Preloader based on a single movie clip

Is there a way to have a pre-loader based on a single movie clip, instead of on the entire SWF size? This movie clip may have a single graphic, but the entire movie has a slideshow with more images to display...but rather than making my visitor wait for the entire site to download before they see anything, I'd like to have it so when that graphic is loaded, it displays while the rest of the movie finishes loading.  And there would be a preloader that shows the progression of the single movie clip.
How can I accomplish that? Thanks for your help!

Thanks for the speedy reply, but I think I didn't explain myself well. I'm not sure your answer will help me. I have an FLA file that contains everything within it. The background image for the resulting SWF is a single JPG, contained within a movie clip with an instance name of "bg_mc". However, there are a lot of other images that also need to be loaded. So, I want the loader to show progress ONLY on the background JPG image, and when it's downloaded, the image is shown, the rest of the SWF continues to download, and when the SWF is completely loaded, the images appear. So the user is only waiting on the background image to load before they see something instead of having to wait for all images to load. Does that make sense?

Similar Messages

  • Movie Clip "Play" problem

    Dear all
    I have a singl movie clip which has an embedded video inside.
    I use the following actionscript commands to stop and play it
    onClipEvent(load) {
    stop();
    onClipEvent(mouseDown) {
    play(); }
    onClipEvent(mouseUp) {
    stop(); }
    The problem I face is that the movie clip should play when
    clicked by mouse ONLY on movie clip area which occupies only a
    small part of the stage. However, when I click the mouse ANYWHERE
    on the stage the movie starts to play.
    Any hint? Do I need to control the coordinates of the mouse ?
    Thanks
    Hagop

    sorry, I made a mistake- i had not re-saved my files, so it
    worked but not the way i thought...
    my code, based on your response is attached- however it
    doesnt work...
    mcOther is a mc within the "child" - other.swf.
    this code needs to be in the "parent" swf...
    thank you.

  • Movie Clip / Browser Window Resize?

    Hello Everyone,
    I was wondering if anyone knew of a way that you could make a
    single movie clip in your .swf react to the current width of the
    browser window, when its loaded.
    I would like to use this specific piece of code to
    dynamically center an "enter" button on a website.
    Thank you in advance

    If you set the properties of your .swf to 100% width and
    height your movie will automatically fill the browser regardless of
    resolution. Note if your using a colored background for your web
    page you will see white striping down each side of your movie. just
    set the param for bgcolor to what ever you need it to be
    Kevin

  • How do i join multiple clips into a single movie?

    I imported various video clips from my device into imovie 09. I have move all my selected parts of all the clips into my project pane. How do I join all these seperate clips in the project pane into one single movie, and then save it as such??

    i have used the share menu to save the movie under quicktime. This brings two more questions:
    1. Is there not a way join the clips into one movie and save it with iMovie, rather than having to share it with another application?
    2. If I do share it with quicktime, can i delete the original clips from iMovie, or will that also delete the new movie in quicktime?

  • Putting a preloader for a loaded .swf in a Movie Clip

    I am trying to use a preloader for a larger .swf file that loads inside of a movie clip. I was wondering what code might work and where to put it. (preloader is a .swf).  I am using CS4, ActionScript 1.0.  Thanks.

    it does nothing in that context.  so use:
    container._x =-258;
    container._y =-235;
    container.loadMovie("gallery.swf");
    this.onEnterFrame=function(){
    // if you have a textfield with instance name preloaderTF
    preloaderTF.text=Math.round(100*container.getBytesLoaded()/container.getBytesTotal())+"% Loaded";
    if(container.getBytesLoaded()>100&&container.getBytesLoaded()>=container.getBytesTotal()){
    delete this.onEnterFrame;

  • Preload ALL movie clips?

