AS3 Flash Preloader

Hey guys,.

I tried to get this preloader days! I finally got it to work, and now when I download on my site and you refresh the page, the .swf file is glued to the screen of the preloader.

This is my code:

Stop the framework
Stop();

Create a listener to call the function of loading as loads of film
this.loaderInfo.addEventListener (ProgressEvent.PROGRESS, loading);

Runs when the loading progress has changed
function loading(event:ProgressEvent):void
{
Determine the charge percentage of bytesLoaded and bytesTotal
var p: Number = event.bytesLoaded / event.bytesTotal * 100;

Stretch a progress bar
progressBar.scaleX = % / 100;

Define progressText to the charge percentage text box
progressText.text = int (percent) + "%";

When the charge is complete, go to section 2
if(percent == 100)
{
this.gotoAndStop (2);
}
}

I read up on this subject for a while now, but I can't seem to understand. I would really appreciate if I can get some tips on what to do.

clear your cache and change f() to:

function f (e: Event) {}

this.gotoAndStop (2);

}

Tags: Adobe Animate

Similar Questions

  • AS2 / AS3 Flash Preloader issue.

    [moved from the AS1/2 forum]

    Hello world

    I'm testing the new capabilities in Flash Pro CS6. And I'm stuck here, as most of my code AS1 / AS2 and when I try to do the coding for AS3 part of my prior loading is more functional. Essentially, the dynamic text not show upward. Maybe if you take a look at my code can you tell me where I'm wrong.

    It's the new AS3 code for my preloaded scene. I created this point to load an image on the 2nd frame. And it works except for the text that is not poster text in the following cases: percent_txt, ofBytes_txt, and totalBytes_txt

    I appreciate any ideas that you can provide to me pls.

    Stop();

    addEventListener (Event.ENTER_FRAME, loaderF);

    function loaderF(e:Event):void {}

    var toLoad: Number = loaderInfo.bytesTotal;

    var loaded: number = loaderInfo.bytesLoaded;

    var total: Number = load/toLoad;

    if(Loaded == toLoad) {}

    removeEventListener (Event.ENTER_FRAME, loaderF);

    gotoAndStop (2);

    } else {}

    preloader_mc.preloaderFill_mc. ScaleX = total;

    preloader_mc.percent_txt. Text = Math.floor(total*100) + "%";

    preloader_mc.ofBytes_txt. Text = load + "bytes."

    preloader_mc.totalBytes_txt. Text = toLoad + "bytes."

    }

    }

    This is the result in the test,

    Preloader.jpg

    Thank you so much and kind regards!

    Joel.

    First of all, make sure that you embed fonts in the text field or use device fonts. Looks like it's a question of embedding fonts.

  • MP3 player in AS3 Flash CS5 with autoresume feature?

    I created a website with an MP3 player on several pages. I created the player using AS3 in Flash Professional CS5. It has a volume slider on this subject that I set the initial value of 2. He charged music is identified in an XML file. If the user changes the volume, suspend or stop the music, I want to use autoresume (or something equivalent) to ensure that the player continues in the same status on several pages. The player is embeded in the pages using SWFObject.

    I searched for several days on the web, trying to find a solution and found no one. I don't know if there is something I need to do in AS3, Flash, on my pages, or if it can be handled in PHP or XML. Anyone know a good approach?

    You don't need "additional software" to use SharedObject. It is a standard feature of Flash has been around since Flash 6 CC1 Indeed, the code you are using is AS1

    AS3 doc

    http://help.Adobe.com/en_US/FlashPlatform/reference/ActionScript/3/Flash/NET/SharedObject. HTML

  • Flash preload - not Simple

    I'm new, but to the extent that I have a full flash site, which works very well. I can not get a preload to work. Let's be honest, that I can't even begin. Everyone assumes a expert, even sites 'simple flash preloader.
    Why not just use the component in Flash CS3? Why can't Adobe help with this instead of sending me to google to find ideas preloader? Why is the WMODE = transparent command is not recommended if you want transparency (as a solution to the white box supposive)? Preload is not simple for non-developers.

