Actionscript 3 :: Intermittent/staggered Loading Of An Object?
Jun 14, 2010
I've just recently tried my hand at actionscript 3 and have come across a road block.How do I go about rendering the cubes (cube1) intermittently, ie. staggered loading. I need the cubes to load a split second from each other.Below is a snippet of what I have so far:
var rows:int = 5;
var cols:int = 3;
var spacery:int = 100;
I've created 5 different movie symbols that move a graphic symbol across the screen at various speeds. I want to create a movie that will play on continuous loop with the graphics moving across the screen with each symbol being generated in staggered time intervals. What I want to avoid is having the stage clear as each loop completes and the next one begins. I've tried to stagger by entering the start times of the movie symbols by entering them at different frames on the timeline, but as soon as the last frame plays, the whole screen clears.
I have an area where paragraphs of type slowly scroll up my screen. Every thing is working fine - however, if you look closely the type is scrolling pretty raggedly - as in choppy. It is subtle, but there. Just wondering the best way to scroll type - should I bitmap it into an image? Outline the type in illustrator? Or just bring it in? I have anti-aliased for animation checked - and have tried multiple options, but not seeing any huge differences.
Again, I'm having an issue with the final stages of my little drag and drop experiment.Here's the problem : I have an array of animals, all to be sorted into one of three boxes - Fits, Does Not Fit and Not SureNow if I place an animal in one of those three boxes, the name of the animal is supposed to be going into the correct place in a staggered array :
Actionscript Code: var PassArray:Array = new Array(new Array(),new Array(),new Array());function letGo(event:MouseEvent):void { event.target.stopDrag(); event.target.x
I have a function that fires when a movieclip is pressed. It determines what animation to play and then calls the appropriate function. When it calls FlipWinCard
"private function FlipWinCard( card:MovieClip ):Void { // save card so we can flip it back over.[code].......
Most of the time the animation plays correctly but sometimes the animation fails. This has lead me to place most of the followup code in a function that is called by the animation (so I don't change state without showing an animation to the user). I would like to get some clues as to why gotoAndPlay inconsistently fails.It's not always the first time in a run, so I can't blame loading. It just gives up sometimes.The frame is a constant so it's not like I'm guessing a number that should change, in my opinion.I made a watchdog timer to check for the animation so my question isn't a "how to workaround" kind of question.I think there might be better coding practices I'm overlooking and maybe you've seen this before.
I am building a quiz using XML for the questions and a ButtonTopLevel class to control the behaviour of the buttons tasked with choosing a question. Basically, the docClass imports the XML, makes sure it is fully loaded and then adds these top level buttons as children. I need to maintain the MouseEvent.CLICK in the button class because once the button has been used, it will switch to feedback mode and no longer be available as a button. Once clicked, the button says:
[Code]....
I have a sort of "go back" button in during development, and if I go back to the top level buttons and click any one of them, it works as it should. There is nothing undefined, with the possible exception of a variable or two I've declared and not yet used. Is it something in the way I'm telling the child to talk to its parent? My code is rather lengthy, but I will post if need be - just hoping it might be something I'm missing in this call to the parent.
Are the images showing up out of center? I'm having intermitent problems with the images not coming in the right place. Then if you click on one for a second time it may show up in the right place???Below is the code used to load the images... it was from a tutorial... I don't see
We have discovered that when we draw one bitmapdata into another bitmapdata using draw, there is an upper bound on the scaling transformAt some point the IBitmapDrawable parameter ceases to be rendered on the target bitmap.Does anyone know what the parameters of this upper bound are? Is this documented somewhere?
We have an old Flash application that has worked fine for years, but intermittently fails on latest versions of Firefox. Using the same version of the Flash Player, the application runs fine in Internet Explorer. Recompiling the product is risky, and I'm trying to fully understand the problem before resorting to that. I'd like to be able to point to a known browser or player bug, but I can't really say where the problem is yet.I've gather the following information using Charles Proxy:The Flash application gets a list of files it needs to load. It requests a file then waits until the Flash Plug-in dispatches an Event.COMPLETE before requesting the next file. During this process I can see the HTTP requests and server responses. When the application "hangs", Charles Proxy reports that the response actually completed; however, Firefox's status bar shows "Transferring ..."
