Create a preloader

Hello

I am new to Adobe animate. Is there a specific guideline to create a preloader for loading image assets when creating a canvas in Adobe animate?

You can use the loadqueue class, PreloadJS v0.6.2 API Documentation: LoadQueue

Tags: Adobe Animate

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  • Create a preloader image

    Hi all, I just need to know how to create a preloader image and was hoping someone might be able to help.  I can create a normal preloader to load a swf file.


    var loader: Loader = new Loader();

    loader.contentLoaderInfo.addEventListener (ProgressEvent.PROGRESS, loop);

    function loop(e:ProgressEvent):void
    {
    var perc:Number = e.bytesLoaded / e.bytesTotal;
    var s:String = Math.ceil(perc*100).toString () + "%";
    s = percent.text
    }

    loader.contentLoaderInfo.addEventListener (Event.COMPLETE, done);

    function done(e:Event):void
    {
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    removeChildAt (getChildIndex (arrows));
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    p = null;
    arrows = null;
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    Loader.Load (new URLRequest("loadedMovie/loadedmovie.swf"));

    I can't get my head round when it is an image, a section of my code is shown below, part of a gallery of xml. How would a preloader here? Without the help of the preloader component?

    function callFull(e:MouseEvent):void {}
    var full_loader:Loader = new Loader();
    / * Reference to e.target is a reference to the clicked image. */
    var full_url = my_images[e.target.name].@FULL;
    full_loader. Load (new URLRequest (full_url));
    full_loader.contentLoaderInfo.addEventListener (Event.INIT, fullLoaded);
    }

    function fullLoaded(e:Event):void {}
    full_mc = new MovieClip();
    full_mc.buttonMode = true;
    addChild (full_mc);
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    full_mc. AddChild (my_loader);

    my_loader.contentLoaderInfo.removeEventListener (Event.COMPLETE, fullLoaded);
    }

    Thanks in advance for any help on this.

    There isn't really a difference between loading a swf from an image, so focus on the line of your code loading preloader...

    Loader.Load (new URLRequest (my_images [e.target.name] .@full)); just guessing

    the extent of the targeting of the image you want to load, with who may be in your callFull function and then revise the function 'done' to process the image which is responsible and place everywhere where you intend (maybe what you do in the fullLoaded function).

  • create a preloader for flv

    I don't know why the following code does not work. If I keep the ns.play("flv/movie/flv"); line outside the PlayerStatusHandler the film plays very well, but I am trying to create a preloader for the flv file using ns.bufferTime. My first switch statement works very well, but the latter is never called.

    var nc:NetConnection = new NetConnection();

    NC. Connect (null);

    var ns:NetStream = new NetStream (nc);

    Create an object to contain metadata

    var md_obj:Object = new Object();

    md_obj.onMetaData = metadata;

    md_obj.onCuePoint = onCue;

    NS.client = md_obj;

    ns.bufferTime = 5;

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    ns.addEventListener (NetStatusEvent.NET_STATUS, PlayerStatusHandler);

    function PlayerStatusHandler(event:NetStatusEvent):void {}

    switch (event.info.code) {}

    "NetStream.Play.Stop" case:

    replay_mc.visible = true;

    break;

    case "NetSream.Buffer.Full":

    NS. Play("FLVS/Movie.flv");

    break;

    }

    }

    Start and stop your flv outside your check for buffer.

  • to create a preloader with a video

    Hi guys, im a little stuck and I hope someone can help.

    I do a preloader for a site and I want to use a video instead of the usual loading bar. the video is long of 428 images and I called him Preloader_MC.

    I've implemented the typical get bytes loaded:

    totalBytes = Math.round (getBytesTotal () / 1024);
    loadedBytes = Math.round (getBytesLoaded () / 1024);
    percentDone = Math.round ((loadedBytes / totalBytes) * 100);
    If (_root._framesloaded > = _root._totalframes) {}
    gotoAndStop ("start");
    }

    I want my video to go to the section that corresponds to the % charged (i.e. my long 428 video if 10% of the file was loaded he would go to the framework 43) have tried variations of the following code:

    preVidFrame = Math.round (Preloader_MC._totalframes/100)

    Preloader_MC.gotoAndStop(preVidFrame * loadedBytes);

    The idea is that the 1 line defines a variable called preVidFrame and sets it to 1% of the total number of frames in the video. Line 2 then preVidFrame of the times (1%) by the % of the loaded bytes and sends Preloader_MC playhead to the resulting image.

    Am I barking the wrong tree here, it is still possible. Any help would be greatly appreciated.