    Simply, I have a background.jpg in an HTML document. I load a flash into a table on the top. It shows white in the table before loading of the flash. Response from Adobe is to use a preloader. Ok. Large. I found several, who insert variables as long as I can't tell what's really a variable or not. I didn't want to become a retailer preloader... Ok? I just need a preloader. Explanatory deleted. I just want to load 'video1.swf' literally without getting a white box. A progress bar would be nice. What this will be another flash (swf), or it will appear in the timeline as of the separate layers in the timeline to play in front of the original images? Should I combine my original video1 file into a MovieClip and then manipulate in another fixture with a preloader?
    Please do not assume ANYTHING. I need to do this once and for all.
    Please, just make it simple. Attached is a code that I found. Can it be modified to work with the "ProgressBar" in CS3? If there is an option, a separate swf would be better because I have several pages that are configured exactly the same way.
    Thank you.

    Just because Adobe says not to do, does not mean that you can't. If you want to be able to see the bottom under your flash content, you have to do. When it loads, its display is the background of the flash animation, if you want to display in the background of the HTML content, then use wmode. I use it all the time on hundreds of sites, I created for myself and the people.

  • Jump preloader in AS3 Flash

    Hi, I searched the internet but I couldn't find a way to jump the preloader in AS3. Everything I found was AS2 (maybe I'm not good looking )

    When I visit my page again and the flash has already been loaded, I'm stuck on frame 1 and the film does not continue to where it supposed to be. Is it possible to ignore the preloader if the swf file is already preloaded or cached?

    Here are my actionscript:

    Import the required property
    import flash.display. *;
    Stop the playback head, while loading occurs
    This.Stop ();

    Create a listener to call the function of loading as loads of film
    this.loaderInfo.addEventListener (ProgressEvent.PROGRESS, PL_LOADING);

    / * This is the main function, basically he grabs the bytes loaded, and total
    calculates a percentage and bar extending and adjusting the poster
    textfield display. If your text box/bar instancenames aren't bar tools/lpc,
    you will need to adapt this code to match your instance names * /.


    function PL_LOADING(event:ProgressEvent):void {}
    var pcent:Number=event.bytesLoaded/event.bytesTotal*100;
    Stretch bar
    lbar.scaleX = pcent/100;
    Display the % loaded into the textfield
    LPC. Text = int (pcent) + "%";
    If the movie is completely loaded, kick in the next section on the main timeline
    You can change the gotoAndStop (2) to a gotoAndPlay (2)
    {if(pcent==100)}
    this.gotoAndStop (2);
    }
    }

    Thanks to all who help.

    use:

    Import the required property
    import flash.display. *;
    Stop the playback head, while loading occurs
    This.Stop ();

    Create a listener to call the function of loading as loads of film
    this.loaderInfo.addEventListener (ProgressEvent.PROGRESS, PL_LOADING);

    this.loaderInfo.addEventListener (Event.COMPLETE, loadCompleteF);

    function loadCompleteF(e:Event) {}

    this.gotoAndStop (2);

    }

    / * This is the main function, basically he grabs the bytes loaded, and total
    calculates a percentage and bar extending and adjusting the poster
    textfield display. If your text box/bar instancenames aren't bar tools/lpc,
    you will need to adapt this code to match your instance names * /.

    function PL_LOADING(event:ProgressEvent):void {}
    var pcent:Number=event.bytesLoaded/event.bytesTotal*100;
    Stretch bar
    lbar.scaleX = pcent/100;
    Display the % loaded into the textfield
    LPC. Text = int (pcent) + "%";
    If the movie is completely loaded, kick in the next section on the main timeline
    You can change the gotoAndStop (2) to a gotoAndPlay (2)
    {if(pcent==100)}
    this.gotoAndStop (2);
    }
    }