Sometimes for an extended period, I can't recreate the problem at all. At other times, the hang-up happens over and over again.Finally, if we switch to using https instead of http, the problem NEVER happens. Because Charles Proxy shows Status Complete while Firefox shows that a Transfer is still occurring, I speculate that the problem is actually in Firefox. I believe that Firefox is failing to recognize when the file actually finished loading, and therefore it fails to tell the Flash Player. The end result is that our code gets no Event.COMPLETE from the player and cannot continue requesting files.
In my case I need to be able to cancel loading as the user could possibly be scrolling through alot of images and the if not canceled it can take a few minutes to catch up to the scroll position.So after research the URLStream class seems to cure this problem and I found a good streaming class hereThis class works very nice except when there is heavy load on the server causing lag.When this lag happens the class will dispatch the complete event yet the image will not show.Watching the download with HTTPFox shows the image in fact does get loaded.
I assume there is some kind of delayed issue with the URLStream class and the author of this class tried to correct it using the setTimeout method. I also tried delaying the dispatching of the complete event using a timer and not dispatching until if( this.width != 0 ) was detected and this seemed to work much better.But it is still haunting me just not as often.
I was playing around last night trying to learn simple AS to make a movie clip act like a button. I wanted the button movie clip to reduce the alpha value of the other movie clip when you rollover the button and when you roll off the button the alpha of the movie clip goes back up. It works, but if you keep rolling over and out of the button movieclip sometimes the alpha gets stuck at a certain value for a bit, then does what its supposed to. I'm using onEnterFrame () to do the hitTest constantly.
Here's the SWF and FLA files for you to look through:
hitTest SWF hitTest FLA
Here's the AS code I used in the frame to do this:
I know the problem is with how I have this structured. Here's the code: scrollHand.buttonMode = true; scrollHand.addEventListener(MouseEvent.MOUSE_DOWN, beginDrag); var bounds = new Rectangle(747,200,0,handLimit); var dragging:Boolean = false; var dy:int = 0;
I created an array in the var declarations with Code: var private eDrag:Array In a function that adds imported mcs to the stage, I also added code to push each to the array. Here is an example of a block of code loading the object with the part pushing the object to the array at the end:
I have a slideshow which has an image preloader on it. I get an intermittent error - it only pops up sometimes, and sometimes it pops up once, and sometimes 4 times. After dimissing the error, the movie runs fine. Here's the error[code]...
I'm loading a .jpg into an object, and what I'm trying to do is load that same .jpg into another object later on in the script without requesting it to be downloaded (since it should already be in memory). Here is an example of what I'm using:
Code: var my_loader:Loader = new Loader(); my_loader.load(new URLRequest("photo1.jpg"));
I've built a form, and next to my form element I've placed a flash object. When the page is loaded, the form is display: block, and the flash object is display: none.
The layout looks something like (the img is there so that if the user doesn't have flash, the gif animation will play instead):
//code starts var so = new SWFObject("flashassets/sim_engine-1_0_0.swf", "customRightClick", "1000", "630", "9", "#CCCCCC"); so.addVariable("productID", "productFolder");
[code]....
I need write the same code in flex. I able to load swf file using swfloader but not able to pass parameter and variables.
i am trying to load an external swf that in turn automatically loads an object. i want the external swf to only be loaded once the object is loaded in it. right now it loads the external swf first and then the external swf loads the object specified at a url...
I am trying to load an sprite into a bitmap, but cannot get the sprite to fill the bitmap. Here is the results I am getting: [URL]
here is the applicable part of the code I am using that gets these results:
function(){return A.apply(null,[this].concat($A(arguments)))}addChild(container); //add sprite to see true sizebd = new BitmapData(container.width,container.height,false,0xff0000); //colored for effectb = new Bitmap(bd);bd.draw(container);addChild(b); // add bitmap to compare to sprite
What is the correct syntax to calculate an XML object's loading status and relay the value to a movieclip? I'm using the following, but nothing's happening. The math is being loaded but the movieClip doesn't change size. xmlLoader.addEventListener(ProgressEvent.PROGRESS, barProgress); function barProgress(event:ProgressEvent):void { var loaded:Number=event.target.bytesLoaded/event.target.bytesTotal; barPro.scaleX=loaded; } My barPro movieclip remains the same size.rong?
