ActionScript 3.0 :: Very Choppy Preloader - Simulating Download
Mar 17, 2010
I made a preloader for this movie: [URL]. But when I simulate a download, it goes straight from 0% to 100% and the bar goes from nothing to filling only half of the screen. I'm using Flash CS3. Here's the code for the Preloader.fla file:
var req:URLRequest = new URLRequest("movie.swf");
var loader:Loader = new Loader();
var nPercent:Number;
loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, preLoad);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, fileLoaded);
[Code] .....
The graphic for the preloader is made up of two parts. background_mc is the light blue background for the progress bar and bar_mc is the dark bar that's supposed to fill it up.
I recently switch from AS2 to AS3 (too late - I know) and bump into (probably easy) problems now and then. I'm making this preloader in a class - I read that this might not be a good idea to put it in a class (?) - and I'm using a timer in it. But I keep getting this error message after simulating a download:
Code: TypeError: Error #1009: Cannot access a property or method of a null object reference. at MethodInfo-7() at flash.utils::Timer/_timerDispatch()[code].........
I'm using Flash CS5 with AS2. However, there's this project I'm working on right now. When I simulate a download, the preloader is somehow skipped. I'm staring at a blank screen for a minute instead of a preloader and then the main menu pops up. You just see the preloader for one single frame.
Now the code for my preloader is really the standard code: Actionscript Code: stop();onEnterFrame = function(){ p = getBytesLoaded()/getBytesTotal(); percent_txt.text = String(Math.round(100*p)) + " %"; if(p == 1){ nextFrame(); delete onEnterFrame; }}
I have some code on frames 2 and 3, but I tried to see what would happen if I left it out, and the same thing occurs regardless of there being code on frames 2 and 3. All I can really tell you that may mean something is the file size is 2.9 MB. Why Flash Player doesn't just display the preloader, especially since I've never encountered this before.
how a download is simulated to be able to test the preloader. I tried view>Download settings as stated in the help file, but I couldn't find download settings under view. My Flash version is "flash CS3 provessional, version 9"
I've been searching through code FOREVER and can't find anything helpful or functional yet. Right now I have a page that downloads a file to the user's computer when you click a button. But, I want to create a loader so that the user can follow the progress of their download as well as a way to go to the next frame on the main timeline when the download is complete.
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 followed a tutorial on gotoandlearn.com and followed it to a "T," yet cannot troubleshoot this myself. I built a simple preloader in AS2, but when I simulate the download for a Flash website in Adobe Flash CS4, all I see is a white screen, then it continues to the website. I previewed the bandwidth profile and I can see that it's working it's preloading magic; I just can't see the animation.
I looked through numerous forums and I am not using an components that are exported to the first frame -- at least that I know of. Has anyone experienced the same issue?
I have this video chat(video, text and audio) program written in actionscript and using FMS as the media server, that I would like to test out with diff comps. I don't have enough webcams to go around and also not all have a built-in webcam. Is there anyway I can use some software to record the screen activity as a video and than stream it over? I am aware that there are softwares that can record the screen activity, but how do I stream it over after that, while still in my video chat applicaton?
Here's the thing, I'm making a flash game that uses some pixel techniques like copypixels, bitmapdata, etc.
Im planning to offer the game to FGL (Flash Game License) and I read that they doesn't not allow wmode, and many other portals do the same.
is my game taking advantage of wmode=gpu?.. how can I run my swf file and disable wmode for sure?, I just want to know if my game will run smothly without that wmode enabled.
I have to use Flash CS3, so I can't use the properties rotationX, roationY and rotationZ.I have a movieclip, that looks like this. It is now flat, no 3D rotation or shearing But what I want is that this movieclip has a rotationX, or that it is a bit in perspective like this: As I said, I can't use rotationX, so I have been playing around with Matrix. But I can not get it right.Here is how I try to do it
myMC.transform.matrix = new Matrix(1,0.15,0.35, 1, 0, 0);
And this is the result get the matrix right, or is there another way?
I'm building a system that will record a user's experience in Flash (where they click and at what time it was). Is it possible to simulate a click? I would use this to replay the user's experience. If not, I guess I'll have to record what button object they clicked on and pass everything through the event handler.
