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Found 17 results

  1. Load SWF in other loaded SWF?

    Hello, I'm on a project created in Flash Builder 4.7 and Flash Professional CS6, nice. I need the project load's a SWF in the "preloaded SWF", the first SWF, loads a second SWF, and this second would be the "Home" of the project. At this point, work's perfectly. but when the home try to load secondaries SWF sends me The code of the first SWF: package { import flash.display.DisplayObject; import flash.display.Loader; import flash.display.MovieClip; import; import; import; import; public class InitialSWF extends MovieClip { private var _loader_:Loader; private var _applicationContent_:DisplayObject; private var _loaderContent_:MovieClip; private var _loaderIcon_:MovieClip; public function InitialSWF() { super(); _loader_ = new Loader(); _loader_.contentLoaderInfo.addEventListener(Event.COMPLETE,_onComplete_,false,0,true); _loader_.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,_onIoError_,false,0,true); _loader_.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,_onProgress_,false,0,true); _loader_.load(new URLRequest("Home.swf")); } private function _onComplete_(param1:Event) : void { _applicationContent_ = _loader_.content; _applicationContent_.visible = true; stage.addChild(_applicationContent_); _applicationContent_.addEventListener("onApplicationComplete",_onApplicationComplete_,false,0,true); _loader_.contentLoaderInfo.removeEventListener(Event.COMPLETE,_onComplete_); _loader_.contentLoaderInfo.removeEventListener(IOErrorEvent.IO_ERROR,_onIoError_); _loader_.contentLoaderInfo.removeEventListener(ProgressEvent.PROGRESS,_onProgress_); _loader_.unload(); _loader_ = null; } private function _onApplicationComplete_(tmpEvt:Event) : void { _applicationContent_.removeEventListener("onApplicationComplete",_onApplicationComplete_); _loaderContent_.addEventListener("loaderOut",_onLoaderOut_,false,0,true); // do something } private function _onLoaderOut_(param1:Event) : void { _loaderContent_.removeEventListener("loaderOut",_onLoaderOut_); _applicationContent_.visible = true; stage.removeChild(this); } private function _onIoError_(tmpError:IOErrorEvent) : void { trace(tmpError); } private function _onProgress_(param1:ProgressEvent) : void { var _progress_:Number = Math.round(param1.bytesLoaded / param1.bytesTotal * 100); //Do animation loading } } } And the HomeSWF: package { import flash.display.DisplayObject; import flash.display.Loader; import flash.display.MovieClip; import flash.display.Sprite; import; import; import; import; import; import; public class SecondarySWF extends Sprite { private var _loader_:Loader; private var _loaderContent_:MovieClip; private var _loaderIcon_:MovieClip; private var _applicationContent_:DisplayObject; public function SecondarySWF() { this.addEventListener(Event.ADDED_TO_STAGE,this._GoLogin_,false,0,true); } public function _GoLogin_(tmpEvent:Event) { _loader_ = new Loader(); _loader_.contentLoaderInfo.addEventListener(Event.COMPLETE,_onComplete_,false,0,true); _loader_.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,_onIoError_,false,0,true); _loader_.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,_onProgress_,false,0,true); _loader_.contentLoaderInfo.addEventListener(HTTPStatusEvent.HTTP_STATUS, httpStatusHandler); _loader_.load(new URLRequest("SecondarySWF.swf")); } private function httpStatusHandler(event:HTTPStatusEvent):void { trace(event); } private function _onComplete_(param1:Event) : * { _applicationContent_ = _loader_.content; _applicationContent_.visible = true; stage.addChild(_applicationContent_); _applicationContent_.addEventListener("onApplicationComplete",_onApplicationComplete_,false,0,true); _loader_.contentLoaderInfo.removeEventListener(Event.COMPLETE,_onComplete_); _loader_.contentLoaderInfo.removeEventListener(IOErrorEvent.IO_ERROR,_onIoError_); _loader_.contentLoaderInfo.removeEventListener(ProgressEvent.PROGRESS,_onProgress_); _loader_.unload(); _loader_ = null; this.removeEventListener(Event.ADDED_TO_STAGE,this._GoLogin_); } private function _onApplicationComplete_(param1:Event) : void { _applicationContent_.removeEventListener("onApplicationComplete",_onApplicationComplete_); _loaderContent_.addEventListener("loaderOut",_onLoaderOut_,false,0,true); // .. } private function _onLoaderOut_(param1:Event) : void { _loaderContent_.removeEventListener("loaderOut",_onLoaderOut_); //_applicationContent_.visible = true; //stage.removeChild(this); } private function _onIoError_(tmpError:IOErrorEvent) : void { trace(tmpError); } private function _onProgress_(param1:ProgressEvent) : void { var _progress_:Number = Math.round(param1.bytesLoaded / param1.bytesTotal * 100); // .. } } } This is an image of the Google console.log, and catch this: -start InitialSWF -Load HomeSWF -Complete loaded of HomeSWF -Start HomeSWF -The link of the Secondary SWF, I deleted the link in the image because contains data of me... -Load SecondarySWF - ERROR I don't know why the SecondarySWF is 100% loaded but return an error... Regards!