  • AS3 flash drive


    Hello, im new to AS3. I have a simple audio player that was built in AS1. Given that the new version of Flash does not support AS1 my problem is that I need a simple Walkman AS3 (start/stop/pause buttons, front and rear) to see if it will work with some legacy files I have. I searched the Web for a totorial build one but so far nothing usallable. Anyone have any ideas. (the audio file is located in my library is not streaming). Thanks in advance for your help

    RaceBannon690 wrote:

    Hello, im new to AS3. I have a simple audio player that was built in AS1. Given that the new version of Flash does not support AS1 my problem is that I need a simple Walkman AS3 (start/stop/pause buttons, front and rear) to see if it will work with some legacy files I have. I searched the Web for a totorial build one but so far nothing usallable. Anyone have any ideas. (the audio file is located in my library is not streaming). Thanks in advance for your help

    I hope this helps!

    Suppose we have a list of songs:

    var sList:Vector. = new ['songA.mp3', 'songB.mp3', 'songC.mp3'];

    Index of game current song

    var curIndex:uint = 0;

    Create the Sound object:

    var sndPlay:Sound = new Sound();

    Create the SoundChannel object

    var sndChannel:SoundChannel = new SoundChannel();

    Last position

    var lastPos:Number = 0;

    Click on the EVENTS button

    private void StartClick(event:MouseEvent)

    {

    This. Start (this.lastPos);

    }

    private void PauseClick(event:MouseEvent)

    {

    This. Pause();

    }

    private void StopClick(event:MouseEvent)

    {

    This. Stop();

    }

    private void ForwardClick(event:MouseEvent)

    {

    this.curIndex ++;

    If (this.curIndex > this.sList.length - 1).

    {

    this.curIndex = 0;

    }

    this.lastPos = 0;

    This. Start (this.lastPos);

    }

    private void BackClick(event:MouseEvent)

    {

    -this.curIndex;

    If (this.curIndex<>

    {

    this.curIndex = this.sList.length - 1;

    }

    this.lastPos = 0;

    This. Start (this.lastPos);

    }

    METHOD

    private void Start(position:Number)

    {

    this.sndPlay.load (new URLRequest (this.sList [this.curIndex]));

    this.sndChannel = this.sndPlay.play (position);

    Adjust the sound volume: between 0-1.0

    this.sndChannel.soundTransform = new SoundTransform (0.5);

    }

    private void Pause()

    {

    Resave the current healthy situation for the game

    this.lastPos = this.sndChannel.position;

    this.sndChannel.stop ();

    this.sndPlay.stop ();

    }

    private function Stop()

    {

    Reset the position for the game since the beginning of his

    this.lastPos = 0;

    this.sndChannel.stop ();

    this.sndPlay.stop ();

    }

  • Press Scroll AS3 (Flash CC) Help / Ayuda

    Hola! Estoy doing application una para pero tengo UN conocimiento AS3 basico quiero android devices y quiero no saber como hacer a touch scroll, quiero poner a scroll bar o algun otro boton, quisiera what pudiera navegar in the application of modo touch horizontal manera y.

    Estoy trabajando con los tamanos por defecto 480 x 800 en UN app para android, in a project of Adobe Flash Professional CC

    Against este Código en otro tema works, el problema y are that if al final llegó of list that muestra y sigo dropping not is being como sigue if most mas contenido no self without to back al contenido automatically y sigue igual manera en el principio del contenido TR intento y, dropping undergo no dead don't is solo al contenido y is sigue hacía arriba , Do not be TR me entiendan?

    ----------------------------------------------------

    Hello! I am applying for android devices, but I have a basic knowledge of AS3 and I want to know how to make a touch scrolling does not want to put a scroll bar or another button, I wish that you can navigate the application does touch as long as vertically.

