Actionscript 2.0 :: Queue Preloading An Array Of Thumbs
May 25, 2009
i'm making a horizontal scrolling thumbs bar and before i complete it i want to load each thumb at a time. i'm posting my code(though incomplete at the time but sufficient for what i want help for)[code]
I have created this XML image viewer from multiple sources and Scotty's help . I have run into a problem where my thumbnails I load are quite large .swfs...and I need to preload them all until I run the grid_maker_01 function to display them. I have tried many things...but still am having a problem. I need to preload all the thumbs first, THEN display them.
this has to be an array, so that I can give all thumbnails together an order. I thought this was an array, but I can't get control over this. When I trace 'thumbHolder', I get back only the last thumb. If I trace 'this', than I get the right one. i.e:
_level0.thumbnails.thumbnail4) */ thumbHolder._y = i * spacing; thumbHolder.title = picHolder.attributes.title;[code].....
I was working with the XML Photo Gallery Thumbnail Tutorial on this site: http:[url]....
And I modified it for my own usage, making it a vertical gallery instead, and had no problems until I came upon the thumbnail images. When I replaced the original thumbs with my new thumbs (that I sized based on width, as it is a vertical gallery) it got all screwed up. The images are of all different shapes. So when it loads up, some of them had huge gaps in between them, and others were even overlapping. So I fixed it by making the heights of all the images the same, resulting in a working thumb gallery, but now half my thumbs are cropped off by the mask. I'm looking for a way to fix it where I still have the same spacing between the images, and that they are all the same width, but can vary in their height. Here's the section of the code I am using:
function thumbNailScroller() { // thumbnail code! this.createEmptyMovieClip("tscroller", 1000);[code]....
I'm also trouble figuring something out from the same tutorial, that I want to change. The tutorial uses these "Next" and "Previous" buttons. On the far right hand side, the half-circle buttons are what I assigned this to, but I don't really want them to have that function. I would rather have them function just like how the mouse functions when it rolls over the thumb gallery, except they scroll the thumbs up and down when clicked.
I am quite new to the more advanced coding so here's an easy one for you: I have three images (thumb1, thumb2, thumb3) that I want to load onto the first row. then I want the second row to contain bar1 and bar2.
Obviously this code doesn't work...but I was able to get it to do just the first row (the easy part). How do i get the second set to load in below them? I just left the code off where I left off in my head.I would love it if you could just comment or complete my code rather than pointing me to a tutorial.
I have done this tutorial here at kirupa for transitions. My problem is that I am also using a swf file that has an array that calls in jpegs dynamically. So, how can I modify the preloader script to also include the dynamically loading jpegs as well as preloading normal swf files? Here is the script that is inside the swf that is calling the jpegs.
Code: var imgList:Array = new Array(); imgList[0] = "images/coral.jpg";
I've been fighting with this for a while now, I am trying preload several jpgs who's locations are stored in an XML file and then display them sequentially (building a vertical list of thumbnails). What I'm having trouble to figure out is how to preload all the images with one preloader and only when all the iloading is done, to start building the list...I saw something similar here on the Forums, but couldn't manage alter it to fit my needsHere's the code I'm using:
I'm creating an image gallery (similar to the one that is posted in the tutorials at kirupa) but with one difference. Rather than loading each file individually when they are called, I want to preload the whole array of images first and then let the user sift through them. I've tried attaching them into a nested movie clip that has a preloader on it, but it seems that Flash is too quick and will decide the file is loaded before the JPGs are imported.
I am preloading multiple mp3's dynamically using a looping array and it is working very well. However, I would like to display the percetage of the last mp3 loaded by the array.Does anyone know how I would modify the code to do this:
Code: var my_array:Array = new Array(); my_array[0] = "Audio/audio_1.mp3";
I want to be able to preload images from www.domain.com/1.jpg all way thru to www.domain.com/160.jpg using an array i thought would be best but am having trouble getting it to work, i want it to load one image then load next then when it has finished to gotoandplay my main movie.
I am trying preload multiple images into an array of MCs..So far I can do this with 1 image using the loadBitmapSmoothed function from this site: [URL]Im using this function mainly because the images will be panning and scaling alot.Here is my code which includes a preloader and I have also attached the flash file (Flash8)
PHP Code:
stop();import flash.display.*;// INITIAL PRELOADER SCALEpreloader_mc._xscale = 0; function loadBitmapSmoothed(url:String, target:MovieClip) { // Create a movie clip which will contain our // unsmoothed bitmap var bmc:MovieClip = target.createEmptyMovieClip( "bmc", target.getNextHighestDepth()); // Create a listener which will notify us when
I wrote this script a while ago and it's worked extremely well for me ever since. I use it in nearly every project I do. But the other day I was asked to do a project where I could only use Flash 7.
This is a class I made to easily handle multiple file preloading by passing it an array of files to load. It only has two useful methods. One gets you the current total progress (total of all the files 0-100%) and an onLoadComplete. The actual usage is in the top of the file. It works great under Flash 8, so go ahead and use it.
