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Preloader Tutorial - 1.swf

This is the info page for
Flash #74140

(Click the ID number above for more basic data on this flash file.)


Text
Preloader Tutorial...

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Preloader Tutorial

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Preloader Tutorial
Part 1

B y   D a r k C a m p a i n g e r   -   T h e   V i s i b l e   M a n

Creating the Bar

Scripting the Preloader

Basic Terminology and Math

Finishing Touches

Credits

Credits:

Created by
DarkCampainger - The Visible Man

Music
Lost in Ambience - KTRECORDS

Only on Newgrounds.com

Fun Facts:
Started:   13 July 2008,  1:50 PM
Completed: 16 July 2008, 12:20 AM
This is my first tutorial.
The entire tutorial is on a single
root frame (excluding preloader)
Green is my favorite color.

(Right)

Menu

A preloader's main function is to
"pre load" a movie or game,
preventing the abrupt stops caused
when the play head reaches a frame
Flash is currently loading.
However, they are also commonly
used to display load progress,
monitor speed, and even entertain.

Basic Terminology

(Left)

This tutorial was designed to
guide you through the process of
creating a simple bar preloader,
which will grow from left to right as
the movie loads, and automatically
start playing when loading is
finished.

Bar preloaders, among other
types, are based on a simple
percentage formula.  For example:

Percentage = 100*(Part/Total)

If you haven't had Algebra I yet and
can't follow this formula, ask
someone else or just plow ahead.

Basic Math

How does this help you?  Well, a
bar preloader is really a percentage
meter, displaying what percent of a
movie or game is loaded so far.
Now that you have a basic
understanding, let's get started.

The first thing you have to do to
create a bar preloader is create the
bar itself.  The bar needs to be on
the first frame of your movie or
game, as it can only preload frames
following it.

Creating the Bar

You can put other symbols on the
first frame with it, but try to keep the
first frame's total file size relatively
low, to minimize the amount of the
time your viewer will have to stare
at a white screen.

Now, draw your bar at 100% on
the first frame.  You can use any
tools you want to draw it, but make
sure it won't look squished if it is
scaled down:

Good:

Bad:

Loading

Loading

Here are some examples:

Drawn at 100%      Will look like at 50%

How the bar displays while
loading depends on how you
convert it to a symbol.  Select the
part that will "grow" and make it a
Movie Clip called "preloader":

(Modify > Convert to... or F8)

Here's some examples of what to
select for more complex bars:

Convert to
Movie Clip

If you created a more complex
design and need to control the
layering, feel free to create layers
and groups (just don't group the bar
yet!)
Now that you have your bar all set
up, it's time to bring it to life with
ActionScript 2.0

So you've got your bar all set up,
but it just sits there!  Well, it's time
to add the ActionScript that will
make it work.
Copy and paste the ActionScript on
the next page into the "Actions" box
for the "preloader" Movie Clip.

Scripting the Preloader

onClipEvent(load) {
_root.stop();
var totalBytes=_root.getBytesTotal();
this._xscale=0;
}

onClipEvent(enterFrame) {
var loadedBytes=_root.getBytesLoaded();
var percent=100*loadedBytes/totalBytes;
this._xscale=percent;
if(percent==100) {
_root.play();
}
}

Copy to
Clipboard

Copy to
Clipboard

How this
script works
is explained
on the next
page.

Before you rush off and test your
game or movie, let's take a moment
to go over what you just copied.
We're defining two basic events
using the onClipEvent() handler:
load and enterFrame.

onClipEvent(load) {
...

onClipEvent(enterFrame) {
...

The load event is called when the
movie clip first appears on the
stage.  Any statements (commands)
within the braces ({ }) following the
handler are executed when the
event is called.

onClipEvent(load) {
_root.stop();
var totalBytes=_root.getBytesTotal();
this._xscale=0;
}

Since this is run once, we'll use it
to initially set up our preloader.
We'll stop the playhead, get the total
number of bytes we need to load,
and set the bar's x-scale to 0%.

onClipEvent(load) {
_root.stop();
var totalBytes=_root.getBytesTotal();
this._xscale=0;
}

The first thing our preloader
needs to do is stop the playhead
until everything is loaded.  We do
this with _root.stop().

onClipEvent(load) {
_root.stop();
var totalBytes=_root.getBytesTotal();
this._xscale=0;
}

Second, we need the total file
size, so we create a variable called
totalBytes and set it equal to
_root.getBytesTotal(), which
returns the total file size in bytes.

onClipEvent(load) {
_root.stop();
var totalBytes=_root.getBytesTotal();
this._xscale=0;
}

Next, we set the bar's _xscale
variable to 0, shrinking it horizontally.
If we didn't do this, the viewer would
see a flicker of the preloader at 100%
when the movie or game first opens.

