Don't worry, I doubt it even fk'ing matters anyway. I can't access a stage
instance on frame 2 or higher without some psychotic hack I've yet to find
on google. How the f*ck did macromedia expect any common flash designers to
keep up? I don't want to write a custom class for each stage instance just
to utilize ADDED_TO_STAGE. What good is that to code on the timeline looking
for that object? I just want to write a basic flash site with dynamic
content and avoid showing two preloaders just to load the home page by
default. Jesus fk'ing christ! Very frustrated atm.
On Fri, Nov 21, 2008 at 2:57 PM, Joel Stransky <[EMAIL PROTECTED]>wrote:
> So I'm writing the most basic of timeline preloaders and flash seems to
> have a mind of its own.
> My test.fla has two frames. Frame 1 has a text field and a progress bar
> movieclip. Frame 2 has a very large image. There is no code what so over.
> The document class is set to Test.as and is essentially:
>
> package
> {
> import flash.display.MovieClip;
> import flash.text.TextField;
> import flash.events.*;
> public class Test extends MovieClip
> {
> //stage instances
> public var info_txt:TextField;
> public var loadBar:MovieClip;
> public function Test()
> {
> this.loaderInfo.addEventListener(ProgressEvent.PROGRESS,
> onProgress);
> this.loaderInfo.addEventListener(Event.COMPLETE, onComplete);
> }
>
> private function onProgress(e:ProgressEvent):void
> {
> trace(e.bytesLoaded);
> //on progress updates
> }
>
> private function onComplete(e:Event):void
> {
> //clean up
> }
> }
> }
>
> This all works fine except for the playhead activity. In my sample you'll
> notice there are no stop(); commands so when do Control -> Test Movie, it
> just loops over the timeline flickering between frames 1 and 2 as you would
> expect. Oddly enough however, when I hit ctrl+enter again (Simulate
> Download), it stops, outputs the traces and then proceeds to flicker. Wha!?
>
> It gets weirder. Just add a stop(); as the first line in the document class
> constructor right? Now Test Movie just sits on frame one and never
> broadcasts any ProgressEvent's. Seems fine but now when I Simulate Download,
> it stops, outputs the traces... AND THEN PROCEEDS TO FLICKER! My onComplete
> does NOT tell the playhead to play() or gotoAndPlay() or anything. Who the
> heck it telling the playhead to play?
>
>
>
> --
> --Joel Stransky
> stranskydesign.com
>
--
--Joel Stransky
stranskydesign.com
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