    I am experiencing a delay or pause in the site when my first
    movie of content is played ... A frew frames before the initial
    animation is finished I add in :
    _root.conten.gotoAndPlay("start1");
    to start the home page (or the first page of my content
    movie, whatever you want to call it)....
    Is this a preloader problem? I just can't seem to iron it
    out.
    To See It:
    http://www.itamidesign.com/new.html
    The Code is also here:
    http://www.itamidesign.com/new.fla
    THANKS

    no no there's always a way, i was just pointing you in the
    direction of the easiest way.
    the first thing you need to do is check getBytesLoaded at
    regular intervals rather than in a loop on a frame. this can be
    achieved several ways - i've used setInterval in the example i
    prepared for you.
    the second thing you need to do is check that getBytesTotal
    has been received from the jpg okay - this can be checked by
    ensuring that getBytesTotal>4, which is the size of an empty
    movie clip.
    the code i have attached is independent of your xml code,
    which was really confusing things, as it is unrelated to your
    loader code (one problem at a time!). once you're happy with your
    loader code, then you can integrate it with your working xml code.
    good luck
    craig

  • How do I start preloader later in movie clip?

    Hi,
    I want a preloader to start about 20 frames in, rather than at the very beginning of a movie clip, is this possible?
    The reason I dont want it to start at the beginning is because it's on an external swf which loads when a button is clicked. Becuase the swf has a transparent background at the very beginning, the preloader is showing above the main movie and it cant really be seen. The main slideshow actually starts 20 frames in so this is when I really need the preloader.
    any ideas?

    The way I have my preloader set is on another scene so i'm not sure 
    how to delay it by 20 frames in the main time line? When I move the 
    preloader frames along by 20 it doesn't work?
    This is the code I have on my preloader:
    loaded_bytes = _root.getBytesLoaded();
    total_bytes = _root.getBytesTotal();
    loadpercent = (loaded_bytes/total_bytes)*100;
    if (loadpercent != 100) {
         // OPTIONAL: Place the percentage on some textfield
         preloaderText.text = int(loadpercent) + '%';
         // Goto respected load percentage since not done
         bar.gotoAndStop(int(loadpercent));
    } else {
         gotoAndPlay("Main", 1);
    code on next frame:
    gotoAndPlay(57);

  • Preload a movie clip

    Hi,
    I built a flash photo gallery using flash and actionscript 3.
    But the galleries are loading very slow.
    I need help to make the pictures load faster
    or to get the first picture to show before the entire
    movieclip is loaded
    or a script that preload the movie clips before they are
    played.
    I'm a beginner in actionscript, so I have no idea which
    fonctions I should use and how I would use it.
    I've been looking for tutorials, components all over the
    week-end without success.
    So please, is there anybody who can help me with this?
    Here are 2 links.
    The first one is where the website is visible online and the
    second one is where all the files are available:
    http://www.sebthiroux.com/last_online_test/
    http://mmaraudeur.free.fr/liquit/
    This is a very urgent matter for me as I need to make this
    work for tomorrow
    Thanks in advance
    Sebastien

    this should do it:
    var snd:Sound = new Sound()
    snd.onLoad = function(){
    var pct:Number =
    Math.round(snd.getBytesLoaded()/snd.getBytesTotal()*100);
    wait = setInterval(loadingSnd, 100)
    function loadingSnd(){
    if(pct >= 100){
    snd.start();
    clearInterval(wait);
    btn1.onRelease = function(){
    snd.loadSound("audio/loop1.mp3", false);

  • Same button on single frame to display/hide movie clip?

    Hi, can a button on a single frame be coded to both display a movie clip on its first click and, after a second click, hide the movie clip?  Thanks

    Yes, assuming you make the movieclip invisible to start with, in the event handler function just use...
    mc_name.visible = !mc_name.visible;

  • Is There An Extension that Renames Layers Based on Movie Clip Names of Files

    Hi all,
    I was wondering if anyone knew of an extension that could
    rename layers on the main time line based on the movie clip names
    that are found on the time line. I have a client file that is
    absolutely huge but all the layers are just named Layer followed by
    random numbers.
    I have seen extensions that clean up the library but never
    one that cleans layer names.