    Thank you

    If I am after the goal, I think the following line would be everything you need, using the already available percentDone variable...

    Preloader_MC.gotoAndStop(math.round(percentDone*Preloader_MC._totalframes/100));

  • The code to create a preloader for next frame only?

    My preloader itself takes a bit of time to load.  I want to keep it this way, as it is important, but I am a pre-preloader with a simple text like 'Please Wait' to display until the actual preloader loads.  Below is my code for the pre-preloader.  How can I make my variable "pretotal" only the total required for loading the next image, which is my preloader instead of the entire film?  Thank you.

    Stop();

    this.addEventListener (Event.ENTER_FRAME, preloading);

    function preloading(e:Event):void {}

    var pretotal: Number = this.stage.loaderInfo.bytesTotal;

    preloaded var: number = this.stage.loaderInfo.bytesLoaded;

    If (pretotal == preload) {}

    Play();

    this.removeEventListener (Event.ENTER_FRAME, preloading);

    }

    }

    517 kb = 517 x 1024 bytes.

    but the biggest problem is your if(pretotal == preloaded) that will almost certainly resolve false no matter what number you use for pretotal: it is unlikely that you will ever see preloaded equal pretotal.  That is to say, use if(preloaded>=pretotal).

  • Custom preloader

    Hi does anyone know a tutorial showing how to create a preloader custom in Edge animate. I would use my company rather than the Adobe clipart logo. Thanks andy

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    (1) create a gif or animated gif

    (2) on the edge, in the properties panel, on the left, under "Preloader", click 'change '.

    (3) drag the gif of your desktop in the preloader is-open window

    (4) position only and you're done!

  • Preloader fills only 1/2 way before the start of the video

    I am very new to Flash CS4, but I was able to create a preloader with the help of a tutorial of Dan Carr.

    Here is my source:

    Fl.video import. *;
    Import fl.controls.ProgressBarMode;

    Set Variables
    var flvControl = display;
    var flvSource = "op.flv";

    Create the progressbar control manager event
    function progressHandler(event:VideoProgressEvent):void
    {
    var bl = Math.round(event.bytesLoaded/1000);
    var bt = Math.round(event.bytesTotal/1000);

    Update in progress...
    pb.setProgress (bl, bt);
    }

    function readyHandler(event:VideoEvent):void
    {
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    removeChild (pb);
    }

    State to Set progress bar
    PB.mode = ProgressBarMode.MANUAL;
    PB. Indeterminate = false;

    Add listeners and load the video
    flvControl.addEventListener (VideoProgressEvent.PROGRESS, progressHandler);
    flvControl.addEventListener (VideoEvent.READY, readyHandler);
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    Here is an example of the video:

    http://orthopreferred.us/test/Ortho/OP1.html

    Film load and plays but the part preloader loads only the path. How would go to have the load progress preloader completely bar and then have the start of the film?

    Thank you!

    use:

    Fl.video import. *;
    Import fl.controls.ProgressBarMode;

    Set Variables
    var flvControl = display;
    var flvSource = "op.flv";

    Create the progressbar control manager event
    function progressHandler(event:VideoProgressEvent):void
    {
    var bl = Math.round(event.bytesLoaded/1000);
    var bt = Math.round(event.bytesTotal/1000);

    Update in progress...
    pb.setProgress (bl, bt);

    {if(BL==BT)}

    flvControl.play(); removeChild(pb);
    

    }

    }

    State to Set progress bar
    PB.mode = ProgressBarMode.MANUAL;
    PB. Indeterminate = false;

    Add listeners and load the video
    flvControl.autoPlay = false;
    flvControl.addEventListener (VideoProgressEvent.PROGRESS, progressHandler);

    flvControl.source = flvSource;


    end

  • Preloader loads and loop my scene! (I'm desperate...)


    I am using flash cs3.

    I created my preloader in a separate scene. I want that the call of the stage.

    what I wanted was the preloader to load and read the next scene all, where I have my kernel running site.

    It works very well up to a point! Here's my drama!

    It loads the scene I want to, but she gets stuck in a loop.

    function preLoader (): Void {}

    bTotal = getBytesTotal().

    = bcharge getBytesLoaded();

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    pNoRound = (bTotal/bcharge) * 100;

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    mc_loading.g_loading.mc_loader.loader_mask._x = mc_loading.g_loading.mc_loader.loader_mask._x + (newxpos - mc_loading.g_loading.mc_loader.loader_mask._x) *.2;

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    pLoaded = '0' + pLoaded

    }

    mc_loading.g_loading.mc_loadText.loadText.text = pLoaded;

    gotoAndPlay ("Scene1, 1"); This loads the scene but he messes up a menu loop

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    Please someone help me!