    I work with the default size 480 x 800 on an android app, project in Adobe Flash Professional CC

    I found this code on a different theme and it works, the problem is that if I get to the bottom of the list that appears and continues down stop always as if it had more content and not return the content automatically and continues to decline and even at the beginning of the content if I'm trying to save not only the content and follow-up Do not know if I understand correctly?

    (Sorry for the translation, my English is bad).

    Este are el código / here's the code:

    var ease:int = 6;  
    var targY:int = dragMe.y;  
    var drag:Boolean = false;  
    var ptY:Number = 0;  
      
    dragMe.addEventListener(Event.ENTER_FRAME, dragHandler, false, 0, true);  
    dragMe.addEventListener(MouseEvent.MOUSE_DOWN, downHandler, false, 0, true);  
    stage.addEventListener(MouseEvent.MOUSE_UP, upHandler, false, 0, true);  
      
    function dragHandler(e:Event):void  
    {  
         if (drag)  
         {  
              targY = mouseY + ptY;  
         }  
      
         e.target.y +=  (targY - e.currentTarget.y) / ease;  
    }  
      
    function upHandler(event:MouseEvent):void  
    {  
         drag = false;  
    }  
      
    function downHandler(e:MouseEvent):void  
    {  
         ptY = e.currentTarget.y - mouseY;  
         drag = true;  
    }
    

    use something like:

    var minY: number =

    var maxY: number =

    1. function dragHandler(e:Event):void
    2. {
    3. If (drag)
    4. {
    5. targY = mouseY + ptY;
    6. }
    7. targY = Math.max (targY, minY);
    8. targY = Math.min (targY, maxY);
    9. e.Target.y += (targY - e.currentTarget.y) / relieve;
    10. }
  • Access to the Camera Roll AS3 Flash CS5.5

    Hello

    I'm looking and looking, but can´t can't find anything on access to the camera and camera to take a picture of my application, nobody has any code to do?

    No class please, just AS3

    Or perhaps point me to a URL?

    Thank you

    There are a few differences between the two needs. For fun, I made an entry screen to turn the example of aid for CameraRoll a timeline version! Here is the registration form:

    http://XFiles.funnygarbage.com/~colinholgate/video/camerrolltimeline.mov

    and here is the final code, which includes the error various trapping, and Android support too:

    import flash.media.CameraRoll;

    import flash.media.MediaPromise;

    import flash.media.MediaType;

    import flash.events.MediaEvent;

    import flash.events.Event;

    import flash.display.Loader;

    import flash.display.Sprite;

    import flash.events.IOErrorEvent;

    import flash.display.StageAlign;

    import flash.display.StageScaleMode;

    var mediaSource:CameraRoll = new CameraRoll();

    CameraRollTest();

    function CameraRollTest() {}

    This.stage.Align = StageAlign.TOP_LEFT;

    this.stage.scaleMode = StageScaleMode.NO_SCALE;

    If {(CameraRoll.supportsBrowseForImage)

    Newspaper (or "Browsing for image... ») ;

    mediaSource.addEventListener (MediaEvent.SELECT, imageSelected);

    mediaSource.addEventListener (Event.CANCEL, browseCanceled);

    mediaSource.browseForImage ();

    } else {}

    Log ('navigation in camera roll no is not supported.");

    }

    }

    var imageLoader:Loader;

    function imageSelected (event: MediaEvent): void {}

    Log ("picture... ») ;

    var imagePromise:MediaPromise = event.data;

    imageLoader = new Loader();

    If {(imagePromise.isAsync)

    Log (' media asynchronous promise. ");

    imageLoader.contentLoaderInfo.addEventListener (Event.COMPLETE, imageLoaded);

    imageLoader.contentLoaderInfo.addEventListener (IOErrorEvent.IO_ERROR, imageLoadFailed);

    imageLoader.loadFilePromise (imagePromise);