    fcastro75,
    > Sounds great! I was actually thinking about this over
    the
    > weekend and asking a few fellow flashers what they
    though.
    > I think instance names should have the highest
    importance. [...]
    If you're still watching this thread, I have a few more
    questions for
    you. :) I finally have some time to play with this script,
    and there's a
    twist I didn't think of earlier.
    Here's how JSFL works in regard to your particular aim:
    a) Get the current timeline.
    b) Get the layers of that timeline.
    c) Get the *frames* inside each layer.
    d) Get the elements inside each frame.
    The twist is C, and it adds considerable complexity to this
    script. You
    might have a layer with 100 frames on it, and each frame has
    a different mc
    (or graphic, or text field, etc.) on it. What on earth should
    this layer be
    named? In your previous post, you suggested this:
    > Layers that have multiple instances should read
    multi-item.
    That may well mean that feasibly half of your layers say
    "multi-item" in
    then, even if a given layer only has two separate items on it
    (one graphic
    symbol spanned from frames 50 to 80, and another graphic
    symbol spanned from
    frames 200 to 550).
    Even if we were to increment the names of these, you could
    easily get 30
    layers in a row named "multi-item (1)", "multi-item (2)",
    "multi-item (3)",
    and so on. Seems to me like that wouldn't be any more helpful
    than what you
    have now.
    One approach -- much easier to program, as it happens --
    would be to
    simply stop at the first frame in a layer that has content at
    all, and name
    the layer after that.
    e.g.
    "instanceName" (moveiclip) [1]
    ... where "instanceName" is the element's instance name,
    (movieclip) is the
    element's type, and [1] is the occurence of that element. If
    that layer
    contains any additional content -- either on that frame, or
    subsequent
    frames, we could add that "multi-item" phrase, like this:
    "instanceName" (moveiclip) [1] multi-item
    This way, in cases where the designer only used on element
    in a layer,
    you'd get a meaningful indication of that. In cases where the
    designer used
    several, you'd at least get an indication of the first one,
    with a hint that
    others exist.
    Whatcha think?
    David Stiller
    Adobe Community Expert
    Dev blog,
    http://www.quip.net/blog/
    "Luck is the residue of good design."

  • Single droptarget for multiple movie clips

    I have a movie clip which i use as a drop target. And I have four additional movie clips which can be dragged and dropped into the droptarget movie clip. But when I place a movie clip into a droptarget and I drop the second one too, the droptarget for the second one becomes the first movie clip but not the actual droptarget movie clip.
    Please suggest.

    Thank you for the reply. Can you give me an idea what the below code does?
    mainContainer is a movie clip. mc1, mc2 are three movie clips
    mainContainer.addChild( mc1 );
         and while dropping mc2
    mc2._droptarget - what this will refer to?

  • Drop and drop 4 movie clips to single target to navigate to seperate urls

    var myTargetName:String = "target" + event.target.name;
    var myTarget:DisplayObject = getChildByName(myTargetName);
    if (event.target.dropTarget != null && event.target.dropTarget.parent == myTarget){
        navigateToURL(new URLRequest(http:// websiteAdress.com));
    I am trying to navigate to a new url for each movie clip, problem is im really unsure of how to achieve this I have one target on my page and would like to be able to drop any of these movie clipt o to  it?
    the movie clips are named:
    port1_mc
    port2_mc
    port3_mc
    port_4mc
    really appreciate the help

    assign a property to each movieclip that indicates the associated url.  for example:
    port1_mc.urlS="http://www.adobe.com";port2_mc.urlS="http://www.flash.com";
    port3_mc.urlS="http://www.kglad.com";
    port_4mc.urlS="http:://www.whatever.com";
    you can then use:
    navigateToURL(new URLRequest(e.currentTarget.urlS));
    in your listener function.

  • Making movie clips play in reverse in AS 3.0

    Hey all. I'm changing all my files to AS 3.0 because of some
    new elements I'd like to use in flash CS4.
    Here:
    http://www.iaw-atlanta.com/IvyLeague1-13-09.html
    I have the menu navigation at the bottom with 4 buttons. When the
    buttons are moused over they ascend and when they are moused out
    the movie plays in reverse so that they descend. Basically in the
    movie clip, I have it stopped as well as gotoAndPlay the next frame
    when the button is moused over and then have a script telling it to
    reverse when moused out. I know how to do this in AS 2.0 but how
    can I translate the script to 3.0?