    Thanks cristina

    The scenes are unreliable. Try this much more stable method of preloading:

    http://www.gotoandlearn.com/play?ID=85

  • To implement a preloader to load a swf

    Hello

    I am currently implementing a preloader to load a swf. I have a swf named 001.swf. I need to create a preloader to load this swf. So should I create a swf over to loding the 001.swf. Hope someone will help me.

    Thank you and best regards,

    Sreelash

    It is usually the most satisfactory solution to build a preloader.  You can then use:

    var mcl:MovieClipLoader = new MovieClipLoader();

    var OL: Object = {};

    lo.onLoadProgress = function (target: MovieClip, bl:Number, bt: number) {}

    Create your preloader using bl (= loaded bytes) and bt (= total of bytes)

    }

    mcl.addListener (lo);

    MCL. Load("001.swf",1);

  • simple variable problem and question preloader

    I am new to AS3 and have a problem with the following code:

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    var xmlData:XML = new XML();
    var homeText:URLLoader = new URLLoader();
    var slideLoader:Loader = new Loader();
    var sprContainer1:Sprite;
    var projectPath:String;

    LOADING XML

    xmlLoader.addEventListener (Event.COMPLETE, LoadXML);

    xmlLoader.load (new URLRequest("XML/main.xml"));

    function LoadXML(e:Event):void {}
    xmlData = new XML (e.target.data);
    ParseCategories (xmlData);
    }

    PARSE XML
    function ParseCategories(projectInput:XML):void {}
    This. Title.Text = projectInput.category.project[0].@name;
    projectPath = "projects / ' + projectInput.category[0].@path + ' / ';.
    trace (projectPath);

    }

    LOAD THE TEXT FILE

    homeText.addEventListener (Event.COMPLETE, onLoaded);
    homeText.load (new URLRequest (projectPath + "/ text.txt"));

    function onLoaded(e:Event):void {}
    this.homeTxt.text = e.target.data;
    }

    IMAGES LOAD - LOAD FROM XML MULTIPLE IMAGES - COMPLETE

    sprContainer1 = new Sprite();
    homeImg.addChild (slideLoader);
    slideLoader.load (new URLRequest (projectPath + "/ image2.jpg")); < < CURENTLY LOADING AN IMAGE

    The above code shows how to load an XML file that contains the path to the text and image files, I am able to trace the path correctly in the service of ANALYSIS above, but I'm not able to recover the variable (or he also traces) in the TEXT section of the LOAD, please help.

    As I continue to code, I would also like to dynamically load images multiples (in the section LOAD IMAGES) using the projectPath and iterate through each image appearing in an XML file. I'm still not at this time, but my question is how to create a preloader/progressbar that overall progress is displayed for all URL requests (the text file and several images contained in the XML file). Thank you immensely.

    :

    Stop();
    var xmlLoader:URLLoader = new URLLoader();
    var xmlData:XML = new XML();
    var homeText:URLLoader = new URLLoader();
    var slideLoader:Loader = new Loader();
    var sprContainer1:Sprite;
    var projectPath:String;

    LOADING XML

    xmlLoader.addEventListener (Event.COMPLETE, LoadXML);
     
    xmlLoader.load (new URLRequest("XML/main.xml"));
     
    function LoadXML(e:Event):void {}
    xmlData = new XML (e.target.data);
    ParseCategories (xmlData);
    }

    PARSE XML
    function ParseCategories(projectInput:XML):void {}
    This. Title.Text = projectInput.category.project[0].@name;
    projectPath = "projects / ' + projectInput.category[0].@path + ' / ';.
    trace (ProjectPath);

    useProjectPathF();

    }

    LOAD THE TEXT FILE

    function useProjectPathF() {}

    homeText.addEventListener (Event.COMPLETE, onLoaded);
    homeText.load (new URLRequest (projectPath + "/ text.txt"));

    }

    function onLoaded(e:Event):void {}
    this.homeTxt.text = e.target.data;
    }

    IMAGES LOAD - LOAD FROM XML MULTIPLE IMAGES - COMPLETE

    sprContainer1 = new Sprite();
    homeImg.addChild (slideLoader);
    slideLoader.load (new URLRequest (projectPath + "/ image2.jpg"));

  • Preloader for Flash video FLV

    Hello

    I'm still learning AS3.