onClipEvent(load) {
_root.stop();
var totalBytes=_root.getBytesTotal();
this._xscale=0;
}

The onEnterFrame event is called
every time a frame passes.  We'll
use this to update the preloader as
the movie or game loads

onClipEvent(enterFrame) {
var loadedBytes=_root.getBytesLoaded();
var percent=100*loadedBytes/totalBytes;
this._xscale=percent;
if(percent==100) {
_root.play();
}
}

First, we grab the bytes loaded so
far and store it in the variable
loadedBytes.

onClipEvent(enterFrame) {
var loadedBytes=_root.getBytesLoaded();
var percent=100*loadedBytes/totalBytes;
this._xscale=percent;
if(percent==100) {
_root.play();
}
}

Next, using our percentage
formula, we calculate the percent of
the movie that is loaded and store it
in  percent.

onClipEvent(enterFrame) {
var loadedBytes=_root.getBytesLoaded();
var percent=100*loadedBytes/totalBytes;
this._xscale=percent;
if(percent==100) {
_root.play();
}
}

Third, we update our bar's scale
by setting it to the newly found
percent variable.

onClipEvent(enterFrame) {
var loadedBytes=_root.getBytesLoaded();
var percent=100*loadedBytes/totalBytes;
this._xscale=percent;
if(percent==100) {
_root.play();
}
}

Finally, we check if the movie is
completely loaded by seeing if
percent is 100.  If it is, we tell the
root (base) timeline to play.

onClipEvent(enterFrame) {
var loadedBytes=_root.getBytesLoaded();
var percent=100*loadedBytes/totalBytes;
this._xscale=percent;
if(percent==100) {
_root.play();
}
}

And that's all there is too it!  That
wasn't so bad, right?
This article only barely touched on the basics
of ActionScript, and left many things out.  If
you want to learn more, go Google it, or even
look around Newgrounds!  There are a
number of excellent sites that offer a great
deal of tutorials and articles.

Now your preloader should be
fully functional!  But what's this?
When you test your flash, it skips
right through it!

Testing it

This is because you're running it
from your computer; it doesn't need
to download anything!  Lucky for
us, Flash has a built-in download
simulator.  However, even that won't
show our preloader if all it has to
load is itself!

So, if all you have in your Flash
document is the preloader, you'll
need some bulk for it load before
you can see it in action.  The
popular method for this is to grab a
fair sized .mp3 (music) file and set it
to play a few frames after the
preloader.

To do this, go to your menu and
select File>Import>Import to Library.
Select the music file you want and
click Open.  Now, create a Blank
Keyframe a few frames after the
preloader and place a stop();
command under its Actions

Select your new Keyframe, and
under its properties, set Sound to the
music you imported.

Now you're ready to test it!  Go to
Control>Test Movie.  Under View,
select a download speed to test at
from Download Settings, and select
Simulate Download.  It should restart
from the first frame, and this time the
preloader will show your progress!
You can also activate the Bandwidth
Profiler to see more info.

When you're done testing your
preloader, and are happy enough
with it to start working on the rest of
your game or movie, you should
remove the music from both the
frame and the library (unless you
intend to actually use it).

Once the preloader reaches 100%,
it will automatically begin the movie
or game.  However, not everyone will
want that.  So, if you want a play
button instead, simply create one on
the frame after the preloader.

Finishing Touches

To create a play button, add a
Blank Keyframe shortly after the
preloader's frame (you can put
transition effects between them, if
you want).  Add a stop(); command to
your new Keyframe's Actions.

Now, create the graphics for your
play button.  Select them, and
convert them to a movie clip (name it
"playbutton_mc" or something).
Now convert that movie clip into a
button ("playbutton"?).  Select the
button and set its Actions to:

<p align="left"><font face="Times New Roman" size="14" color="#000000" letterSpacing="0.000000" kerning="0"><b>on (release) {_root.play();}</b></font></p>

Well, that's all for now!  I hope you
enjoyed my little tutorial.  Next time,
we'll work on updating your
preloader to include text displays,
such as percent complete, download
speed, and kilobytes remaining.
If you have any questions or comments, feel free
to PM me on Newgrounds: TheVisibleMan

Closing Statement

If you're having trouble getting your preloader
to work, try reading through the tutorial one more
time-you may have missed something.  You can
also poke through the .fla example downloadable
below and compare it.  If you still can't figure it
out, feel free to PM me.  Alternatively, you can
also post on NG BBS if you cannot reach me.

