Este es el código preloader que utilizaba en playbball. com.
Usé dos barras y su tipo de un golpe de suerte, pero independientemente aseado. Unos se suaviza el movimiento y el otro no:
private function progress(erogressEvent):void // update preloader
{
var temp:int;
temp = (e.bytesLoaded / e.bytesTotal) * 100;
m_textfield.text = temp + " / 100";
mysquare.width = 700 - (700 * (e.bytesLoaded / e.bytesTotal));
mysquare.x = mysquarex + (700 * (e.bytesLoaded / e.bytesTotal));
progressWidth2 = 700 - (7 * (temp));
triangleShape.x = mysquarex + (680 * (e.bytesLoaded / e.bytesTotal));
if (e.bytesLoaded / e.bytesTotal == 1) {
//removeEventListener(Event.ENTER_FRAME, checkFrame);
boolLoaded = true;
}
}
private function doFrame(e:Event):void
{
var time2:int = getTimer();
var timeDelta:int = time2 - time;
time = time2;
triangleShape.rotation = triangleShape.rotation + (timeDelta >> 3);
var tempMovement:int; var distanceMultiplier:int;
distanceMultiplier = (mysquare2.width - progressWidth2) / 5
tempMovement = (timeDelta >> 5) * distanceMultiplier;
if(mysquare2.width - tempMovement < progressWidth2)
{
mysquare2.width = progressWidth2;
}
else
{
mysquare2.width -= tempMovement;
}
}
- private function progress(erogressEvent):void // update preloader
- {
- var temp:int;
- temp = (e.bytesLoaded / e.bytesTotal) * 100;
- m_textfield.text = temp + " / 100";
-
- mysquare.width = 700 - (700 * (e.bytesLoaded / e.bytesTotal));
- mysquare.x = mysquarex + (700 * (e.bytesLoaded / e.bytesTotal));
-
- progressWidth2 = 700 - (7 * (temp));
-
- triangleShape.x = mysquarex + (680 * (e.bytesLoaded / e.bytesTotal));
-
- if (e.bytesLoaded / e.bytesTotal == 1) {
- //removeEventListener(Event.ENTER_FRAME, checkFrame);
- boolLoaded = true;
- }
- }
-
- private function doFrame(e:Event):void
- {
- var time2:int = getTimer();
- var timeDelta:int = time2 - time;
- time = time2;
-
- triangleShape.rotation = triangleShape.rotation + (timeDelta >> 3);
-
- var tempMovement:int; var distanceMultiplier:int;
- distanceMultiplier = (mysquare2.width - progressWidth2) / 5
- tempMovement = (timeDelta >> 5) * distanceMultiplier;
-
- if(mysquare2.width - tempMovement < progressWidth2)
- {
- mysquare2.width = progressWidth2;
- }
- else
- {
- mysquare2.width -= tempMovement;
- }
-
- }