I have a common problem. Because I am sitting on broadband, I don�t have possibility to se how my productions are going to behave on for example 56K, ISDN or similar connection. Is there any application or site that can actually �squeeze� connection speed for those purposes?
I'm wondering if there is an action script under 1.0 or 2.0 (sorry still trying to learn everything with 3.0) that will allow me to simulate having an image roll out as if it were unrolling on your screen.
Currently, I have a handle on the basic elements of the game, like drawing cards and shuffling. However, I am lost on how to implement the functionalities unique to certain cards.To simplify things, I have a deck class and a card class. The card class includes variables like a card's name and type, and it gets their values by extracting them from a database. But say, if I'm trying to create a Base Set Charizard, how would I store and call his poke-power (read:ability), as it has effects beyond the normal rules of the game and needs its own code.
He's making an interface design for the iPad, and he wants to simulate the finger-swipe that you can use on iPhones and iPads. How would he do this with a mouse in Flash? When the mouse is clicked and dragged in a certain direction, it must gotoAndPlay() a certain frame
So I basically have used the fileReference class to allow the user to download a determined file if he wants to.
I use the file.download(URL) function and it works well.
However, the file is downloaded and saved to the hard drive using only the flash player. The browser is not aware of the download, and thus, if I want to show the progress of the download I'd have to make some progress bar myself. I know how to do it, but it would become really tedious and take too much UI space.
Isn't there a damn way in Flash to "send" a determined file to the browser so that it prompts the user to download it? It's an image file, so navigateToURL doesn't cut it since it will just display the image, both if I use a new tab or the current one.
how to imitate a reflection of a movie clip in a "mirror." I don't know if I should have the initial movie clip on custom cursor or have it set to drag... but either way I don't know how to make the second clip the "reflection follow along. Obviously it would need to follow at a slightly offset pattern so that you would be able to see both clips (or majority of them) at the same time.
How would you go about coding something like the waves in the header on this page? [URL] I'm hoping to write something that will look a bit like eels swimming upstream but wasn't quite sure where to start
I am just starting with 3d flash concepts and I was checking this tutorial:[URL]I wonder if there is a tutorial showing the same movement but with a solid cube. I fact, what I want to achieve is this effect:[URL]
i'm making a drawing tool in flash with the ability to draw shapes, put text, etc. i need to incorporate undo/redo facility in it. is there some efficient way to go about it? or will i have to go the hard way, remembering in some way the last three actions performed by the user in an array or stack or something??
I'm working at a company which has high security environment.Akamai Download Manager starts to download a trial Flash CS5. However, it stops quickly and downloads nothing (zero byte).I want to download a trial Flash CS5 without Akamai Download Manager!
I generate a HTML page with VB.Net which stores several pinks to files. These links are formatted with JavaScript looking like the Windows-Explorer with folders and files. The problem: There are only download links for the files, not for Folders. A folder can contain Subfolders ,a List of Files or a combination of both. So if I want to download a folder, I have to click manually on every file-link. I have not the possibility to insert PHP or another Server-side language. my question now is: Is there a client side way to Download them by click on a Folder? I prefer Javascript but If it isn't possible Flash will be ok also.
I need to create a user interaction simulating the use of a spirit level showing that a rectangular object on the stage is level. It doesn't have to actually work like spirit level, basically just has to give the impression that it has worked like one.
Maybe make the bubble of the spirit level should move (become animated) when being dragged to the object, then settle (animation come to a stop) when dropped in place on top of the rectangular object? Although I am unsure of the code to go about this?
I have APE, but I'm not sure I can effectively utilize it for this project. Box2D seems popular, as do WOW and some others but I'm not sure which would be best for simulating celestial mechanics. The physics I need are essentially those used in the classic two-body problem.
I'm using a data grid with an item renderer that creates a toggle button. The idea is to have a list of items and only allow one to be selected and pre-select one at start.I've got the single button selection working, meaning that when I click on on toggle button, the others are deselected.My problem is to create a way of pre-selecting an element of the data grid or simulate a click on a row and selecting the corresponding toggle button.If I use the datagrid.selectedIndex the result is a selection but the toggle button doesn't get selected.Here is the code exampleIn this example I am using the array value "selected" to define selected button, not my favourite solution but the one that worked first.The array collection:
public static const ValuesList : ArrayCollection = new ArrayCollection( [ {ID:0, Name:"One", selected:false},