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  1. Hi all... Based on one of your Great Codes I developed this one : It is all about 4 SWF files that will be load one after another then it stores last swf you ran when you close it ( when you exit each one it will be load next time exactly the same SWF you've exited). for example if you close swf number 3 , next time you start the main swf you will start from SWF number 3... But there is a big problem here ... Each of my SFWs are about 10 to 16 Mb (I didn't create them with flash) and unfortunately your code seem to load all of them at once ... then play them in sequence .
  2. Since I've updated my AIR runtime to 27.0.0.124, I'm experiencing a crash in any project that uses ImageLoader / LoaderMax to load images from the local file system. This is a brand new issue that has just started today and is consistent with all my previous projects. The code is: var queue:LoaderMax = new LoaderMax( { onComplete:onBitmapsLoaded, onError:onBitmapsError } ); for (var i:int = 0; i < _imagesToLoad.length; i++) { queue.append(new ImageLoader(_imagesToLoad[i].path, {name:_imagesToLoad[i].id})); } queue.load(); At the point of calling LoaderMax to lo
  3. Hello Carl and eveybody ... I found this project you uploaded named loadSWFsPlaySequence dot zip ... but unfortunately I faced a big problem : problem 1 : as I want to load huge and multiple swfs one after another I should be aware of memory that loaded swfs take ,so I tried to unload last swf when new swf is loading but each time I failed ... problem 2 : how can I fade in each swf that is loading using loadeMax ? please somebody tell me am I such stupid or it's hard to ... can you help ? thanks a lot ... link to that file : http://greensock.com/forums/index.php?app=core&mo
  4. I am developing a Flex application which will allow a user to drag an HSlider left and right to display a series of images (like a flicker book). I am new to LoaderMax but it appears to be just what I need for efficiently loading the images ready for the user to interact with. If I am correct in my understanding I create a new LoaderMax object, define eventListeners to monitor the cycle of events and then I can append an ImageLoader for each image I want to load. I can then call the .load method to load the images. What I can't seem to grasp is how I can display the resulting loade
  5. Hello. I've been searching for an answer to this problem but to no avail. I'm simply testing the LoaderMax and I haven't customized anything to fit my stage. I only want to load a video (flv file) and see that it plays. import com.greensock.*; import com.greensock.easing.*; import com.greensock.plugins.*; import com.greensock.loading.*; import com.greensock.loading.display.*; import com.greensock.events.LoaderEvent; ... var video:VideoLoader = new VideoLoader("flv/loader.flv", {name:"myVideo", container:this, width:400, height:300, scaleMode:"proportionalInside", bgColor:0x000000, autoPl
  6. Greetings all, I've run into a problem with loadermax videoloader. I have the video loading and can play it with no problem. My problem is that I cannot get it to play using a play button that is used in my project. In the queueCompleteHandler below, I add a listener which works: videoContent.addEventListener(MouseEvent.CLICK, _togglePause,false, 0, true); This is clicking on the video itself to get it to play. What I would like to do is have a mc which overlays the video take over the play actions: This fails miserably: firstPlay.addEventListener(MouseEvent.CLICK, fir
  7. Hi guys, I am new to AS3 and am trying to figure out how I can determine which asset should be loading on top or below the current asset. I would prefer to just have 2 physical mcs on the stage that I could load the assets into and layer them based on my preference. Currently I have the following code and all I would like to do is make the container the assets are being loaded into a real movieclip on the timeline rather than a dynamically created one. How would I change the code in order to accomplish this? Goal: To have img2.jpg loaded below img0.png Thanks! import com.gre
  8. So I have a swf file with an embedded font I made in Flash Pro. What I'm trying to do is dynamically load this swf into my project using LoaderMax and SWFLoader, then register that font so it can be used later. The swf is downloaded and stored locally beforehand. It seems to be loading the swf fine, the problem is when I try to register the font, it throws an error saying the class from the swf is invalid. Code to load the SWF: FontLoader = new LoaderMax( { onComplete: fontsLoaded, skipFailed: true } ); for(var i:int=0; i < mainXML.Fonts.Font.length(); i++) { name = mainXML.Fonts.