    DjPhantasy5,
    > Ok thanks, I'll see what he also has to say as well.
    Actually, NedWebs pretty much nailed it. :) The approach
    you've taken
    is an interesting one, because it scales all the way back to
    Flash Player 5,
    which didn't yet support the MovieClip.onEnterFrame event.
    Without that
    event, you need something like your "controller" symbol -- a
    separate
    looping timeline -- to perform code that depends on frame
    loops.
    Available as of Flash Player 6, that event would allow you
    to
    consolidate your code a bit by putting it all in a single
    frame and avoiding
    the extra movie clip symbol. That doesn't mean your approach
    is wrong, by
    any stretch. In fact, it's good to know your options, because
    if you ever
    need to publish to Flash Player 5, you'll probably do best to
    use the setup
    you've taken.
    I'll demonstrate onEnterFrame in just a bit, in case you
    want to take a
    look at that.
    >> there's no _root reference in AS3, but you can use a
    >> MovieClip(this.parent) (which replaces what _parent
    >> used to do) to locate something outside of the
    immediate
    >> movieclip.
    The term "parent," in this context, is technically a
    property of the
    MovieClip class, which means all movie clips in AS3 have
    access to the
    "parent" feature, which points to the timeline that contains
    the movie clip
    in question. Buttons also feature a "parent" property. In
    AS2, this
    property acted exactly the same, only it was preceeded by an
    underscore.
    In fact, NedWebs' suggested code works the same in your
    existin file.
    Instead of this:
    // Your existing code ...
    if (_root.animation._currentframe>1) {
    _root.animation.prevFrame();
    this.gotoAndPlay(2)
    if (_root.animation._currentframe<=1) {
    this.gotoAndStop(1);
    ... you could be using this:
    // Alternative code ...
    if (_parent.animation._currentframe>1) {
    _parent.animation.prevFrame();
    gotoAndPlay(2)
    if (_parent.animation._currentframe<=1) {
    gotoAndStop(1);
    ... because from this scope -- that is, from this point of
    view -- the
    MovieClip._parent property points to the same timeline that
    _root does.
    That changes, of course, based on how deeply nested the
    current scope is.
    The term "this" in the above code is optional, because Flash
    understands
    what scope you're in. From the point of view of this code,
    _parent is
    understood to refer to the current scope's parent timeline,
    just like
    gotoAndPlay() is understood to refer to the current scope's
    own timeline.
    You could precede either of those by "this" or not.
    Many people will argue that _root is probably best avoided,
    only because
    it's a slippery slope. It doesn't always refer to the main
    timeline you
    think it does, depending on whether or not your SWF is loaded
    into another
    SWF at runtime. Meanwhile, _parent *always* refers to the
    immediately
    parent timeline.
    So when you look at it that way, this perfectly valid AS2:
    if (_parent.animation._currentframe>1) {
    ... isn't much different at all from its AS3 counterpart:
    if (MovieClip(parent).animation.currentFrame>1) {
    It would be nicer if you didn't need to cast the parent
    reference as a
    movie clip here, but if you don't, AS3 doesn't realize that
    the scope in
    question is a movie clip.
    >> You can string them along as...
    >> MovieClip(this.parent.parent)
    Exactly.
    >> Your _currentframe in the the controller becomes
    >> currentFrame. That's about it. The rest of what I
    >> saw will fly as is.
    Not quite. AS3 doesn't support the on() or onClipEvent()
    functions, so
    you won't be able to attach your code direction to the
    button. Instead,
    you'll have to put it in a keyframe -- which you can also do
    with AS2. It's
    a good idea, in any case, because it allows you to put all
    your code in one
    place, making it easier to find.
    Here's a quick note on direct attachment:
    http://www.quip.net/blog/2006/flash/museum-pieces-on-and-onclipevent
    To convert your existing FLA structure to AS3, you might,
    for example,
    do this:
    animation.buttonMode = true;
    animation.addEventListener(MouseEvent.ROLL_OUT, outHandler);
    animation.addEventListener(MouseEvent.ROLL_OVER,
    overHandler);
    function outHandler(evt:MouseEvent):void {
    controller.gotoAndPlay(2);
    function overHandler(evt:MouseEvent):void {
    controller.gotoAndPlay(4);
    That takes care of the on(rollout) and on(rollover) code in
    your current
    version. The first line (buttonMode) is only necessary
    because I got rid of