    } else {}

    Log (' media synchronous promise. ");

    imageLoader.loadFilePromise (imagePromise);

    this.addChild (chargeurImage);

    }

    }

    function browseCanceled (event: Event): void {}

    Log ("Image Browse cancelled.");

    }

    function imageLoaded (event: Event): void {}

    Log ('loaded asynchronously Image.");

    this.addChild (chargeurImage);

    }

    function imageLoadFailed (event: Event): void {}

    Log ("Load Image failed.");

    }

    The function log (text: String): void {}

    trace (text);

    }

  • AS3 Flash Android components

    I found this AS3 library the other day, created by a guy named Kevin Hoyt, and it rocks. You can check it out here: http://xperiments.es/blog/en/as3-android-flash-components/.

    It has many components that have the same appearance as the natives of the Android, but unfortunately I can't make it work with Burrito. Available in link zip file contains a SWC, wich you can add path buld your project, it gives me a warning saying that the Design view can be loaded, it may be inconsistent and too dangerous "DesignAssetLoader.CompleteTimeout".

    Some research showed me that it is a known bug in Flash Builder, I read somewhere that the warning, but you are still able to drag the widget to the Panel. Well, here they are even not appear in Control Panel, which means that I can't use them.

    Someone knows how to fix this? I think it is a great library, and use it with Burrito would be the combo ultimate xD

    See you soon,.

    NiNshiM

    All the classes in this library are in default package if you do not have to have an import statement. Just add the swc to build you the path. I haven't used burrito so I don't know about drag and drop. I used a component or two of this library in my flash + as3 project (using the flash builder 4 to modify the code). To add a button (for example) on stage, I do:

    var: button = new Button();

    addChild (button);

    She's.

    I was also happy to see that library when I started my project at the end of last year. But unfortunately, it is not a good way to adjust the size of some of the elements of guidance. For example, if you have 10 items in the list, you are in portrait mode, but the list goes beyond the limits of the scene in the landscape. I'll be happy to know a work around that.

  • [CC HTML5/Flash] Preloader?

    It turns out that my output panel is about a megabyte so sit you and look at a blank screen for a few seconds to 30 seconds, depending on the speed of your browser. I guess I could drop by converting PNG to JPG, it did not want to mess with traverse and its replacement. In addition, there are many other instances where I'll need a preloader, so I figure it's a good opportunity to try to prove one.

    ()http://handtooledcode.com/sas_test If you want to see what I mean.)

    Yet once, looking for an example of how building one, I guess. Currently, I have * nothing * that works to do this, I'll start trying to go down the road of old 'second stage' in a moment and see if I can make any progress this way.

    Thanks in advance!

    Eric.

    I think you meant cssload.net. What you posted is a parked domain.

    Animations, it just seems to be 'available', not indicators of progress. Make a genuine progress indicator is not so difficult. Just hook a few tasks in the HTML container.

    First, add a progress listener to the active block of preload:

    var loader = new createjs.LoadQueue(false);
    loader.addEventListener("fileload", handleFileLoad);
    loader.addEventListener("complete", handleComplete);
    loader.addEventListener("progress", handleProgress); // <-- ADD THIS CODE HERE
    loader.loadManifest(lib.properties.manifest);
    

    Then, paste the function to support after the handleComplete() function:

    function handleProgress(evt) {
        document.getElementById("preloadFill").style.width = Math.round(evt.progress * 100) + "%";
    }
    

    Thirdly, stick it in a kind of progress indicator. The function above is written to work with the following very simple, consisting in CSS (inserted anywhere in the head) and a couple of DIV layers, inserted inside the body immediately before the tag of .

    
    
    
        
    <-- ADD THESE TAGS HERE
  • Error in AS3 flash. Use a button to stop a sound.

