Preloader code
I'm using the code from this tutorial for a preloader. Though I am not using a dynamic text field like the tutorial says.
I took the line referring to the dynamic text field out of the code, but it's still not working?
The animation has 2 frames with movie clips in each. One for the preloader and one for the main content.
Do I need to put somekind of stop or non-looping code in here so it doesn't go back to frame 1(preloader)??
http://schoolofflash.com/blog/2008/04/flash-cs3-tutorial-actionscript-3-preloader/
this.loaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgress);
this.loaderInfo.addEventListener(Event.COMPLETE, onComplete);
function onProgress(e:ProgressEvent):void
var loaded:Number = e.target.bytesLoaded;
var total:Number = e.target.bytesTotal;
var pct:Number = loaded/total;
loader_mc.scaleX = pct;
function onComplete(e:Event):void
nextFrame();
You would do well to have stop(); commands in both frames, though I believe nextFrame() includes a stop action in its landing procedure.
You might want to consider an alternative approach for a preloader design. Here's a link to another tutorial...
http://www.gotoandlearn.com/play?id=85
Similar Messages
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Preloader Code: Error 1061
I bought a preloader on Flashden.com and it didn't come with much instruction.
Here is what I have done:
My index file has my timeline with actions, preloader, and then my movie clips for my opening page. I have placed my preloader movieclip in frame 1 and it ends on frame 2. In frame one on the actions layer I have stop();
I then have all of my movie clips on frame 3 with my actions for my movieclips on frame three. I added a name to frame 3 named index
My preloader movieclip has this code:
stop();
this.addEventListener(Event.ENTER_FRAME, loading);
function loading(evt:Event):void
var percentageLoaded:Number = Math.round(this.stage.loaderInfo.bytesLoaded/ this.stage.loaderInfo.bytesTotal*100);
this.loaderInformation.loadingtxt.text = "Loading "+percentageLoaded+"%";
if(percentageLoaded>=100)
this.removeEventListener(Event.ENTER_FRAME, loading);
this.parent.gotoAndPlay("index");
When I test the file I get a 1061 Error saying Call to a possibly undefined method gotoAndPlay through a refernece with static type flash.disply:DisplayObjectContainer.
Any ideas on what I can do to correct this? I contacted the person I purchased it from but have not heard back yet.
Thank you!
Mariah DanielsenTry casting the parent as a MovieClip...
MovieClip(this.parent).gotoAndPlay("index"); -
Preloader code is not well working in flash8
hi m using flash8 and for preloader i used script given
below, It's not works well when i upload my file to net.The problm
is , it somtimes stoped at 80%, somtime on 70%, somtimes at40% and
so on,
onClipEvent (load)
total = _root.getBytesTotal();
onClipEvent (enterFrame)
loaded = _root.getBytesLoaded();
percent = int(loaded / total * 100);
gotoAndStop(percent);
if (loaded == total)
_root.gotoAndPlay(2);
} // end if
i make a movie clip and placed the code on movie clip.
pls solve this.
i think it better for mx but not for 8 version.Have you tried this tutorial?
http://www.adobe.com/devnet/flash/articles/preloader.html -
Preloader code running every time page loads
Hi everyone,
I purchased a preloader from Adobe Exchange for my flash animation. I've noticed though that even though it works, whenever I refresh the page that the swf file is on, or even navigate away and then come back to the same swf page, the preloader starts operating again as if the file was being downloaded for the first time.
I thought that once a swf was downloaded it didn't need to be done again. The code from the preloader is as follows:
onClipEvent(load){
//show text Loading
this.text = true;
//show reflection
this.reflection = true;
//show percents
this.percents = true;
//set color
this.color = "0x003976";
//set gradient color for reflection
this.bgColor = "0xffffff";
//set speed (1-9)
this.speed = 6;
//loop infinite, not loading
this.infinite = false;
//loaderTarget (if null self swf preload)
this.contentTarget = null;
//auto stop timeline
_parent.stop();
Could it have something to do with the fact that it's an onClipEvent?
Appreciate any advice.I don't know what you have, but if it is an fla file with the preloader you should be able to edit the preloader any way you like, including removing the ending animation.
I have no familiarity with Adobe Exchange. -
Preloader code in wordpress template
I used this code as a preloader on a site a made a few months ago.
I'm trying to use it again in a wordpress template using PHP and it's not working.
The movies loads, but doesn't load the main .swf??
