IDE :: Advance Aimation In Time With Bytes Loaded?
Sep 9, 2009
URL...Basically, you press button to enter and the tape measure will roll in time with the amount of data/frames loaded. So if 50% of data/frames loaded, the animation would be halfway completed. Upon completion, it zooms in on tape measure and I have animations from there to get to the main site.This was successfully done in Actionscript 2.0, but I need it to work in Actionscript 3.0.
What I'm trying to do is get the total bytes of all the files I want to load and display the percentage loaded of total bytes and bytes loaded of all the files. Its a slideshow so i want all the files loaded and then it will play. I've looked at bulk-loader but it wasn't what I needed. The image are loaded from an xml file. I think I would need to create an Array and then find out the total bytes but I don't know how to reference the loader in the progress.
I'm over here putting together a tweened preloader that runs in time with bytes loaded. I'm just wondering how I could make the preloader movieclip fade out when the tween is finished and then advance the playhead when the alpha reaches 0. I can post an fla if that'll help anyone understand better.Heres the code on the preloader movieclip:
I am needing to create a preloader that advances a 10 frame animation every 10% loaded. So there will be a percentage indicator (dynamic text) and a short animation as the load bar (10 frames). The animation is of tape winding into a tape measure, and when it's fully inside the loading is complete and timeline moves onto next frame. I have been able to do this with AS2, using a combination of (stop) and (play) commands whenever the next 10% was loaded.
so i have created a preloader to load pictures... and i created a button to stop the preloader if the user changed his mind and wanted to change the picturethe problem is that each time i click a picture and cancel it, the bytes remain in memory, so if I click on another picture very fast both the first picture's bytes and second picture's bytes get accumulated and load together, which means much much slower loadingso how can i delete the bytes loaded of the image if i click the cancel button?
ActionScript Code: function onclsLdrclick(e:MouseEvent):void { l.contentLoaderInfo.removeEventListener(Event.COMPLETE, onImgComp);
I have found out that I can not use loaderInfo.getBytesLoaded in as3. I have a gallery located here: [URL]the functionality is almost complete, but my gallery still has issues loading all the thumbnails. It seems that sometimes they wont load while sometimes they do. I have split my thumbnail process into:
LoadThumbs: Loads the thumbs Callthumbs:Arranges the thumbs
Each function is called once per thumbnail. My problem is that I can not find the bytes loaded information for the thumbnail as it loads. Event completion and preloaders dont seem to help. I doubt it's my alpha tween because the thumbs are un click-able when they are not there. This is the info for my function, with the comments indicating the parts that bring up errors.
Code:
function loadThumbs() { x_counter = 0; y_counter = 0;
[code]...
How do I get the loaded info of each thumb as it loads? Do i need to make a new class file?
this is executed when a ceratin button is pressed and loads in a movie in to the .swf , the movie is loaded into the 'content' movievlip and displayed correctly, but the preloader is not getting the bytes of it,
I'm trying to create a script that will check different supplied filename paths, insert them into a movieclip, and retrieve the total bytes of the clip so I can determine whether or not the filename is valid. I'm having trouble with the bolded code below. Basically its checking to see if the loaded clip's bytes are more than 0. If its 0 then I know the path was wrong.I've tried using .onData and .onLoad as event handlers, and getBytesTotal and getBytesLoaded as my conditions for my following if statement. When I trace the result I get 0 even if the movie was successfully found and loaded... anyone know whats wrong?!?!
I'm trying to create a script that will check different supplied filename paths, insert them into a movieclip, and retrieve the total bytes of the clip so I can determine whether or not the filename is valid. I'm having trouble with the bolded code below. Basically its checking to see if the loaded clip's bytes are more than 0. If its 0 then I know the path was wrong. I've tried using .onData and .onLoad as event handlers, and getBytesTotal and getBytesLoaded as my conditions for my following if statement. When I trace the result I get 0 even if the movie was successfully found and loaded.
I can get which part of file in bytes is loaded using videoDisplay component for RTMP protocol for VOD, I can get the current playing position using videoDisplay.playheadTime. But I want to know how many seconds of video are already loaded (not the length of bufferTime, which remains constant). i used videoDisplay.bytesLoaded when using RTMP it returns nothing ,if we uses HTTP it displays number of bytes loaded
The loaded size in bytes is not directly proportional to running time of the video, and while using rtmp im unable to get bytesLoaded too, how i can calculated the Video already loaded.
I know with a standard Flash FLV player you can get the pcent loaded of an flv. But can you know up to what time is currently loaded? I have a chapter selection drop down and would like to figure out when chapters are available to jump to.