I am trying to load a flash object and I am having a hard time getting it to work in ie6,ie7, and ie8. The flash object is a button for an uploader. The flash object loads in firefox, chrome, safari, opera, and ie9 fine. I have searched google for answers and I have not been able to fix it. Here is the code that i used to load the flash object (it has changed various times with no luck in ie6-ie8)
I'm working on a class to track the loading of N objects.In order to do that, I Use a class called Advenced Loader inheriting from flash.display.Loader.I want to be able to listen to the ProgressEvent.PROGRESS but instead of receiving how many bytes have been loaded so far, I want to know how many byes have been loaded since the last PROGRESS event.So, I have the bytesPerProgress property inside the AdvancedLoader class which listens to its contentLoaderInfo object to calculates the bytesPerProgress.Then, inside another class which uses the AdvencedLoader I could do that:[code]
That's where I get an error #2099. It seems that I can't access the Loader instance only until after it completed the loading proccess.What I really need here is (if I could) to change the contentInfoLoader. loader to reference to my AdvancedLoader class instead of the Loader interface which doesn't include my new bytesPerProgress (implicit getter).What I could have done instead is to listen to the PROGRESS event inside the AdvancedLoader and then dispatch new PROGRESS event from within the AdvancedLoader. That's not quite what I thought it would be like, but I can't think of anything else since the contentLoaderInfo is an implicit getter (read only).
I loaded 5 JPG's into specific locations of an array via the URLRequest. So now when I trace my array:
[Code]...
THE PROBLEM: when I scan getXMLlinksArray and see that its NOT null, and i try to addChil to xmlImgHolder and then to spriteHolderArray, I just get a blank space. The debuger is showing that spriteHolderArray contains some loader info and the appropriate URL up until I load it with the existing loader from getXMLlinksArray. Then it says it doesn't have any conentedLoadedInfo.
Is there a way to check whether a loader object is in the process of loading something? I need to create an if statement that checks if the loader has an open connection. So far, what I thought of is:
ActionScript Code: if(loaderInstanceName.contentLoaderInfo.bytesLoaded > 0) { // do something }
Here, I'm just assuming that if bytesLoaded is greater than 0, than it's probably loading something. But I don't think it will revert back to 0 after the loader finishes loading an external resource. So after that, bytesLoaded will always be greater than 0 even though it isn't in the process of loading anything. Is there any other property that I can use which says whether the loader object has an open connection?
I have simple slideshow set up where the user presses a button(forward or back) and the image changes. I used a sharedObject to save each frame, so when the page is refreshed/reloaded, the swf loads back to the image it left off on... thats the idea anyway.However, instead of just loading the previous frame when the page is refreshed, it loads frame 1, and i have to click my "next" button, which then jumps to the slide that should have loaded in the first place. I dont know why this is happening..I'm using Sothink SWF Quicker.. so heres the .sqf[URL]
I made some sort of MP3 player based on an XML file, and I want to load the next track when pressed on a button. Well that part works, the problem is, when I play the next song, this is what happens:
- The next song plays
- The bar that is normally buffering is already full
- When I skip to a part of the song, it skips to the first song!
How can I "clear" a sound variable and load another one?
A preferred solution would be with actionscript alone (I know some things like this are possible with php etc.) and without prior knowledge of where the SWF file is saved at author time. And the finished product will not be in a browser because I know that there is no way around it like that, maybe an AIR application or something
I've tried some stuff such as
Code: var loader:URLLoader = new URLLoader(new URLRequest("C:UsersPublicMusicSample MusicKalimba.mp3"));
etc, but the problem is obviously that it cannot find this directory in the folder where it was saved
I have writing a simple class which has a method that gets invoke when the object of the class is created. I am able to view the loaded XML content when I trace it with in my class method, but cannot assign the content to a instance variable using the mutator method. So the process goes like this:
Class object is instantiated Class construtor then calls the loadXML method which laods the XML And then assigns the XML to a class instance variable.
So now if I would like to access the loaded XML through class object, I should be able to see the loaded xml content which I am not able to see. I have spent over few hours and cannot get the class object to display the loaded XML content. .
[code]
package com.as3.app{ import flash.display.*; import flash.events.*; import flash.text.*; import flash.net.*; public class Cars extends MovieClip { public var _CarList:Object;