    Hello

    I have the following code:

    import flash.net.URLRequest;

    import flash.media.Sound;

    import flash.media.SoundChannel;

    import flash.events.Event;

    import flash.events.MouseEvent;

    var ruta:URLRequest = new URLRequest ("afternoonnaps.wav");

    var sonido:Sound = new Sound();

    channel: var SoundChannel = new SoundChannel();

    sonido. Load (Ruta);

    sonido.addEventListener (Event.COMPLETE, carga);

    function carga(event:Event):void {}

    detener_btn.addEventListener (MouseEvent.CLICK, stop);

    }

    function detener(event:MouseEvent):void {}

    channel. Stop();

    }

    I want to stop a sound with a button and this is the error I get:

    #2044 error: Unhandled IOErrorEvent: text = Error #2032: sequence error or a stream.

    at web17_fla::MainTimeline/frame10()

    Please, can you help me?.

    No sound was started so that you cannot apply a stop() to this soundchannel.

  • error with AS3 flash message.

    Hi, I'm new to flash (and yet I used it for years) by which I mean, I struggle with it a lot. I was hoping that someone could help me with the incompatible "override" error message and the message "duplicate function definition.

    This is the code I have so far.

    Stop();

    startgame_btn.addEventListener (MouseEvent.CLICK, startthegame);

    function startgame_btn(event:MouseEvent):void

    {

    gotoAndStop ("screen1_scrn");

    }

    I do not understand why im even getting the message one its almost no code in the first place...

    would appreciate an answer as soon as POSSIBLE

    Thank you.

    If you know how, can PS you say in a way that I understand

    You have a button named same as a function... don't do it... use...

    Stop();

    startgame_btn.addEventListener (MouseEvent.CLICK, startthegame);

    function startthegame(event: MouseEvent): void

    {

    gotoAndStop ("screen1_scrn");

    }

  • Video CS5.5 AS3 Flash slider helps

    I create a project for the online journal of my school, where users can scroll through a linear video gallery and click to choose who they look. My goal is to make the videos slide when users drag and let go, a bit like the story of flash in the New York Times: http://www.nytimes.com/packages/html/nyregion/1-in-8-million/.

    However, I have problems for the Gallery to slide their way. It was easy to drag and drop and go to this video, if the user does not slip. It's the slider continue to move after being let go which is difficult.

    I am able to determine the pixels per image (speed) of the parchment, so that I can move the videos on that basis and I put videos to slow down, but it does not move when I let go videos.

    Also, I need to make more fluid scrolling. The way I put mine up to cause videos to slide based on the average speed of the MouseEvent.DOWN to the MouseEvent.UP, which can cause problems. For example: if I had to move the videos on a few hundred pixels and then release them, they would continue to drag a little time. However, if I did the same thing, but then held the mouse in the same place for a while before I leave (which means that they should not have any speed), they would move to the average speed from the click to release. I need to work more as an example the New York Times' don't.

    Finally, I need the scroll down bar to go along with the videos when they are being dragged and vice versa (as well as the history of the NY Times').

    Here is the code I have so far:

    (I am very new to Flash and ActionScript, so expect the code to be... disappointing to say the least.) Feel free to make suggestions, you want improve the code.)

    Section 1:

    import flash.utils.Timer;

    var begPos;

    var endPos;

    var begTime;

    var endTime;

    Speed of var = 0;

    deceleration const = 7.5;

    var barDragging:Boolean = false;

    var moviesDragging:Boolean = false;

    function fadeIn(event:Event)

    {

    Event.Target.alpha += 0.05;

    If (event.target.alpha > = 1).