Any ideas why this would work on one site and not another? Is it a PHP conflict?
var l:Loader = new Loader();
l.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, loop);
l.contentLoaderInfo.addEventListener(Event.COMPLETE, done);
l.load(new URLRequest("ns_headermovie.swf"));
function loop(e:ProgressEvent):void{
function done(e:Event):void
removeChildAt(0);
addChild(l);Hi,
Why you are using this line
removeChildAt(0);
I think to remove preloader.
I suggest you to use :-
removeChild(this.getChildByName('PreloaderName"));
Let me Know how its work -
Preloader code will not start next frame when finished
I have this code in frame 1
"stop();
//Preloader
loaderInfo.addEventListener(ProgressEvent.PROGRESS, updatePreloader);
function updatePreloader(evtObj:ProgressEvent):void
//container for the progress of the site (download)
var percent:Number = Math.floor((evtObj.bytesLoaded*100)/evtObj.bytesTotal);
preloader_txt.text = percent+"%";
if (percent==100){
nextFrame();
In frame 2 the animation/flash application starts.
The preloader works fine BUT when it gets to frame 2 it stops. I cannot get it to start. I think it is a simple issue but I cannot see it
Any help would be appreciated..
Thanks
Richarduse:
RickRoo wrote:
I have this code in frame 1
"stop();
//Preloader
loaderInfo.addEventListener(ProgressEvent.PROGRESS, updatePreloader);
function updatePreloader(evtObj:ProgressEvent):void
//container for the progress of the site (download)
var percent:Number = Math.floor((evtObj.bytesLoaded*100)/evtObj.bytesTotal);
preloader_txt.text = percent+"%";
if (percent==100){
play(); -
Website preloader code ?
Code help please !
Would anyone be kind enough to share AS3 code for a preloder.
I need my custom made progress wheel in frame 1 to act as a
preloader and navigate to frame 2 when the file fully loads.
Thanks,
Fred...My website is totally finished but the buttons don't work properly
on frame 1 unless the entire file is loaded. So I wanted to move everything
over a frame and put the custom made "progress wheel" movie clip
I created into frame 1 so it spins until the movie fully loads, then it
should
navigate to frame 2 which would now be the main page with the buttons.
Thank you for taking your time to try and help me.
Fred Hughes... -
Is there an easier way to create a custom preloader animation
in AS3? The
only information I can find on the web tends to have about
two pages of code
with stuff like "packages" and "public/private functions"
which I've never
used and unfortunately do not understand. The idea seems
simple to me [(var
ratio = (bytesLoaded/bytesTotal)*100) then have a movie clip
(load_mc) one
hundred frames long displaying 00-99 respectively for each
frame. Then find
some way to call a function that says
[load_mc.gotoAndStop(ratio);]. I've
seen AS2 tutorials on this subject and they all kinda follow
this general
idea. Why then in AS3 do you need two pages of code for an
action that
required 5 or 6 lines of code in a previous version of
ActionScript (AS2)?
No..no...sorry that's not my question. **sighs** I just need
to know if
there is an easier-to-understand method to creating
prealoaders in AS3? I'm
making an intro movie for a new website and the final swiff
will probably be
close to 1 MB so I want to display a simple loading animation
instead of a
blank screen. Any help is greatly appreciated.Yes, AS3 can look very complex, and many times it is. You
don't need to create packages to use AS3. You can, but you don't
have to. Writing classes in packages allow you to create libraries
of reusable code. You can just write code that will work for you in
a frame script space in a layer of your movie. In many cases, and
for simple movies, this works just fine.
To create a preloader animation, you can use the UILoader and
ProgressBar classes. You can also use the Loader class. Here's an
example that uses the Loader class: -
I have a preloader on my website that seems to be very
temperamental, sometimes it works and sometimes it doesn't. I have
posted the script below, please let me know what I can do to fix
the main probelm of the load bar freezing at 0%.
onClipEvent (enterFrame) {
loading = _root.getBytesLoaded();
total = _root.getBytesTotal();
percent -= (percent-((loading/total)*100))*.25;
per = int(percent);
percentage = per+"%";
loadBar._width = per;
if (percent>99) {
_parent.gotoAndStop(2);
ThanksI have a preloader on my website that seems to be very
temperamental, sometimes it works and sometimes it doesn't. I have
posted the script below, please let me know what I can do to fix
the main probelm of the load bar freezing at 0%.
onClipEvent (enterFrame) {
loading = _root.getBytesLoaded();
total = _root.getBytesTotal();
percent -= (percent-((loading/total)*100))*.25;
per = int(percent);
percentage = per+"%";
loadBar._width = per;
if (percent>99) {
_parent.gotoAndStop(2);
Thanks -
Flash MX Preloader for external JPGs
Hey all! Any help would be greatly appreciated. In all
honesty, I have searched and studied and worked to get this myself,
which I do alot with code, etc. BUT I am going to admit I'm a "make
it pretty on the outside" kind of guy, and coding makes my eyeballs
fall out and well, honestly, I just don't get it. My brain can not
wrap itself around this. Sigh! So I could use your help a little.
