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wotton

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  1. That worked great - thanks for your help!
  2. I found this tutorial using TweenMax to create a preloader: http://tutorials.flashmymind.com/2009/0 ... nscript-3/ When I use the code I can successfully load an image but I've been having difficulties loading a .swf. I'm trying to make a preloader for my flash project so it doesn't necessarily have to load the swf externally - it can be a preloader that loads to the first frame of the animation. Here's my code: import com.greensock.*; var holder:MovieClip = new MovieClip(); var circles:Array = new Array(); for (var i:uint=0; i < 5; i++) { //Create a new preloader circle var circle:preloaderHeart = new preloaderHeart(); //Set the x position for the circle circle.x = i * 20; //Set the "tweened" property to false since we haven't tweened the circle yet circle.tweened = false; //Add the circle to the circles array circles.push(circle); //Add the circle to the holder holder.addChild(circle); } //Add the holder to the stage addChild(holder); //Position the holder to the center of the stage var holderWidth:Number = holder.width; var holderHeight:Number = holder.height; holder.x = stage.stageWidth / 2 - holderWidth / 2; holder.y = stage.stageHeight / 2 - holderHeight / 2; //Create a loader which loads the image var loader = new Loader(); //Let's load the image. //You can use your own URL here... loader.load(new URLRequest("final.swf")); //Listen for the loading progress loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, progressHandler); //This function is called as the loading progresses function progressHandler(e:ProgressEvent):void { //Check how much has been loaded (in percentages) var loadedPercentage:Number = (e.bytesLoaded / e.bytesTotal) * 100; //If over 20% is loaded, tween the first circle if it hasn't been tweened yet. if (loadedPercentage > 20 && ! circles[0].tweened) { //Tween the circle TweenMax.to(circles[0], 1, {tint:0xD56488, glowFilter:{color:0xD56488, alpha:1, blurX:10, blurY:10}}); } //If over 40% is loaded, tween the second circle if it hasn't been tweened yet. if (loadedPercentage > 40 && ! circles[1].tweened) { //Tween the circle TweenMax.to(circles[1], 1, {tint:0xD56488, glowFilter:{color:0xD56488, alpha:1, blurX:10, blurY:10}}); } //If over 60% is loaded, tween the third circle if it hasn't been tweened yet. if (loadedPercentage > 60 && ! circles[2].tweened) { //Tween the circle TweenMax.to(circles[2], 1, {tint:0xD56488, glowFilter:{color:0xD56488, alpha:1, blurX:10, blurY:10}}); } //If over 80% is loaded, tween the fourth circle if it hasn't been tweened yet. if (loadedPercentage > 80 && ! circles[3].tweened) { //Tween the circle TweenMax.to(circles[3], 1, {tint:0xD56488, glowFilter:{color:0xD56488, alpha:1, blurX:10, blurY:10}}); } //If 100% is loaded, tween the fifth circle if it hasnn't been tweened yet. if (loadedPercentage == 100 && ! circles[4].tweened) { //Tween the circle and call the function circlesTweened() when the tween is complete (this is the last circle). TweenMax.to(circles[4], 1, {tint:0xD56488, glowFilter:{color:0xD56488, alpha:1, blurX:10, blurY:10}, onComplete: circlesTweened}); } } //This function is called when the cirlces have been tweened (the image is loaded) function circlesTweened():void { //Loop through the circles for (var i = 0; i < circles.length; i++) { //Tween the circles to the left side of the stage. //Call the function circleLeft() when the tween is finished TweenMax.to(circles[i], 0.5, {delay: i * 0.1, x: -200, alpha: 0, onComplete: circleLeft, onCompleteParams: [circles[i]]}); } } //This function is called when a circle is animated to the left side. function circleLeft(circle:preloaderHeart):void { //Remove the circle from the stage holder.removeChild(circle); //Check if the circle is the last one (most right) if (circle == circles[4]) { //Remove the holder from the stage removeChild(holder); //Get the bitmap from the loader var bm:Bitmap = (Bitmap)(loader.content); //Add the bitmap to a movie clip holder var bmHolder:MovieClip = new MovieClip(); bmHolder.addChild(bm); //Add the bitmap holder to the stage addChild(bmHolder); //Animate the bitmap holder TweenMax.from(bmHolder, 1, {alpha: 0}); } } The error I get when I compile it: I would try and contact the creator of the tutorial but it doesn't look like the site has been updated since 2009. If anyone can clarify for me how to load a .swf with this preloader, I'd appreciate it. Thanks!
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