  2. Showcase - Shooting Boxes Preloader

    Hi, I've just created a preloader with a handful of options(ease and other config options) to play. Just wanted to share this here. Play with it!! Thank you Cheers, Sven.
  3. Hello dear members, PS: I don't know where is related forum - I want to give because they still are flash developers cause i want they don't have problem with Air Application and access for environment to air apps for example %windir% in air app will find to path "C:\Windows" If you want use with cmd or system-engine-used apps or shells for Greensock LoaderMax. But i don't know if you are okay than i want they are happy without problem with "C:\" or "C\Windows" or other detecting installed Windows Version. If our computer has installed with Windows on D:\ than it outs out to "D:\Windows" That is why I want give my ane file GetEnvPath() I have built awesome ane file ( successor alternative from MDM Zinc Studio mdm.Application.getEnvVar(envPath:String):String - I know they are waiting for Adobe Air 19, 20, or latest. I have created dll file ( just it is serious, trusted and honest file. If you want know to code an example: getEnv(envPath:String):String like this: private var _getEnvExt:GetENvPath; ... protected function airAppCreatingCompleteHandler(evt:FlexEvent):void { _getEnvExt = new GetEnvPath(); _getEnvExt.initalize; ... winpathLabel.text = _getEnvExt.getEnv("windir"); ... } Output: C:\Windows n label. You can download from my website and try your air app enjoy and you have happy coding. Best regards
  4. Endless Loading animation

    Hey guys, ich just want to animate the attached icon as loading svg. I´m not a programmer, so also attached you can see my result. But thats not exactly what i wanted. I would like the gap to move with through the circle. Just endless with the same speed. Can you help me with this? Many thanks! svg_test_SAVE.html
  5. In my last post on this subject, everything was going swimmingly with the "myImage.load(true);" being introduced to the scenario, when the user gets to the "take a picture" part of the app it works perfectly, they can retake the picture over and over and it loads the new image right away using " Object(root).faceW.myImage.load(true); " from my Camara MC. now my new problem is if they (the user)want to go back and retake the picture after clicking finished(the app at this point has moved the play head to the next frame), the retake button takes back to the frame with the Camara loader but the image is no longer updated after taking any new pictures, only f you quit and restart does the new image load. any ideas on whats happening ? import com.greensock.*;import com.greensock.loading.*; import; import com.greensock.loading.display.*; import flash.filesystem.*; LoaderMax.activate([ImageLoader]); var file:String = "IMG_happy.jpg"; var mypic:File = File.applicationStorageDirectory.resolvePath("Photos/"+file); var myImage:ImageLoader = new ImageLoader(mypic.url,{container:this,x:0,y:0,width:414,height:309,onComplete:onImageLoad}); myImage.load(true); function onImageLoad(event:LoaderEvent):void { TweenLite.from(, 1, {alpha:0}); }
  6. Hi I have a usecase, where I use DataLoader to load binary Data. This way I'm always able to look into the incoming data like so: queue = new LoaderMax( { name:"mainQueue", autoLoad:true }); [...] var loader:DataLoader = new DataLoader("", { name:someParameter, format: "binary", onComplete:dataCompleteHandler }); queue.append( loader ); [...] function assetCompleteHandler(e:LoaderEvent):void { var ba:ByteArray = LoaderMax.getLoader( as ByteArray; //Validation here, like checking if it is long enough, if not, are the first 5 Bytes read as a String saying "ERROR" and the server gave an Error back. Or is it long enough, but to short to be sure, so there might be a Warning or PHP Error coming back from the Server, then display te bytearray