This is what I'm wanting to do. I have a website,
www.luxeillustrato.com, and if you go to the portfolio area, and
click on any of the sections (take fine art for example); it will
showcase my works by loading external jpg files each time you click
the forward arrow button.
You can see I have preloaders on the site, that work fine. My
main page has a movie target with the instance name of photoM. You
click "artist", and it loads a new swf file into the photoM target.
IF you click on "portfolio", "fine art", it loads the fine art swf
file into photoM, using a preloader. THEN, if you click on the
forward arrow button, a new jpg image of my work is loaded into the
fine art movie target with the instance name of just
photo. As you can see, you have to wait until the jpg image
loads (and you start to wonder if it's doing anything.)
The problem is, it is not preloading the external jpgs, it's
just preloading the fine art swf. My preload code is currently:
stop();
onEnterFrame = function () {
totalBytes = _parent.getBytesTotal();
loadedBytes = _parent.getBytesLoaded();
percent = Math.ceil((loadedBytes/totalBytes)*100);
gotoAndStop(percent);
info_txt.text = percent+" %";
if (percent>=100) {
_parent.gotoAndPlay("inter");
I already have the preload animation bar created (as you can
see on the site.) What do I need to do to alter the code above (or
replace it) in order to have the external jpgs be preloaded as
well? For example's sake, let's just say I have four jpgs, titled
"door.jpg", "orange.jpg", "boyfriend.jpg", and "untitled.jpg" (in
case these are needed for the code. They may not be.)
I hope this is easy to understand. If NOT, just tell me. I'll
simplify. And seriously, thanks!put a stop() on the first frame of your external swf in an otherwise empty first frame. when preloading is complete apply a play() to your loader's content cast as a movieclip:
function contentLoaded(evt:Event):void {
//Optionally change to a clip holder and set progressbar visibility.
addChild(contentLoader);
MovieClip(contentLoader.content).play(); -
Hi,
I'm having a lot of trouble getting a preloader to work on my Flash website. I'm new to actionscript, the site works fine but when I place the preloader in frame 1, I get.
Error#1009: Cannot access a property or method of a null object reference.
Then it lists three areas. The buttons on the site don't work anymore.
I've followed the Lynda com tutorials so don't know what is causing this error.
Included is the word.doc with the error code, preloader code, the main flash frame 2 code and the debug information.
Any help would be great.
Thanks!You need to make sure 'cards' is named properly and is present when that line of code executes. If it is somewhere down a timeline, it is not present.
As far as your preloader code goes, what is infoLoader. I have to assume it's some form of component since you don't have any code to instantiate it. -
Audio problems preloaded Captivate swfs in custom player
I have a slideshow-like custom Flash player that uses
standard preloader code - it loads external swf movieclips into a
holder clip, and stores references to them in an array. Once all
external swfs are loaded, the first clip starts playing and
navigation buttons allow the user to go through the "slides" at
will.
The problem: some Captivate-generated swf files have audio
that starts playing as the clips are preloading, and the audio does
not stop except with a stopAllSounds call. As needed, each loaded
swf is copied (so to speak) from the array to a clip on the stage,
loadedClip_mc, to be played and controlled. The player's pause
button, which works as follows:
loadedClip_mc.stop()
has no effect on the sound of the loaded Captivate clips.
Furthermore, the audio doubles-up when trying to play any
slide, and clicking play (loadedClip_mc.play() )
HERE IS THE MOST CONFUSING PART: this ONLY happens when the
player and the movies to be loaded are uncached - after the files
are visited for the first time, everything works great. Anytime you
revisit the player it is fine. However, if it is the first time
someone is visiting the custom player, or the browser cache is
cleared, once you visit the page the audio for all Captivates start
playing during preloading simultaneously and cannot be controlled.
Thank you in advance for your help!Hi. I've experienced the same problem with audio and preload.
Sorry for my english, but - I dont know if I've understood the
matter- I think you are talking about to fix this problem using
actionscript code. Please, would you answer me one question? If I
can't change the code of the base clip generated by Captivate, is
it possible to add some code in my loaded clips to stop that audio
embedded in them when they are preloading? What would this code
be?.
I hope you understand me!
