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AlDev

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  1. This is great! Thanks a ton for the quick response. I tried the classes and the issue is gone now I can keep moving forward lol (no pun intended) I have noticed a couple new things related to the addPause that I would like to point out, perhaps there is a better approach you can help me form: 1- If I add an addPause as the last item in the timeline, when i click the back button and call a reverse(), the timeline tries to play but stays stuck in the pause and calls it again. If i add a 0 time tween as the last item, the timeline works fine again. this.timeline.add("start"); this.timeline.add( TweenMax.to(this.map.mapPoint,0.5,{frame:this.map.mapPoint.totalFrames, ease:Linear.easeNone}) ); this.timeline.add( TweenMax.from(this.map.line1,1,{scaleX:0, ease:Quint.easeInOut})); this.timeline.addPause(null, this._showStartNavigation); // this.timeline.add("animation1"); this.timeline.add( TweenMax.to(this.map,1,{x:2286,y:-157, ease:Quint.easeInOut}) ); this.timeline.add ( TweenMax.to (this.map.gorillas, 1, {scaleX:1, scaleY:1}), "-=.5" ); this.timeline.addPause(null, this._onTimelinePaused); //it stays stuck here 2- On a next button I set the timescale to 1, and in a back button i set the timescale to 3 (so that the user can get back to the previous point faster), after calling reverse() in 1 out of 5 the timeline skips the next pause and continues to the one after next. I figure maybe adding labels might fix this issue, yet i found the same result. private function _onNextBtnUp($event:MouseEvent):void{ this._hideNavigation(); this.timeline.timeScale(1); this.timeline.play(); } private function _onBackBtnUp($event:MouseEvent):void{ this._hideNavigation(); this.timeline.timeScale(3); this.timeline.reverse(); } Is there a better approach to pausing the timeline in a way it stops wether is reversed or not? Maybe a switch with timestamps that calls the pause function? Any insight would be great thanks again for the classes, it helped a ton alex
  2. Hi Guys! I hope this post finds you well. I am writting because i am using timelinemax in order to create an animation that has 3 stops in between in which the user has the ability to either continue to the next point or go back. All my tweens are working well, and now is time to add the pauses. I thought about just adding them to the onComplete and calling it a day. Yet when reversing they were not firing... This made me find out about onReverseComplete which worked like a charm expect that when going backwards the onComplete was firing as well pausing my animation before it could even get started. After a second click on the back button, the animation started playing backwards correctly. Bceause of this effect, i decided to try adding a callback but to my surprise i ran into the same problem. Then i went to the docs and found information about the addPause function. Including this piece of text: "Remember, the virtual playhead moves to a new position on each tick (frame) of the core timing mechanism, so it is possible, for example for it to be at 0.99 and then the next render happens at 1.01, so if your callback was at exactly 1 second, the playhead would (in this example) move slightly past where you wanted to pause. Then, if you reverse(), it would run into that callback again and get paused almost immediately. However, if you use the addPause() method, it will calibrate things so that when the callback is hit, it'll move the playhead back to EXACTLY where it should be. Thus, if you reverse() it won't run into the same callback again." This is what is happening to me currently and thought this was the right fix. The problem now is that when i add the pauses this way: this.timeline.add( TweenMax.to(this.map.mapPoint,0.5,{frame:this.map.mapPoint.totalFrames, ease:Linear.easeNone}) ); this.timeline.add( TweenMax.from(this.map.line1,1,{scaleX:0, ease:Quint.easeInOut})); // this.timeline.add( TweenMax.to(this.map,1,{x:2286,y:-157, ease:Quint.easeInOut}) ); this.timeline.addPause() // this.timeline.add( TweenMax.to(this.map,15,{x:-57,y:778, ease:SlowMo.ease.config(0.9,0.3)}) ); The animations pauses correctly, but if i try to use resume() or play(). The animation doesnt move at all. Only works at this point if i call reverse() Any ideas what might be happening? thanks a ton alex
  3. You tricky gypsy lol! You crushed that bug! Even better now it doesn't show the first screen of the video when it does pause. It works correctly. During my years in flash I do recall something about NetStream.Play.Start firing before the buffer is full. I just assumed that adobe would have addressed this by now, but you know what happens when u assume... NICE JOB MAN! Thanks for the quick response/fix, ill let u know if i find any other weird bugs AL
  4. Yes I was able to get the NetStatusEvents fine, I even put a trace inside the event handler for the VideoLoader.as class and it also did it just fine. For some reason the pause is just not working sometimes. I am on a windows 7 machine but I also tested on a mac and on a windows XP machine before I decided to write to the forum. As for the sandbox error. Yes I went to adobe "http://www.macromedia.com/support/documentation/en/flashplayer/help/settings_manager04.html" and allowed access to my whole desktop since they let you do folders. I also tried this on a local host with the same result. Please help Al
  5. Well actually to replicate the issue there is not much to it, just try to load a video with autoPlay and bufferMode set to FALSE on a realistic internet connection. I was able to screencap what its happening, I ran the same swf I sent you and on the first try I got the bug. Please see the link bellow: http://www.screencast.com/t/MjNmMmQ3 To recap, I have autoPlay and bufferMode set to false. But it still starts playing before its completely done loading. I never tell it to play until I hear the complete event, so I know for a fact its not my code. Hope this helps Al
  6. Yes I downloaded the latest version and the problem is still there, I was trying to create an intro section in flash but i wanted the video to play smoothly thats why i needed it to load all before starting. I was able to create a small example (Please see attached). And I also noticed that the problem might have something to do with the Netstream being paused. If you have a fast connection, it works pretty well but when things slow down it starts happening. I believe maybe flash has a problem pausing a video right off the bat, sometimes it works and sometimes it doesn't. I was able to replicate the problem by throttling my internet connection and it keeps happing randomly so please check on a more realistic connection, obviously if the internet speed its too fast it wont have time to bug out lol. I recommend using http://www.charlesproxy.com/.
  7. I been checking out the new loader max and I think it's awesome. But I am having a small problem trying to control a VideoLoader. Basically all I am trying to do is to load an flv and play it only when is completely loaded. I figure all I had to do was to turn bufferMode and autoPlay to false. But I am getting a weird behavior. Basically it works most of the time, but randomly, it starts playing before is done loading without never telling it to play, and it never fires the complete event. Any idea? Here is an example: private function createVideoLoader():void{ var objData:Object = new Object(); objData.container = this.videoContainer; objData.width = 1024; objData.height = 768; objData.scaleMode = "proportionalInside"; objData.bgColor = 0x000000; objData.autoPlay = false; objData.bufferMode = false; objData.centerRegistration = true; objData.onProgress = this.onVideoLoadProgress; objData.onComplete = this.onVideoLoadComplete; this._objVideoLoader = new VideoLoader("http://www.trademarktalent.com/flv/BFfartthemovie.flv",objData); } //Event Handlers private function onVideoLoadProgress($event:LoaderEvent):void{ var percent:Number = Math.round(this._objVideoLoader.progress*100) trace(percent); } private function onVideoLoadComplete($event:LoaderEvent):void{ trace("complete") this._objVideoLoader.playVideo(); }
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