    the button symbol and, instead, associated the event handlers
    directly with
    your animation clip. (Movie clips handle button-style events,
    too, so you
    don't need the button.) In AS3, event handling is very
    straightforward:
    you reference the object (here, animation), invoke its
    inherited
    addEventListener() method, then pass in two parameters: a)
    the event to
    listen for, and b) the function to perform when that event
    occurs.
    You can see that spelled out above. In AS2, there are quite
    a few ways
    to handle events, including on()/onClipEvent(), so it's
    harder to know when
    to use what approach. For buttons and movie clips, the
    princple works the
    same as I just showed, but the syntax is different.
    Let's take a quick look at reducing all this code by using
    the
    onEnterFrame event. First, check out this AS2 version:
    animation.onRollOut = outHandler;
    animation.onRollOver = overHandler;
    function outHandler():Void {
    this.onEnterFrame = reversePlay;
    function overHandler():Void {
    this.onEnterFrame = null;
    this.play();
    function reversePlay():Void {
    this.prevFrame();
    All of that code would appear in frame 1. You don't need the
    controller
    movie clip. The animation clip no longer contains an orb
    button, because
    we're using animation itself as the "button". (You can always
    see what
    functionality any object has by looking up its class. If
    you're dealing
    with a movie clip, look up the MovieClip class. See the
    Properties heading
    to find out what characteristics the object has, see Methods
    to find out
    what the object can do, and see Events to find out what the
    object can react
    to.)
    In the above code, it's all laid out pretty easily. This is
    AS2,
    remember. We have two events we're listening for:
    MovieClip.onRollOut and
    MovieClip.onRollOver. Those events are established for the
    animation movie
    clip by way of its instance name, and associated with
    corresponding custom
    functions. The outHandler() function associates yet another
    function to the
    MovieClip.onEnterFrame event of the animation clip. Very
    simply, it
    instructs animation to perform the custom reversePlay()
    function every time
    it encounters an onEnterFrame event. The overHandler()
    function kills that
    association by nulling it out, and telling animation to play,
    via the
    MovieClip.play() method. Finally, the reversePlay() function
    simply invokes
    MovieClip.prevFrame() on the animation clip.
    Here's the AS3 version:
    animation.buttonMode = true;
    animation.addEventListener(MouseEvent.ROLL_OUT, outHandler);
    animation.addEventListener(MouseEvent.ROLL_OVER,
    overHandler);
    function outHandler(evt:MouseEvent):void {
    animation.addEventListener(Event.ENTER_FRAME, reversePlay);
    function overHandler(evt:MouseEvent):void {
    animation.removeEventListener(Event.ENTER_FRAME,
    reversePlay);
    animation.play();
    function reversePlay(evt:Event):void {
    evt.target.prevFrame();
    It looks wordier, but if you look carefully, you'll see that
    it's
    essentially the same thing. The main difference is the way
    scope works in
    AS3. In AS2, there are numerous references to "this", because
    the event
    handler functions operate in the same scope as the object to
    which the
    association is made. In AS3, the references aren't to "this",
    but rather to
    the same animation clip by its *intance name*, because in
    AS3, the scope
    operates in the same timeline in which the code appears
    (namely, in this
    case, the main timeline).
    In the reversePlay() function, in order to emulate a "this"
    sort of
    setup, I'm referring to the parameter that gets passed to all
    event handler
    functions in AS3. I happened to name it "evt" (for event),
    but you can call
    it what you like. In the case of reversePlay(), the evt
    parameter refers to
    an instance of the Event class, which has a target property.
    The target
    property refers to the object that dispatched the event --
    happens to be
    animation, in this case. So evt.target, in this context,
    refers to
    animation, which is what I invoke the MovieClip.prevFrame()
    method on.
    I've uploaded a handful of FLA files to my server. I won't
    keep them
    there forever ... maybe a couple weeks, as of this post:
    http://www.quip.net/RewindTestAS3.fla
    http://www.quip.net/RewindTestAS3_new.fla
    http://www.quip.net/RewindTestAS2_new.fla
    David Stiller
    Co-author, ActionScript 3.0 Quick Reference Guide
    http://tinyurl.com/2s28a5
    "Luck is the residue of good design."