Thank you. -
I have a preloader that will externally load my swf however when I run it it is producing this error VerifyError: Error #1014: Class flash.text.engine::FontDescription could not be found. My preloader code works on another swf but not on this one. My code is below. Any help would be apeciated.
package {
import flash.display.MovieClip;
import flash.display.Loader;
import flash.net.URLRequest;
import flash.events.Event;
public class preloader extends MovieClip {
private var myLoader:Loader;
private var myRequest:URLRequest;
public function preloader() {
myLoader = new Loader();
myLoader.load(new URLRequest("portfolio.swf"));
myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,showLoadResult);
function showLoadResult(evt:Event):void {
this.addChild(myLoader);I saved it on a different pc and now it works woo hoo !!!!! No idea of the problem..
-
JPGencoder and Preloader problem
Hi guys, I have an swf which allows the user to take a snapshot of the stage, which works fine on its own.
When I use an external preloader with it i get the error:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at over/frame1()
I have tried importing the JPGEncoder into the preloader but still get the same error.
This is the preloader code:
[AS]
import com.adobe.images.JPGEncoder;
var B:Loader = new Loader();
B.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, loop);
B.contentLoaderInfo.addEventListener(Event.COMPLETE, done);
B.load(new URLRequest("someurl.swf"));
function loop(e:ProgressEvent):void
var perc:Number = e.bytesLoaded / e.bytesTotal;
percentText.text = Math.ceil(perc*100).toString();
function done(e:Event):void
removeChildAt(0);
percentText = null;
addChild(B);
}[/AS]
And the JPGEncoder code:
[AS]
import com.adobe.images.JPGEncoder;
//============================================================================
var matrix:Matrix = new Matrix();
matrix.translate(stage.width, stage.height);
snap_btn.addEventListener(MouseEvent.CLICK, snapShot );
function snapShot( evt:MouseEvent ):void
displayCapturedBitmapData();
function getBitmapData( target:DisplayObject ) : BitmapData
if ( bd )
bd = null;
//target.width and target.height can also be replaced with a fixed number.
var bd : BitmapData = new BitmapData( 920 ,760 , true, 0x00000000);
bd.draw( stage);
var jpgEncoder:JPGEncoder = new JPGEncoder(90);
var byteArray:ByteArray = jpgEncoder.encode(bd);
var SERVICE_PATH:String = "SERVICEPATH.php";
var imageFileName:String = "testjpg.jpg";
// create a URL loader to send the data to the server
var loader:URLLoader = new URLLoader();
var url:String = SERVICE_PATH + "?name=" + imageFileName;
var req:URLRequest = new URLRequest(url);
// make sure the server knows it is getting an image
req.requestHeaders = new Array(new URLRequestHeader("Content-Type", "image/jpeg"));
loader.dataFormat = URLLoaderDataFormat.BINARY;
req.contentType = "image/jpeg";
req.method = URLRequestMethod.POST;
req.data = byteArray;
// send the file
loader.load(req);
return bd;
function displayCapturedBitmapData():void
var bmp:Bitmap = new Bitmap( getBitmapData( stage ) );
addChild(bmp);
bmp.x = 695.65;
bmp.y = 56.76;
bmp.height = 190;
bmp.width = 230;
//==============================================
[/AS]wrap all your code (except your functions and import statement) in an init function and add:
this.addEventListener(Event.ADDED_TO_STAGE,init);
your code is difficult to read because it's unformatted, so i'm not sure this is all the code not in a function but your new code should look something like:
import com.adobe.images.JPGEncoder
this.addEventListener(Event.ADDED_TO_STAGE,init);
var matrix:Matrix
function init(e:Event):void{
matrix= new Matrix();
matrix.translate(stage.width, stage.height);
snap_btn.addEventListener(MouseEvent.CLICK, snapShot );
p.s. it looks like you're nesting named functions. you should unnest them. -
Need help with ActionScript 2.0 and Player 9. I am trying to
update my flash pages with Player 9.0 and discovered an
incompatibility with the preloader code. I keep getting this
message:
**Error** Symbol=preloader, layer=background, frame=1, Line
6: Syntax error.
_parent.bytes = int(isloaded/1000) add " KB of " add
int(total/1500) add " KB";
**Error** Symbol=preloader, layer=background, frame=1, Line
7: Syntax error.
_parent.percent = int(p) add "% LOADED";
Total ActionScript Errors: 2, Reported Errors: 2
Any help would be greatly appreciated. Thanks!With Flash CS3 the "add" operator was removed -- it had been
depriciated sinc Flash 6 (I think).
So use "+" instead. Like this:
_parent.bytes=int(isloaded/1000) + " KB of "+int(total/1500)
+" KB."
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