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Everything posted by Nickbee

  1. I'm working on an air app that tinits a mosic of images. The numbes are large and at some point I'm tinting up to 14k images. With stage size of 1920 x 1080 things are working great. When I extend the stage size to 3840x1080 the same tinted images are behaving strangly. Some of the images are tinting fine, others are tininting the image a solid color (as if my tint amout is 100%). I have tried all the render modes with the same results, and I don't think it's a computer issue as it behaves the same on laptop and supped up mac pro. To be clear this app will multi screen which is why I am trying to run a single app at 3840x1080. My fall back is to publish two seperate apps have have them comunicate to each other, but I'd like to avoid doing that. Any ideas? Thanks!
  2. I'm working on a double click banner ad. After an inital 40k polite load I'm going to be loading TweenLite.min.js and CSSPlugin.min.js, by adding it to the head. Is there an easy way to test when these two files are loaded and ready to go so I can start my animation? THANKS!!!
  3. Let's say I have a document class and a whole bunch of other classes. If I want to kill all the tweens (including delay calls and oncomplete) in the WHOLE swf do I simply need to call TweenMax.killAll(); from the document class? Or does killAll have to be called from all the class instances? THANKS!!!!
  4. aaaahhhhhh it all makes sense now. I will check in to see if we can upgrade to Shockingly... Thanks again for your help...
  5. Hi! I am using my employer's account for this. I downloaded a fresh set of files from our club green sock page just in case today. What files should I see to know I have the throw props plug in? I don't see anything named throwProps in the plugins folder. Thanks for your attention on this.
  6. Hi Carl. I am using ver11 and the as3 files (not swc). Thanks!
  7. I'm putting this on the top of my class: import com.greensock.*; import com.greensock.easing.*; import com.greensock.plugins.*; TweenPlugin.activate([ThrowPropsPlugin]); And I'm getting this error: 1120: Access of undefined property ThrowPropsPlugin. I know my files are fine because my motionBlur plug in is working ok. I even downloaded the latest files from my Club Green sock account just in case. Any ideas? Thanks
  8. private function loadFlv():void { _flvLoader = new VideoLoader(_flvPath, {name:"flvLoader", bgColor:_videoBgColor, autoPlay:false, container:_videoContainer, bufferMode:true, width:stage.stageWidth, height:stage.stageHeight, scaleMode:_scaleMode, volume:_vol, onprogress:progressHandler, onComplete:flvBufferComplete, onerror:videoErrorHandler}); _flvLoader.load(); } I'm calling this function to load an FLV. If the path is not found I'm calling videoErrorHandler. My question is - What should I be doing in that handler, if anything, to make sure I can call this function again and have the loader work. Say If I was using this in a video gallery. If by chance one video did not load I would still want the player to work with the next video selected. THANKS!
  9. Our HTML/Javascript developer is implementing a video player I programmed using LoaderMax. When he passes me an absolute flv path things work fine. When he passes me an relative flv path things the player is trying to load relative to the SWF location and things are getting screwy. Am I missing something here? I figured all paths in the loader should be relative to the HTML the swf is living in. Thanks for any help or direction you can point me in.
  10. ok. I updated my TweenMax line to include the CSS but still seeing the same results. I moved all the js files I need to a scripts folder and initialize like this: <script type="text/javascript" src="scripts/CSSPlugin.min.js"></script> <script type="text/javascript" src="scripts/EasePack.min.js"></script> <script type="text/javascript" src="scripts/TweenMax.min.js"></script> Is there something else I need to do to get the css plug in to work? THANKS!
  11. Just trying a simple transition with JS tweenMax: var main0 = $('#mainDiv0'); TweenMax.to(main0, 5, {left:'-1024', onComplete:onTransitionend}); What is happening is after 5 seconds the div is snapping to the left position set in the tween. Any ideas what could be causing this? Unfortunately this is a large iPad app so the code can't be uploaded. Just wondering if there is something I should be looking for with this behavior. THANKS!
  12. function errorHandler(event:LoaderEvent):void { trace("******error loading " + event.target.filePath + "******"); } Obliviously it's not filePath. Just wondering what should go there to trace the file name that failed to load... Thanks!