PreloaderTutorialExample.fla (277kb)

Troubleshooting

ActionScript [AS1/AS2]

Frame 1
stop(); var setmenu = new ContextMenu(); setmenu.hideBuiltInItems(); setmenu.builtInItems.quality = true; this.menu = setmenu;
Instance of Symbol 8 MovieClip in Frame 1
onClipEvent (load) { var totalBytes = _root.getBytesTotal(); this._xscale = 0; } onClipEvent (enterFrame) { var loadedBytes = _root.getBytesLoaded(); var percent = ((100 * loadedBytes) / totalBytes); this._xscale = percent; if (percent == 100) { _root.play(); } }
Frame 59
gotoAndStop (61);
Frame 61
var music; stop();
Instance of Symbol 200 MovieClip in Frame 61
onClipEvent (enterFrame) { if (_visible) { _alpha = (_alpha - 10); if (_alpha < 1) { _alpha = 100; _visible = false; } } }
Symbol 33 Button
on (release) { _root.Controller.Send("Bar"); }
Symbol 36 Button
on (release) { _root.Controller.Send("Script"); }
Symbol 39 Button
on (release) { _root.Controller.Send("Term"); }
Symbol 42 Button
on (release) { _root.Controller.Send("Finish"); }
Symbol 46 Button
on (release) { _root.Controller.Send("Credits"); }
Symbol 52 Button
on (release) { _root.Controller.Send("Menu"); } on (keyPress "<Right>") { _root.Controller.Send("Menu"); }
Symbol 56 Button
on (release) { getURL ("http://thevisibleman.newgrounds.com/", "_blank"); }
Symbol 57 Button
on (release) { getURL ("http://www.newgrounds.com/audio/listen/148125", "_blank"); }
Symbol 59 Button
on (rollOver) { funfacts._visible = true; } on (rollOut) { funfacts._visible = false; } on (dragOut) { funfacts._visible = false; }
Instance of Symbol 63 MovieClip "funfacts" in Symbol 64 MovieClip Frame 1
onClipEvent (load) { _visible = false; }
Symbol 71 Button
on (release) { _parent.nextFrame(); } on (keyPress "<Right>") { _parent.nextFrame(); }
Symbol 77 Button
on (release) { _root.Controller.Send("Menu"); } on (keyPress "<Left>") { _root.Controller.Send("Menu"); }
Symbol 85 Button
on (release) { _parent.prevFrame(); } on (keyPress "<Left>") { _parent.prevFrame(); }
Symbol 87 Button
on (release) { _root.Controller.Send("Menu"); }
Symbol 94 Button
on (release) { _root.Controller.Send("Bar"); } on (keyPress "<Right>") { _root.Controller.Send("Bar"); }
Symbol 96 MovieClip Frame 1
stop();
Symbol 97 Button
on (release) { _root.Controller.Send("Term", true); } on (keyPress "<Left>") { _root.Controller.Send("Term", true); }
Symbol 127 Button
on (release) { _root.Controller.Send("Script"); } on (keyPress "<Right>") { _root.Controller.Send("Script"); }
Symbol 129 MovieClip Frame 1
stop();
Symbol 130 Button
on (release) { _root.Controller.Send("Bar", true); } on (keyPress "<Left>") { _root.Controller.Send("Bar", true); }
Symbol 139 Button
on (release) { System.setClipboard(scriptwindow.text); }
Symbol 165 Button
on (release) { _root.Controller.Send("Finish"); } on (keyPress "<Right>") { _root.Controller.Send("Finish"); }
Symbol 167 MovieClip Frame 1
stop();
Symbol 168 Button
on (release) { _root.Controller.Send("Script", true); } on (keyPress "<Left>") { _root.Controller.Send("Script", true); }
Symbol 186 Button
on (release) { _root.Controller.Send("Credits"); } on (keyPress "<Right>") { _root.Controller.Send("Credits"); }
Symbol 189 Button
on (release) { getURL ("http://www.zombiecannon.com/foo/PreloaderTutorialExample.fla", "_blank"); }
Symbol 191 MovieClip Frame 1
stop();
Symbol 192 MovieClip Frame 1
stop(); _root.Controller = this; var Sending; var StartEnd; var cx; var cy; var Part; this.Send = function (t, e) { if (!Sending) { Sending = t; StartEnd = e; cx = 0; cy = 0; Part = 1; this.TransitionOut(); } }; this.onEnterFrame = function () { if (Sending) { if (Part == 1) { this.TransitionOut(); } if (Part == 2) { this.gotoAndStop(Sending); if (StartEnd) { this.currentSection.gotoAndStop(this.currentSection._totalframes); } else { this.currentSection.gotoAndStop(1); } cx = 10; cy = 0; Part++; } if (Part == 3) { cx--; if (cx <= 0) { Part++; } } if (Part == 4) { this.TransitionIn(); } if (Part == 5) { cx = 0; cy = 0; Part = 0; Sending = null; StartEnd = false; } } }; this.TransitionOut = function () { if ((!cx) && (!cy)) { if (Math.random() < 0.7) { cx = 5; } if ((Math.random() < 0.5) || (!cx)) { cy = 5; } if (Math.random() < 0.5) { cx = cx * -1; } if (Math.random() < 0.5) { cy = cy * -1; } } if ((((_x >= (-_width)) && (_x <= _width)) && (_y >= (-_height))) && (_y <= _height)) { _x = (_x + cx); _y = (_y + cy); cx = cx * 1.2; cy = cy * 1.21; } else { Part++; } }; this.TransitionIn = function () { if ((!cx) && (!cy)) { if (Math.random() < 0.7) { cx = 1; } if ((Math.random() < 0.5) || (!cx)) { cy = 1; } if (Math.random() < 0.5) { cx = cx * -1; } if (Math.random() < 0.5) { cy = cy * -1; } } if ((Math.abs(cx) > 0.003) || (Math.abs(cy) > 0.003)) { _x = (cx * _width); _y = (cy * _width); cx = cx * 0.75; cy = cy * 0.75; } else { _x = 0; _y = 0; Part++; } };
Symbol 197 MovieClip Frame 1
stop(); if (Setting != 1) { Setting = 1; if (!_root.music) { _root.music = new Sound(); _root.music.attachSound("LostinAmbience"); _root.music.onSoundComplete = function () { _root.music.start(); }; } _root.music.setVolume(70); _root.music.start(); }
Symbol 197 MovieClip Frame 2
stop(); if (Setting != 2) { Setting = 2; _root.music.setVolume(50); }
Symbol 197 MovieClip Frame 3
stop(); if (Setting != 3) { Setting = 3; _root.music.setVolume(30); }
Symbol 197 MovieClip Frame 4
stop(); if (Setting != 4) { Setting = 4; _root.music.stop(); }
Symbol 198 Button
on (release) { _root.speaker.play(); _root.speaker._alpha = 40; _root.speaker._xscale = (_root.speaker._yscale = 100); } on (press) { _root.speaker._xscale = (_root.speaker._yscale = 120); } on (releaseOutside) { _root.speaker._xscale = (_root.speaker._yscale = 100); } on (rollOver) { _root.speaker._alpha = 100; } on (dragOver) { _root.speaker._alpha = 100; } on (rollOut) { _root.speaker._alpha = 40; } on (dragOut) { _root.speaker._alpha = 40; }