I am loading external swf files into my main file to move between different contents.It all works fine with most of the files except with some.The files that work fine have pictures in different frames in the timeline and the navigation buttons within this swf move between this frames to display a very simple slideshow.The files that don't work, I only made one frame, I've made sure it stops there and then I'm only changing the visibility property of the images to view the different pictures.
This files load fine the first time but if I come out of them and come back, they don't seem to load properly the second time.I have tried making sure that the mc_container in the main movie is unloaded each time before loading a new one into it, but that didn't seem to make any difference.the files that don't work are:
Producing / Carnesky's Ghost train Solo / Film Solo / Rupture Artist Collaborations / The Giant Accordion
I'm making a game where every level is a separate swf. The problem is, when each level starts, it doesn't load entirely before displaying on the screen, and gives me unpredictable results. I also don't want load waits between each level.Is there some way to do all my loadMovie's at the start, loading them into some place where they wont actually be on the stage, and then calling them out one by one as you play each level of the game?
I want to communicate with an object within a loaded swf. I know I can use this event listener and function to do so right when the swf has completed loading:
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadSections) function loadSections(event:Event):void { event.target.content.mc.y+=2 }
But I want to be able to manipulate a given object from the loaded swf at any time not just when the loading is complete. So basically as long as the swf is loaded, is there a way to manipulate objects and call functions within that swf?
i have a mc with instance name "preload" on the first frame of the main timeline, with a movie clip instace "numbers" inside that, which contains 100 frames, with text 1-100, masking a gradiant. on the preload mc i have the following code:
ActionScript Code: onClipEvent (enterFrame) { var bytes = _root.getBytesTotal();[code].....
which goes to the 2nd frame once loaded marvelously... but it just stays at 1% the whole time until loaded... i keep tweaking it but no improvement.
I'm a beginner in flash. I'm trying to make a script let me advance to the next keyframe by clicking right.I'm making a game. I tried if( Key.isDown(Key.RIGHT) ) gotoAndPlay (11) But it doesn't work. Also, should I put the script on an object or the entire keyframe?
I need to create a simple presentation that displays a bunch of photos.I want to be able to hit the space bar to advance to next picture.I am able to stop the playhead at the picture, but i want to advance to next labelled frame by hitting the space bar.
Why won't the following work? I have an arrow button that when clicked moves the movie forward 5 frames. The movies does not advance when the button is clicked. The trace only displays "NaN".
on (release) { var curFrame = _root.theMovieClip.currentframe; _root.gotoAndStop(curFrame += 5); trace(curFrame); }
I have a mc with a button to start the animation. User will press the button, mc will play once. Now, how do I advance the main timeline once that mc ends? Right now everything is on frame 1 in the main timeline... frame 2 is where I want the menu etc to appear. I am using flash cs3 and as3.
I have some buttons on the frame. I also have an event listener that is waiting for the user to press the Tab key to advance to the next frame. Is there any way, using ActionScript 3, to have the Flash player not recognize the buttons, because when I'm testing it, using the Tab key, it goes through the progression moving from one button to another, and then finally it advances to the next frame where I want it to go directly to the next frame and bypass the buttons. The simplest way is not to have the buttons, but I need them.
I am creating a flv player and sofar so good. But now I want to build in a start time for a part that isn't loaded yet.Currently you can click a spot in the progress bar, however if that part is not loaded yet it will simply jump to the end of the loaded bar instead of starting to load at the clicked point.i.e. I have a video of 1:45, it's loaded for 0:30, however I want to start playing at 1:00. Howe can I create this? I cannot get it to work with seek(70) as it still jumps to seek(30) (as this is loaded);
it´s clear to me that I can load external SWF-Movies and other stuff like Bitmaps, Sounds etc. But how is it with the differentDisplayObejcts in the swf-root.
My specific problem: For a numerous mask-effected MovieClip-Field, the Constructor inside an external class creates 3 Instances of different DisplayObjects in every loopcycle. First, the masked Object, then the mask (simply a black movieclip without code) and then, to seperate the masking from the Main-Class, a object container which contains the previously mentioned two Objects.
After creating the instances, they should brought into their Relationship on the DisplayList and added to Stage.
My Problem is: I think, the instancing of these many objects will take some time. Is there an Even-Listener and an Event, that checks if the Instancing was successfull and is ready be to displayed? Or do I have to create a boolean variable complete to my Constructor Funtion in the instanced object, that is set true after the end of the procedure? A loop in the Parent DisplayObject would check the value of the attribute and if it is set true, it will all add to the DisplayList and stage. Are there alternatives?