  13. Can this be done? what would be the syntax to apply the scale9Grid to an image loader? Thanks!
  14. I know this is possible but need some direction on the code... Let's say I make a small loader swf to load a 200K main swf that has a bunch of loadermaxes in it. How do I load things from that loader swf and then add that loaded swf to the stage? Also would I have a loader status for all the content (swf and loadings in the swf). Thanks!
  15. great... I'll try the visible thing. I guess I can just load all the images with their visibility off then just turn them off and on as need be. Thanks!
  16. Thanks for the reply! The whole point of this test is to try and get my images OFF the timeline. I think I'm close. after my 30 images are loaded I fire this function: private function completeHandler(evt:LoaderEvent):void { var loader:ImageLoader = LoaderMax.getLoader(_animationLoaderNameArrays[0][0]); veiwBitmap = new Bitmap(); veiwBitmap = loader.rawContent; addChild(veiwBitmap); } then on my enter frame I'm grabbing bitmap data from my loaders and coping it over to my veiwBitmap that is sitting on the stage: private function onFrame(evt:Event):void { var yDelta:Number = stage.mouseY - initY; trace("yDelta is " + yDelta); var targetImage:int = Math.floor(yDelta/3); if(targetImage > 29) { targetImage = 29; } if(targetImage < 0) { targetImage = 0; } //test trace("targetImage is " + targetImage); trace(_animationLoaderNameArrays[0][targetImage]) var loader:ImageLoader = LoaderMax.getLoader(_animationLoaderNameArrays[0][targetImage]); var tempBitmapData:BitmapData = new BitmapData(748, 450); tempBitmapData = loader.rawContent.bitmapData; veiwBitmap.bitmapData.copyPixels(tempBitmapData, new Rectangle(0, 0, 748, 450), new Point()); } I'm limiting my range for targetImage between 0 and 29 since there is an array of 30 image loader names I'm referencing. This is working for the most part but it seems to be having a hard time returning to the 0 indexed loader even though the trace(_animationLoaderNameArrays[0][targetImage]) is showing the name that is sitting at the 0 index. Any ideas? Or better way to accomplish this? Thanks!
  17. I have a prototype working with a timeline of 30 images. Based on the yDelta of your mouse after a mouseDown it gotoAndStops at a certain frame. The onEnterFrame function looks like this… private function onFrame(evt:Event):void { var yDelta:Number = stage.mouseY - initY; var targetFrame:int = Math.floor(yDelta/1.5); if(targetFrame > 30) { targetFrame = 30; } bendLeft_mc.gotoAndStop(targetFrame); } Because I’m going to have a bunch of these in one swf I’d like to move things off the timeline and load from external images. So my plan is to use LoaderMax and populate an Array with all the loader names(30 images in this case). So based on an array full of LoaderMax image loader names what would be the best way to flip through them based on the above code? Thanks!
  18. Is there any updates on this? Sorry if I'm re-posting or have missed something. I've been away for bit. Thanks! Nick
  19. So let’s say I want to point LoaderMax to a folder and I want it to know all the images that are in that folder so it can populate a slide show. Is there a way to do this without using PHP or AIR? My one idea would be if you had access to the files names to use sequential names like image0, image1, image2… Then you could load the images in order until you received an error. It would be great if this could be done without access or knowledge of the file names in the folder. But I’m not sure it’s possible without PHP or AIR. THANKS!!!!
  20. Thanks for the reply and that makes perfect sense. I will try passing a netStream object to the videoLoader and reprot back the results. Here's a question regarding your loader class and file size... If you made the streaming video element a separate object in LoaderMax, like "videoStreamer" wouldn't that prevent from adding bulk to LoaderMax or videoLoader if "videoStreamer" is not used? Just curious as it would be great to have LoaderMax ease for setting up and playing streaming content. Thanks for all your help!
  21. I’ve seen the posts that say this class is for loading, not streaming. I’ve also seen the comments saying it’s possible but why bother using a loading class if you are not loading anything? My comment to that is let’s say I developed an awesome video player based on LoaderMax. It’s configurable from flash vars, it’s scalable to any size movie (without republishing) and it’s VERY easy to skin. So let’s say I want to take all the hard work I put into this player and instead of loading an FLV I want to point to streaming content. Is this possible? Will all my seeking script still work? Can someone point me to how the syntax might look? Ultimately I would love to add another flash var, something like “isStreaming” to shift the player to streaming mode. THANKS!
  22. It's working like a champ. I had a mistake on my end... THANKS!!!!!!!!