    After being on gotoandlearn.com I managed to get my FLV play but I can not find how to create a preloader bar like the one seen on this site

    http://sleeptolive.com/

    I did the preload for use with bytes of external SWFs loaded / total of bytes, but I don't know how to do one for use with the code for this video.

    The code I have so far:

    Video: video of var = new Video (883, 370);

    addChild (video);

    Video.x = 10;

    Video.y = 10;

    var nc:NetConnection = new NetConnection();

    NC. Connect (null);

    var ns:NetStream = new NetStream (nc);

    ns.addEventListener (NetStatusEvent.NET_STATUS, onStatusEvent);

    function onStatusEvent(event:NetStatusEvent):void

    {

    switch (event.info.code)

    {

    case "NetStream.Play.Stop":

    removeChild (video);

    removeChild (masker).

    removeChild (stopButt);

    gotoAndPlay (2);

    break;

    }

    }

    var meta: Object = new Object();

    meta.onMetaData = function(meta:Object);

    {

    trace (meta.duration);

    }

    NS.client = meta;

    video.attachNetStream (ns);

    NS. Play ("sleepToLiveIntroMovie.flv");

    Video: video of var = new Video (883, 370);

    addChild (video);

    Video.x = 10;

    Video.y = 10;

    var nc:NetConnection = new NetConnection();

    NC. Connect (null);

    var ns:NetStream = new NetStream (nc);

    ns.addEventListener (NetStatusEvent.NET_STATUS, onStatusEvent);

    var t:Timer = new Timer (100.0);

    t.addEventListener (TimerEvent.TIMER, preloadF);

    t.Start ();

    function preloadF(e:Event) {}

    trace (NS.loadedBytes, NS. TotalBytes);

    {if(NS.loadedBytes>0&&ns.loadedBytes>=ns.) TotalBytes)}

    t.Stop ();

    t.removeEventListener (TimerEvent.TIMER, preloadF);

    t = null;

    }

    }

    function onStatusEvent(event:NetStatusEvent):void

    {

    Switch (event.info.code)

    {

    case "NetStream.Play.Stop":

    removeChild (video);

    removeChild (masker);

    removeChild (stopButt);

    gotoAndPlay (2);

    break;

    }

    }

    var meta: Object = new Object();

    meta.onMetaData = function(meta:Object);

    {

    trace (Meta.Duration);

    }

    NS.client = meta;

    video.attachNetStream (ns);

    NS. Play ("sleepToLiveIntroMovie.flv");

  • custom preloader (loading xml files)

    Hello :)

    I want to create the preloader to load xml before application initialization files, I havn't could find no solution on any internet site :(?

    I tried to extend the DownloadProgressBar and then load the xml in the constructor, but systemManager starts initialization of my Application right after that, and before that the preloader is finished, how can I force him to wait until I'm done with loading XML?

    Thanks for any help :) I hope someone can help me :)

    My request and the rest of my containers needs these xml files to initialize.

    Thank you once again :)

    Kind regards
    HW2002

    For other issues with the same problem, which is a lot :)

    You can load your XML files inside createChildren() (), you must override it in your application class and once that the XML file is loaded, call you super.createChildren ();

    and it's all :)

  • Preloader for multiple images

    I want to create a preloader that loads several images at once.

    I tried the normal script with getBytesTotal() but it provides the bytes currently image loading, so the preloader only works for a single image at a time.

    How can I get the size of all the images I want to load?

    Thank you

    OK, try if this code is what you need.

    the allImagesLoaded function is called once all the images have been loaded.

  • Preloader starts late

    Hi, I created a preloader to my film flash 1 MB +. However, when I tried to charge it, the screen was blank for a few seconds before the preloader arises suddenly. At that time, he had already loaded by about 50%. I thought it was supposed to begin immediately between 0% and up to 100% of load?

    As part of the 1st, I have the following:

    totalBytes = Math.round (getBytesTotal () / 1024);
    loadedBytes = Math.round (getBytesLoaded () / 1024);
    percentDone = Math.round ((loadedBytes / totalBytes) * 100);
    If (_root._framesloaded > = _root._totalframes) {}
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    }


    2nd section:

    gotoAndPlay (1);

    and the 3rd frame labeled 'start '. I also assigned a dynamic text with the var name: percentDone.

    Can anyone help on this? Thank you very much!

    What kind of items you have in your film? If you run things like components, mp3s, videos, etc., try right clicking on the items in the library, and then choose "linkage". From there make sure "Export in first frame" is not checked.

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