Apologies .. called you Robert instead of Richard. Comes of having two two separate mails open at the same time.
C. 2009/2/14 Chris Pugh <[email protected]>: > If you'll forgive me saying so Robert, unnecessarily complcated!! ;o) > You also need to watch your references. Hope the snippet below helps > guide you in the rigth direction.. > > -------------------------------------------------------------------------------------- > .flash filename="001v3.swf" bbox=300x200 version=10 fps=60 compress > .font tahoma "fonts/tahoma.ttf" > .box placeholder color=blue height=100 width=100 fill=blue > .edittext etext text="--" color=white font=tahoma size=10pt width=40 > height=22 > > .sprite images > .put placeholder x=0 y=0 > .action: > this.loadMovie("a.jpg"); > .end > .end > .action: > this.attachMovie("images","i",1); > i._height=10; > i._width=10; > i._x=0; > i._y=0; > var v=i.getBytesLoaded(); > // (or) var v=i.getBytesTotal(); > // (or) var v=i._framesloaded; > > etext.text=v.toString(); > .end > .put etext x=120 y=120 > > .end > > --------------------------------------------------------------------------------------- > > Regards, > > > Chris. > > 2009/2/12 Richard Anderson <[email protected]>: >> Greetings, all. >> >> I'm writing what is essentially a fancy slide show using SWFC. On load, >> the slideshow requests a list of images using loadVariables. The >> response to this request ends with "eof=true" so I can tell when it's >> done loading.I've got a preload screen which waits for this request to >> finish and then replaces its own onEnterFrame with a function that >> *should* be waiting for all of the images to preload. Unfortunately, >> I've had no luck with getBytesLoaded() and getBytesTotal(). >> >> I don't need a progress bar, and if there's a better way to go about >> this, I'm open to it. >> >> Here's a code snippet: >> .sprite loader >> .frame 1 >> .put loading_animation pin=center x=360 y=203 >> .frame 13 >> .change loading_animation rotate=330 >> >> .action: >> this.onEnterFrame=function() >> { >> if (_root.eof == "true" && this.ranonce==undefined) >> { >> // To make sure this doesn't get run twice if it >> takes longer than one frame to finish everything. >> this.ranonce=true; >> >> // Some housekeeping stuff here. >> >> _root.createEmptyMovieClip("holder", 2); >> _root.holder._visible = false; >> >> // Sets this.toload to an array of the following form: >> // ["/path/to/image.jpg","/path/to/image.jpg",...] >> this.toload = _root.getImagesToLoad(); >> >> this.onEnterFrame=function() >> { >> next = false; >> >> if (this.loadindex == undefined) >> { >> this.loadindex = 0; >> next = true; >> } >> else >> { >> loaded = _root.holder.getBytesLoaded(); >> total = _root.holder.getBytesTotal(); >> if (total > 0 && loaded == total && loaded >> != undefined && total != undefined) >> { >> this.loadindex++; >> next = true; >> }; >> }; >> >> if (next) >> { >> if (this.loadindex > this.toload.length-1) >> { >> // Add controls, the slide movie clip, >> start the slideshow playing, etc... >> this.stop(); >> this._visible = false; >> delete this.onEnterFrame; >> return; >> }; >> >> loadMovie(this.toload[this.loadindex], >> _root.holder); >> }; >> }; >> }; >> }; >> .end >> .end >> >> Everything I've been able to test works beautifully except for >> _root.holder.getBytesLoaded() and _root.holder.getBytesTotal(). Both of >> them always return zero. >> >> Thanks in advance for your help. I'm a huge fan of this project. I've >> been looking for something like this for years, and haven't found it >> until now. >> >> Richard >> >> >> >> >