  • Adding thousands of instances of a movie clip

    I am trying to add around 20,000 instances of a single small
    movie clip (HexTile) from the library into a container Sprite using
    actionscript. The problem is it loads immediately and it loads very
    slowly, so I would like to know if there is a way to preload it?
    The class that adds the movie clip library symbol (World) is not
    the document class, nor is it referenced from the document class. I
    have tried dragging an empty sprite linked to World, and I have
    tried exporting it to other frames as well is preloading it as it's
    own .swf...any suggestions would greatly appreciated! The code
    looks like:

    Hi
    I guess you can one thing. add dummy pre-loader before loop
    and then just hide it after loop ;)

  • Multiple click points for one button and movie clip

    I am trying to make a single button into a multiple click
    point. I have a movie clip on the stage and I have an invisible
    button over it. The movie clip consists of a single timeline that
    has an ambient animation running and looping intially. I have three
    more labeled sections of that timeline that each contain a
    different animated sequence as click point animations for that
    movie clip. I want the user to click on the button on the stage and
    the first labeled click point animation of that movie clip will
    play. I want that action to be stored so that when the user clicks
    again then the second labeled click point animation will play then
    they will click for the third in the same way. In between user
    clicks I want the ambient animation loop in the beginning of that
    movie clip timeline to play. When the user has clicked the 3rd and
    last animated sequence then the whole thing will reset and be
    available again. Can anyone let me know how that can be
    accomplished. I originally scripted it through tell target to play
    the first but I don't know how to move forward. Thanks!

    What version of Flash are you using? Telltarget is very
    old... try something like this:
    // array of the animations
    myAnims = ['firstAnim','secondAnim','thirdAnim']; // these
    are also frame labels
    // your current animation index in the array, arrays start at
    0,
    // so we start at -1 which is like before anything
    currAnim = -1;
    // function to play the next animation
    function nextAnim(){
    // add one to the current animation index
    currAnim++;
    // if you've reached the end of the array, start back at 0
    if(currAnim >= myAnims.length)currAnim = 0;
    // now tell the MovieClip to play based on the value of the
    current array index
    myMovieClip.gotoAndPlay(myAnims[currAnim]);
    Then on the button you just put:
    on(release){
    nextAnim();
    And at the end of each animation on the timeline, put:
    gotoAndPlay(1);
    And at the end of the ambient loop at the beginning I guess
    you have that, too, so it loops.
    Hope that helps

Maybe you are looking for

  • Signed Java Code not acting as signed after 7.0 21 update

    I have scoured the web and tried numerous things and nothing works. First, I am not a Java guru but I have done my homework here and all seems like it is signed correctly and should be working. The app was developed by someone else but we have the co

  • Allow User to Close & Come Back

    Hello, I will be distributing an authorware package and I would like to give the user an option at the very beginning that allows them to close the package if they don't think they will have enough time to complete it and come back at a later time. I

  • RAID drive failed

    I have a external RAID drive purchased from OWC.  It failed.  Most likely the housing no longer works.  I have been told that without a housing designed for these particular drives I can't plug the drives into another case or adapter to access my dat

  • Document sur internet

    Lorsque je suis dans dreamweaver avec mon document, celui-ci est à mon goût Lorsque je le met sur internet, la présentation est différente Lorsque je fait une citation et donne une page de référence, sur mon document ok, sur internet  non Exemple  do

  • Problems saving in Illustrator CS6

    Strange thing with Illustrator CS6. When I try to open or save a file I can only do this from dropbox??? But not from my harddisk. I work with a Mac book pro, with Maverick, but everything worked fine until now this morning. I can start a new documen