I have a button and every Time I click it I want some mc instances to be added to a queue [an array]. Oncce the button is pushed for the very first time I'd like a progress bar start loading and when it hits the end, then I want to add the child to the stage, and the remaing ones that would still sit in the array, would be added to the stage too as soon as the are built [the progress bar thing]. What I want to recreate is the warcraft 3 unit building system
I have successfully implemented a copy of uploadify into my site. The SWF button shows, I can click on it and browse my files. However, the rubber meets the road whenever it comes to file files showing the queue.For some reason, when I select a file, there isn't any queue, even though I have followed uploadify directions. on how to overcome this? Here are the relative parts of my code:
My main mc contains 2 empty mc's in which i'm loading 2 seperate swf's into using this fine queue tut. The preloader currently displays a loading bar and description for each swf as it loads... BUT, is there an easy way to modify the preloader bar/code so you only see a single bar/percentage for both loads?
I have a method that I want to be enqueued to the UI thread message pump. How is this done in actionscript? Basically I am looking for the equivalent of System.Windows.Deployment.Current.Dispatcher.BeginInvoke() in actionscript.
My project is to make a simple flash queue numbers display, For example if you press the number 20 on the keyboard so it will show number 20 on the screen.
So, i'm currently working on an xml based banner. The banner has seven "pages," each with it's own image and url (specified in the xml file).A preloader loads in the swf, and then another loader in the main swf loads in the xml and images (displaying percent loaded and whatnot).
The problem that I'm running into is that I can't figure out how to access the previously loaded images when I want to call my transition function... I added as many comments in the fla as I could, if there are any questions feel free to post, I'll be here all night.
All in all, I need a second set of eyes to skim my project and help me streamline the process.
I am trying to implement a queue for loading external assets. Is there a way to make what I am trying to do work?Basically, each time a loading handler function is called, it gets the loaded data and then it calls loadComplete(), which triggers the next function in the loadQueue array.I am able to successfully place a function into a variable of type Function and then call it, but the part where I am adding the variable to an array is failing.
Is there anyway I can get the total size of all files queued from swfupload right after the user selected the files? I need to be able to display something like "0 of 184MB" when the upload is about to start.
I need to create a java/html button that, when pressed, queues my flash animation to begin. I believe I understand how it works on the AS3/ExternalInterface end, but I am unable to test it as I do not know how to properly code something to test it with on the Javascript end.
I have a bit trouble with LoaderMax memory occupy, i have a queue, and i am keep loading images depend on user's action. if they click load more and it keep load, but i would like to clean the memory which been occupied by the previous queue (i have remove all the children been added by the loading previously). is there a way i can do it? the behavior like this.
I want to call 3 commands one by one , the relation between each commands are command should execute one by one in the previous command result. How to Queue Command's? What is the best practice to handle Queue command , my requirement is adding n number of commands and execute them.Main -> Execute c1c1 got the Result - Execute c2c2 got the Result - Execute c3
I have a Flex application where some interactions cause many objects to require visual updates all at once. These updates translate into state changes for many MXML based components which have state based transitions. The transitions look great when just a handful of the components animate at the same time... but when all of them animate at once... the Flash Player just can't keep up.
Any ideas on how to create something of an animation pipeline so that everything can have a chance to keep up?
I'm trying to get each of my thumbs to load an individual picture but I can't seem to get it working. I have this script that has a trace for each thumb but I don't know how to actually get the thumb images to load individual pictures.I've tried using:img1.onRelease = function() { as a way of talking to each of my thumb pictures but it doesn't work.
Just want to put the thumbnails in a movie clip.Not any thumbs are appearing, there is a mc on stage, there are images and thumbs, there is a xml_file�
Code: var gallery_xml = new XML(); gallery_xml.ignoreWhite = true; gallery_xml.onLoad = function(ok) {[code]...
I am attempting to run the XML Photo Gallery with Thumbnails from the tutorial, but contained within an empty movie clip of another swf. I've been trying to rebuild my website in Flash and I was attempting to utilize this external gallery to keep the file size down. The Test Movie of the thumbnail_initial.swf works perfectly on its own, but the thumbnails no longer scroll when I test the website.swf that I have loaded thumbnail_initial into. I created an empty movie clip (analog_mc) and placed it where I want the gallery to load. On the page containing analog_mc (timeline path is Scene1 / siteContent / analogFrame), I have tried both of the following code in the actions layer:
analog_mc.loadMovie("thumbnail_initial.swf"); and loadMovie("thumbnail_initial.swf", analog_mc);
I get the same result with either: the gallery loads correctly where I've placed the analog_mc empty movie clip, the first three thumbs appear across the bottom, the Previous and Next buttons function, but the thumbnails do not scroll. I am using Flash CS3 on Vista, my AS skills are elementary as well as my XML.