    {

    event.target.removeEventListener (Event.ENTER_FRAME, fadeIn);

    }

    }

    function fadeOut(event:Event)

    {

    Event.Target.alpha-= 0.05;

    If (event.target.alpha < = 0)

    {

    event.target.removeEventListener (Event.ENTER_FRAME, fadeOut);

    }

    }

    Section two:

    import flash.events.Event;

    Import flashx.textLayout.formats.Float;

    movies.one.frameString = "First_Movie";

    movies.two.frameString = "Second_Movie";

    movies.three.frameString = "Third_Movie";

    constraints: var = new Rectangle Rectangle (195,350,160,0);

    overBar.addEventListener (Event.ENTER_FRAME, fadeIn);

    overBar.addEventListener (MouseEvent.MOUSE_DOWN, fl_ClickToDragBar);

    function fl_ClickToDragBar(event:MouseEvent):void

    {

    barDragging = true;

    overBar.startDrag (false, constraints);

    }

    stage.addEventListener (MouseEvent.MOUSE_UP, fl_ReleaseToDropBar);

    function fl_ReleaseToDropBar(event:MouseEvent):void

    {

    barDragging = false;

    overBar.stopDrag ();

    }

    ///////////////////////////////////////////////////////////////////////////

    var constraints2:Rectangle = new Rectangle (0,200,550,0);

    movies.addEventListener (MouseEvent.MOUSE_DOWN, fl_ClickToDragMovies);

    function fl_ClickToDragMovies(event:MouseEvent):void

    {

    begPos = movies.x;

    var begDate:Date = new Date();

    begTime = begDate.getTime ();

    moviesDragging = true;

    movies.startDrag (false, locale2);

    }

    stage.addEventListener (MouseEvent.MOUSE_UP, fl_ReleaseToDropMovies);

    function fl_ReleaseToDropMovies(event:MouseEvent):void

    {

    endPos = movies.x;

    var endDate:Date = new Date();

    endTime = endDate.getTime ();

    var difference = endPos - begPos;

    framework of the var: String = event.target.frameString;

    If (Math.abs (difference) < = 3)

    {

    overBar.addEventListener (Event.EXIT_FRAME, fadeOut);

    motionBar.addEventListener (Event.EXIT_FRAME, fadeOut);

    gotoAndPlay (frame);

    }

    on the other

    {

    Speed += ((difference) / ((endTime / 1000)-(begTime / 1000))) / 24;

    trace (Speed);

    }

    moviesDragging = false;

    movies.stopDrag ();

    }

    ///////////////////////////////////////////////////////////////////////////

    If (moviesDragging is true)

    {

    movies.x = overBar.x * (80 / 275) + 195;

    }

    If (barDragging is true)

    {

    overBar.x = ((movies.x-195) * 275) / 80;

    }

    If (Speed > 0)

    {

    movies.x += speed;

    speed = slow;

    If (speed < = 0)

    {

    Speed = 0;

    }

    }

    gotoAndStop ("Beginning");

    I have five total images: the first image is empty and a little code to configure a number of things; the second place a symbol consisting of three symbols of the black box (they are just black boxes - I intend replacing them with real videos when I got this figured out) and the cursor on the screen, then the code to deal with them; the last three have just black boxes representative videos finally taking their place. That's all it takes for now.

    Let know if you need anything else and I thank very you much!

    Listen event mouseMove on slider, and when this happens to determine the x value for the video pane target (target x is relative to the x position of the slider.) Then the video pane TweenLite to target x.

    --

    Kenneth Kawamoto

    http://www.materiaprima.co.UK/

  • How can I add a flash cs4 with AS3 Flash cs4 site game?

    I have created a flash with ActionScript 3 game and now want to add to a Web site that I created with pages separated into keyframes. Ideally, I try to have the game begins when a link on the home page is selected. I join the users to be able to download the game themselves? Ideas for a novice in flash?

    There are different approaches you can take.  You can copy the timeline of your game in a movieclip symbol in your main file and integrate it like that, or you can dynamically load the game using the Loader class (or of the UILoader component).

  • Flash preloader

    I'm looking for a flash prechargeurs for my site, anyone know where you can download (and preview) previously developed, preference for the free, but willing to pay.

    You can try here: http://www.gotoandlearn.com/play?id=85

    And you can search Google.

Maybe you are looking for