Hi, Joel,

I'm taking a longshot guess that you had the same problem I had last week
when the list helped me...?

I had an instance on a keyframe of the stage and it (sometimes) wasn't
available i.e. null when I gotoAndPlay() to the frame it first appears? Did
you find a solution? I have had good success with the CustomWait class from
http://www.lecrabe.net/blog/index.php?post/2008/08/05/41-as3-gotoandstop-gotoandplay-issue
.
It is a sucky bug. Yeah: I call it a bug, not a feature.
-jonathan


On Fri, Nov 21, 2008 at 4:37 PM, Joel Stransky <[EMAIL PROTECTED]>wrote:

> 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
> _______________________________________________
> Flashcoders mailing list
> Flashcoders@chattyfig.figleaf.com
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>



-- 
-jonathan howe
_______________________________________________
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

Reply via email to