  9. Hello guys, This is my first time using LoaderMax to load assets as I usually use the Starling asset manager however I am working on a standard flash application now and have had good experiences with TweenMax and TweenLite so thank you for providing these awesome tools! I am trying to load multiple images (pngs + jpegs) using the ImageLoader. It is working fine but I am looking for a way to be able to not add the images to the screen as soon as they are loaded and make them accessible to child sprites that I can't specify in the container parameter (These sprites are different screen
  10. I need to create a selfloader for my flash game. My game doesn't use any frames except the first frame. Most all of the code is contained in classes. I was told that LoaderMax can solve this problem easily, but I can't find any tutorials on how to make selfloaders. Any help would be appreciated, Angelo
  11. Hello everyone, I am new to Loadermax, and I recently started working on a new project that has multiple videos that need to be played on different pages, but at the same time keeping the videos in the background buffering so they can be played easily without waiting for them to buffer. For example, I have 3 pages, on page 1, page 2 and page 3, each individual page will have a different video coming from the same XML file. Right now I have all the videos playing in the same swf and they play as a playlist. here is the code. Any guidance on how to get this working would be greatly appreci
  12. I've been testing this for days now and I've reached my conclusions. I can consistently crash the API while previewing under the following circumstances: multiple JPG images are loaded. I'm using 5 to test: 1. A LoaderMax instance and appending to the queue using a for loop. 2. A LoaderMax instance and appending to the queue using parse() and an array of URLs that point to JPG images. 3. A singular ImageLoader instance in a for loop. If I preview this file in the Flash CC for Mac API, after 5 or 10 previews, the API will crash. If I switch to local image files, there is no crash
  13. Hey all, I've problem with videoloader when I want to load bunch of video (each video size 2,30 mb and I have 25 videos its total size is 60 mb) I'dont know what problem is. Here is code below. Please take a look at and tell me what I'm doing wrong: package { import com.greensock.TweenMax; import com.greensock.loading.VideoLoader; import com.greensock.loading.LoaderMax; import com.greensock.events.LoaderEvent; import com.greensock.loading.XMLLoader; import com.greensock.loading.SWFLoader; import flash.display.DisplayObject; import flash.display.MovieClip;
  14. Hello, I need load PDF file and show as bitmap in Flash (AS3). I found this code in documentation, but I don´t know how transform byteArray to bitmap? Can somebody help me please? var loader:BinaryDataLoader = new BinaryDataLoader("files/dum.pdf",{name:"filePDF",requireWithRoot:this.root,estimatedBytes:6800}); loader.load(); var files:Array = ["files/dum.pdf"]; LoaderMax.registerFileType("pdf", BinaryDataLoader); LoaderMax.activate([binaryDataLoader]); var queue:LoaderMax = LoaderMax.parse(files,{onProgress:progressHandler,onComplete:completeHandler,onChildFail:childFailHandler}); queu
  15. I'm using LoaderMax to parse an XML file and load images and information for a document library, I've got the images being loaded in and added to movieclips but am having issues working with them now they are on stage. Basically I have an array of thumbnails and an array of Images, what I want to happen is when a thumbnail is clicked the full-size image tweens into place. I'm currently using the bog standard flash tweens rather than tweenlite, which might be the issue? Heres my import code. function completeHandler(event:LoaderEvent):void { // Set vars // var mcthumb:Array = new Array;
  16. I need the number of images loaded so I can calculate the length of the parent imageholder holder the will be pushed to. I have tried all kinds of ways of tracing. trace(event.target.content as XML ) race((event.target.content as XML).data.LoaderMax.ImageLoader.length()) trace((event.target.content as XML).data.LoaderMax.children().length()) his gave me a series of "null"s, but they do match the correct number of images loaded. how can I get a number ? and can I pass that number ? function imageCompleteHandler(event:LoaderEvent):void { var loadedImage:ContentDisplay = event.target.
