There is a fade transition between slides.When a button is released ... I want to gotoandPlay (frame 98) ... and then have it stop 10 frames later on (frame 108). Frame 98 includes the transition ... if I just gotoandStop on frame 108 ... I loose the transition.Is there any way to incorporate a stop action, after a gotoandPlay action on my button ... without naming instances etc.I.E.
on (release) { this._parent.gotoAndPlay("98"); STOP ON FRAME 108 INTEGRATED HERE }
I just want to make a simple button action using actionscript 2 but I can't get it to work! I'm sorry for even asking but I've been at this for too long now for it to not work I'm using Adobe Flash CS4 and I do the following --
File -> New Flash File (ActionScript 2.0) Insert -> New Symbol Name - test Type - button Export for ActionScript Identifier - test
And then draw it in using the keyframes and add the code to 'Actions - Button' for my button
Code: on(release) { trace("trace"); }
I click on the button and it animates but no action event in the trace?
How can I get an action to follow another action when a button is clicked? When a button is clicked, I want the timeline to go to a certain frame and play and when it's done playing, to go to another frame and play. I basically want two actions in one function.
I have an mp3 progress bar with my mp3 player.When the song is loading/playing the progress bar jumps around until the song has completely downloaded/loaded.Is this the normal functionality.[code]
I have coded a simple XML driven MP3 player. I have used Sound and SoundChannel objects and method but I can't find a way of make a progress bar. I don't need a loading progress I need a song progress status bar.
Theres is the code. var musicReq: URLRequest; var thumbReq: URLRequest; var music:Sound = new Sound(); var sndC:SoundChannel; var currentSnd:Sound = music; var position:Number; [Code] .....
I am building an ActionScript 3 loader,which display the progress of Flash loading an external script. Here is a snippet of my code that works perfectly.
this.SWFLoader = new Loader(); this.SWFLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, trackProgress); this.SWFLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete); this.SWFLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, loadError);
As you can see, I have three event listeners, each for listening for different events triggered during the loading process.In regards to the above snippet, here is what I am unsure of:
What is the contentloaderinfo object?
What properties does the contentloaderinfo object contain?
Why can't I just use this.SWFLoader.addEventListener()?
this is a pleloader question when i simulate a download in flash of my pleloader it works fine. but when i ftp it to the server it goes blank no progress bar but the site still loads just with no progress bar. how do i fix this?
Somebody should write a book about loading and pre loading assets in flash !Im loading a few images using a loop and i store them in a bitmap array.I want to find the proper way to create a progress bar.I think i need to calculate the totalBytes of all the images but i need to it before i load the images....Is there a way to get the file size without loading the image ?That way i could create a loop that will calculate the bytesize of all the images and store it an a variable.and then i could just divide the total bytes with the current bytes of the image and get a progress bar the will represent the exact loading time.
it does of course save the flash/game cookies to the macromedia folder but, what if i want to reformat? how would i, on reinstall of windows reload my game progress? theres gotta be a way?
I need a progress bar that's kind of in an odd shape, I've attached an image. It's not a preloader; it's for periodic progress while the user is performing other action on the website. I've played and played with tweens from a symbol of a fill of the bar to no avail. I'm not great at flash, so apparently even this simple thing is a stumbling block for me. Since it's an odd shape,I was hoping I could somehow use a paint bucket fill of the symbol or something like that to create "progress", and simply send a "stop" command when it's at the appropriate level, but I've tried several different ways and just don't have the ability to do it. I can't seem to find anything online that's even close either.
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
Has there been any word on when the output progress event is being implemented? At the moment flash sockets are useless at uploading anything other than basic text files or maybe images because we are unable to control the amount of data being sent. The way I see the output working at the moment is when trying to send large files, the input buffer becomes flooded and in the process of trying to transmit so much data at the same time, many packets are lost. I tested this by trying to transfer a 570mb AVI to an ftp server. By the time it got there the file was only 37mb. The event would allow us to calculate the network speed of the system doing the uploading and the speed of the server doing the downloading so that the buffer size and intervals can be optimized.
I'm trying to set up a preloader to show the load progress of the main swf, which has all of it's assets embedded. I found the factory class method as described on bit-101, but no load progress ever seems to show. The swf loads fine, but the bytesLoaded is always equal to bytesTotal and therefore the preloader is never called.
[Code]...
This correctly calls the Factory class first, and then instansiates Main and calls init(). But as I mentioned above the preloading is never shown as it seems to be loading everything straight away.Is this a problem with the way I'm embedding the images or because I'm testing locally?
Almost every flash player has an option to display how much of buffer (or % of total video) is downloaded to the client. At the moment I don't see it in any implementation of html5 video player.
The real problem I am trying to solve is to have a way of knowing % of downloaded asset (image/swf/video whatever). In flash its easy by using MovieClipLoader and bytesLoaded property.
Is there any way of doing it in HTML/HTML5/Javascript (without relying on Flash) ?
I'm trying to track the progress of a file upload in AS3, and I'm getting strange behavior. When I select a file and upload it, the progress is instantaneously 100% even if the file is 10 or more megabytes, but it's not finished. The onComplete event is fired about 30 second to a few minutes later (depending on file size) when the file has really finished uploading. I've tested this locally and on the server, the behaviour is the same. Has anyone else experienced this? Very frustrating ...
Otherwise, the file is uploading fine. The code is simple:
myFileReference.addEventListener(ProgressEvent.PROGRESS, onUploadProgress); function onUploadProgress(e:ProgressEvent) { var pctDone:Number = (e.bytesLoaded / e.bytesTotal) * 100; trace(pctDone); }
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'm using the following to extract the sound data from a sound object and store this in a byte array.
I require that the entire mp3 be loaded into the bytearray before advancing and the below works fine for this purpose however flash temporarily hangs while it extracts this data (2.4mb mp3)
Is there a way i can stop it from hanging i.e. use an eventlistener to check the progress of the extract process?
I know there are sites out there when you log on to their account they can play swf games or otherwise flash games on the site so whenever they go to another computer they can continue their progress without restarting just by logging onto their account.