as a String for me to read "unexpextd error on PHP Line...". I like handling with the raw ByteArray } This is all great, but I want to be able to then convert the Binary Data into a Movieclip. That does only seem to work when doing so: var mc:MovieClip = LoaderMax.getLoader(ID).rawContent as MovieClip; The Problem is, that only SWFLoader has the rawContent accessable. When using DataLoader I only have access to Content but not rawContent. My problem is this generally: When I use DataLoader, I can scoop into the ByteArray and do all kind of magic, but am not able to create a MC from the loaded Data. When I use SWFLoader, I can play with the Loaded SWF/MC with easy, but have no Access to the ByteArray. Am I missing something? How can I have both features? Being able to have a accessable SWF and being able to scroop the Data befor allowing it to be injected into my App? Indy
  7. My swf loader isn't firing a COMPLETE event. My progress traces looked like this before they stopped: ... 0.9822556688484245 0.9962878926891163 0.989999985011968 Which is odd since the last one is less than the previous one. No error traces from the ones I was listening to. var l:SWFLoader = new SWFLoader("../lib/audio/bg.swf", { name:"bg", onProgress:onProgress, onComplete:loadBG, onError:trace, onCancel:trace, onFail:trace, onInit:trace } ); I was having issues with Loader.loadBytes not firing an INIT or COMPLETE events too. This code is in the preloader. The swf was generated from which makes WAVs into gaplessly looping mp3s.
  8. I just give my first try to JS gsap & html Jumped from actionscript Animating is nice and fun and work perfect here topic. When I upload to my server, I realise a problem. It first load all images and text and then ...starting the animation. Is there any method to load first and then start the animation? *All scripts are loaded inside head tag Thanks
  9. Hi guys, I was wondering if is possible use the LoaderMax to load a video, than get this content and send it to a another video player, like the FLV Playback from flash. How can I do that? It's possible? Tnx a lot
  10. my gallery is loaded from an xml doc that is dynamically generated , when a user takes webcam picture the xml doc gets updated, I would like to add this new pic to the gallery. what would be the best way to do this?
  11. I know that I shouldn't be too concerned as this is something I've noticed while testing my app in debug. When I transition to a screen that has video content I've noticed my ui elements repositioning(Feathers/Starling) and figure it's due to the workload being too much for that frame. Haven't looked at scout but know that not loading video prevented it. I could alternatively load the video when the user presses the play button instead and have any delay occur there instead, what I'm interested in though was that the load time of 0.64 is for the first time I load a video, when I try any other it becomes 0.078, this is irrespective of what video I am loading(<15mb mp4 h264). I've had a look at the api and tried various options but had no luck. Am I right to assume there is some sort of initialization for the loader? It seems to be when I tell my loadermax queue to load the first file. Is there a way that I can avoid this delay by doing something with loadermax during my app startup? Again unlikely a major issue as long as it does not scale with file size in release.
  12. Android expansion files

    We have a couple of large Android apps that we'd like to get on Google Play. We have to get the apk under 50mb so we'll need download and store a bunch of assets the first time they launch the app. This is my goal: 1. On launch check for the required zip file. 2. If it's not there, require a download step. Download the zip. 3. Then we'd need to be able to access the pngs from that download. Would anyone be interesting in helping me with this?