  17. I'm loading a large number of resources of all types with a single LoaderMax instance. Several times during loading I call pause() and then resume() a second or so later. At first it worked, but as my resource list changed, I started having failures. There were no errors reported, I just never received a complete on the load. I found a single swf file with some audio inside that I was loading, which when removed from the load, fixed the problem. The swf is fine, and if I simply remove the pause() and resume() calls, I can load the swf without issue. One thing I noticed is that I
  18. 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
  19. Greetings from Boise, I'd like to create a single Instance of LoaderMax. I'd like to use that Instance to call one of several .swf's to load, dynamically, via a MouseEvent. myLoader.urlOrRequest = "myURL.swf" throws an 1119: "Access of possibly undefined property urlOrRequest through a reference with static type com.greensock.loading.SWFLoader." What am I missing, please? Thanks ahead of time! case this.palmer_Aerial.eastBuildingAerial: this.removeChild(this.palmer_Aerial); this.removeChild(this.mainTitle); changeLoader.urlOrRequest = "eastBuilding.swf" changeLoad
  20. I have an AIR for iOS application where I'm downloading remote swfs and then playing them. When I was using a generic loader this worked exactly as intended, but I wanted to switch to LoaderMax. When I use LoaderMax SWFLoader to download the swfs, it works fine when I test in Debug mode on the desktop. However when I run the app on the iPhone, I get these errors: ReferenceError: Error #1065: Variable Icon is not defined. ReferenceError: Error #1065: Variable FLVPlayback is not defined. I've searched the documentation and code files for SWFLoader and its base classes, but
  21. Hello! Is it possible to load objects outside the "complete" events ( LoaderEvent )? Right now, it's like this: function initLoader():void { xmlLoader = new XMLLoader( "PathToXml/xml.xml", { onComplete:loadData } ); xmlLoader.load(); } function loadData( e:LoaderEvent ):void { loaderMax = LoaderMax.getLoader( "loaderID" ); loaderMax.addEventListener( LoaderEvent.COMPLETE, completeLoader ); loaderMax.load(); } function completeLoader( e:LoaderMax ):void { texture1 = TextureFromBitmapData( LoaderMax.getLoader( "image1" ).rawContent.bitmapData ); texture2 = TextureFromBitmapDat
  22. Hi, I load lots of files once using LoaderMax. I then pass these files around devices in the local area with https://code.google.com/p/cocoon-p2p/ . Is there a way I can get these locally shared files into LoaderMax? Would be a shame to have to wire up a non-LoaderMax way of accessing files on local devices. Thanks.
  23. Hello, I just started working with LoaderMax and it worked quite well till the point I wanted to load the project into another project also with SWFLoader. It throw's an error that it cannot figure out what the width of the swf is. The same code loading another swf where no LoaderMax stuff was used at all just worked fine. I don't see anything wrong with my code here. I attached the project, so it would be cool if you can try to export the b2s_special.fla and tell me why it is throwing this error: Error: Error #2099: Das ladende Objekte ist noch nicht weit genug geladen, um die
  24. Hi guys, I wonder if you can assist, I'm trying to code for the eventuality of a corrupt image getting loaded. I currently have the error event setup to remove the offending item: function errorHandler(event:LoaderEvent):void { trace("error occurred with event target:: " + event.target + "::and event text:: " + event.text); queue.remove(event.target as LoaderCore); } However it only appears to be removing the last child of the set of images, rather than just the event.target. I've ran traces and event.target is pointing at the correct 'corrupt' image which fails to load as expected. The
  25. var queue:LoaderMax = new LoaderMax({maxConnections:1, onProgress:queueProgressHandler, onComplete:queueCompleteHandler, onChildProgress:childProgressHandler, onChildComplete:childCompleteHandler }); queue.append(new SWFLoader(_urlLoad + "assets.swf", { name: _AssetFileName, visible : false, autoPlay : false, container : ASMain.main_mc, estimatedBytes : 838 } )); queue.append(new SWFLoader(_urlLoad + "Lock.swf", { name: _LockFileName, visible : false, autoPlay : false, container : ASMain.main_mc, estimatedBytes : 1000 } )); //LoaderMax.prioritize(_LockFileName); queue.load(); current frame
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