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Symbol 189 ButtonUses:25 188Used by:191
Symbol 190 TextUses:1Used by:191
Symbol 191 MovieClipUses:72 88 168 169 170 86 171 172 173 174 176 177 178 179 180 181 182 183 184 185 186 187 189 190Used by:192
Symbol 192 MovieClipUses:47 64 96 129 167 191Used by:Timeline
Symbol 193 GraphicUsed by:197
Symbol 194 GraphicUsed by:197
Symbol 195 GraphicUsed by:197
Symbol 196 GraphicUsed by:197
Symbol 197 MovieClipUses:193 194 195 196Used by:Timeline
Symbol 198 ButtonUses:25Used by:Timeline
Symbol 199 GraphicUsed by:200
Symbol 200 MovieClipUses:199Used by:Timeline

Instance Names

"speaker"Frame 61Symbol 197 MovieClip
"funfacts"Symbol 64 MovieClip Frame 1Symbol 63 MovieClip
"scriptwindow"Symbol 167 MovieClip Frame 2Symbol 134 EditableText
"currentSection"Symbol 192 MovieClip Frame 1Symbol 47 MovieClip
"currentSection"Symbol 192 MovieClip Frame 2Symbol 64 MovieClip
"currentSection"Symbol 192 MovieClip Frame 3Symbol 96 MovieClip
"currentSection"Symbol 192 MovieClip Frame 4Symbol 129 MovieClip
"currentSection"Symbol 192 MovieClip Frame 5Symbol 167 MovieClip
"currentSection"Symbol 192 MovieClip Frame 6Symbol 191 MovieClip

Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata not present, AS1/AS2.
Protect (24)Timeline Frame 131 bytes "..$1$L8$IZK4YaEfuOYr5N5xm1AmF0."
ScriptLimits (65)Timeline Frame 1MaxRecursionDepth: 256, ScriptTimeout: 2 seconds
ExportAssets (56)Timeline Frame 60Symbol 17 as "LostinAmbience"

Labels

"Menu"Symbol 192 MovieClip Frame 1
"Credits"Symbol 192 MovieClip Frame 2
"Term"Symbol 192 MovieClip Frame 3
"Bar"Symbol 192 MovieClip Frame 4
"Script"Symbol 192 MovieClip Frame 5
"Finish"Symbol 192 MovieClip Frame 6




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Created: 7/4 -2019 14:13:20 Last modified: 7/4 -2019 14:13:20 Server time: 14/05 -2024 20:06:50