  13. HI Guys First of all, thanks for your cool topics, LoaderMax is really Cool. I was wondering, if GreenSock, has any smart AS3 "SWF" Loading and Play Back Player, just as the same version for its Video Player? (Play, pause, Next, Back, mute, progress / seek bar and etc...) Regards
  14. I have a generic preloader swf with progress bar. After my external swf has loaded, I can still see my preloader swf. It's not completely on the top layer of the display list, but it's pretty easily visible. Is there an easy way to completely hide the Preloader Swf once it's done loading the external swf? Many thanks- var loader:SWFLoader; public function PreLoader() { loader = new SWFLoader("game.swf", {name:"mainSWF", container:this, x:50, y:100, onprogress:progressHandler, estimatedBytes:9500}); loader.load(); } function progressHandler(event:LoaderEvent):void { progBar.scaleX =; } function completeHandler(event:LoaderEvent):void { addChild(; }
  15. Hi all, I am completely new to this stuff, and have a problem that I don't seem to find the answer for anywhere. I have made an animation in Flash CS5, where I have created a main animation and a loader with GreenSock SWFLoader, as the main animation is quite big (appx. 8 Mb). I have used the sample code on the LoaderMax information page, and created a .fla file with the following AS code in the first frame: import com.greensock.*; import com.greensock.loading.*; import; import com.greensock.loading.display.*; var queue:LoaderMax = new LoaderMax({name:"mainQueue", onProgress:progressHandler, onComplete:completeHandler, onError:errorHandler}); queue.append( new SWFLoader("IntroAnim.swf", {name:"IntroClip", estimatedBytes:8000000, container:this, x:0, y:0, width:500, height:250, autoPlay:true}) ); LoaderMax.prioritize("IntroClip"); //same as LoaderMax.getLoader("photo1").prioritize(); queue.load(); function progressHandler(event:LoaderEvent):void { } function completeHandler(event:LoaderEvent):void { var image:ContentDisplay = LoaderMax.getContent("IntroClip");, 1, {alpha:1, y:0}); } function errorHandler(event:LoaderEvent):void { } As everyone can see, I have used the sample code from the LoaderMax page, just omitted everything except from the SWF part, as I don't need any images or anything else than the SWF animation to show up. I have also omitted the tracing functionality, as when I tested it in Flash, everything loaded nicely and the animation played as intended. All tracing information indicated success - therefore the tracing statements have been removed now. Even when I try to open the IntroLoader.swf file directly from my Windows Explorer, it plays as a charm. Now, I am creating a website in DreamWeaver CS5, where I have embedded the IntroLoader.swf loader in one of the pages. However, when I look at the page in Live View, or try to load it in any browser (have tried IE9, FirefFox 10, Opera 10, Google Chrome 17, etc) - all I see is the background color. No animation at all. A little comment: When I try to run the main animation alone - without the loader - it plays just fine in all browsers, as well as in Live View in DreamWeaver. I've tried practically everything, but am completely stuck. Hope that anyone here can help. Thanks in advance. Best regards.
  16. Here's another one. I am designing an application where I load different images into the same Movie Clip. The code works fine, but I don't know how to unload without errors (a child is added the Movie Clip for every click). For that matter, I don't know if this is the best solution. Any advice? Object(root).mc_news_heds.addEventListener(MouseEvent.MOUSE_DOWN, newsMenuHandler); function newsMenuHandler(event:MouseEvent):void { if ( == "mc_newsItem1"){ var mainImage:ImageLoader = new ImageLoader("http://ts-ses-2/lv/images/" + newsInfo.News[0].img_preview[0], {container:Object(root).mc_newsStage.mc_newsPhoto, width:465, height:580, scaleMode: 'proportionalOutside', alpha: 0, crop:"true", estimatedBytes:60000, onComplete:imageCompleteHandler}); mainImage.load(); } if ( == "mc_newsItem2"){ var mainImage:ImageLoader = new ImageLoader("http://ts-ses-2/lv/images/" + newsInfo.News[1].img_preview[0], {container:Object(root).mc_newsStage.mc_newsPhoto, width:465, height:580, scaleMode: 'proportionalOutside', alpha: 0, crop:"true", estimatedBytes:60000, onComplete:imageCompleteHandler}); mainImage.load(); } }
  17. Without exception the following code: queue.append(new ImageLoader("images/whale.png", {width:640, height:450, scaleMode:"proportionalOutside", crop:true, container:this})); Displays the image at half the size entered. My project will be loading images of different sizes and orientations and I want to scale and crop them to fit a movieClip of a specified size. Any advice?