Showing posts with label movieclip. Show all posts
Showing posts with label movieclip. Show all posts

Wednesday, 12 August 2009

Mouse Control for Flash Games - Part 2 - (Top Down Driving Game with Steering)

A couple of months ago I posted a solution for getting a MovieClip to follow the mouse, with easing. It was a quick solution for controlling the 'player' in a top-down car game.

Since then I have revised the code to also make the 'player' rotate in the direction of travel, to simulate the effect of the car steering.

Take a look:

Original Movie (without steering) - Demo SWF







Modified Code (with steering) - Demo SWF







As you can see the rotation produced by the modified code offers more realistic looking game play, allowing the 'player' car to appear to swerve as the player moves the mouse, and making the 'player' car straighten up as it comes to the end of its movement.

The Code

The code is actually remarkably simple, much simpler than I expected. As I look back through my development versions it gets progressively simpler as I cut out all the redundant code and am left with only what matters.

I will give you the code below, the comments explain how it works. Just paste it into your Flash Actionscript panel, and click the format button to make it nice and easy to read:

/* Includes code from http://dansinteractive.blogspot.com http://www.digitalarena.co.uk */
/* This code works best if your movie is set to run at 30fps. */

/* The higher the frame rate the lower this number must be. */

var easing = 10;

/* Influences how far the player_mc rotates in response to the mouse distance from the player_mc. The lower the number the greater the rotation. */

var rotatefactor = 4.5;

/* This function animates the player_mc in response to mouse moving. */

onEnterFrame = function () {

/* Works out the current distance between the X coordinate of the mouse and the X coordinate of the player_mc */

mousediff = _root._xmouse-_root.player_mc._x;

/* Moves the player_mc along the X axis towards the location of the mouse with easing to provide some delay and smooth movement. */

_root.player_mc._x += mousediff/easing;

/* Rotates the player_mc towards the mouse. The amount of rotation is determined by the difference between the player_mc location and the mouse location along the X axis, and the rotation factor defined in the variable at the top. The closer they are together the smaller the amount of rotation, the further apart the larger the rotation.
With the _rotation method a negative number means anti-clockwise (counter-clockwise) and a positive number means clockwise. Even so, we do NOT need to test which side of the player_mc the mouse is on to determine whether the angle of rotation should be positive or negative. This is because we base the rotation on the distance between the mouse and the player_mc, and if the mouse is to the left of the player_mc this code will return a negative number which in turn will give us a negative rotation factor. Cool.*/

_root.player_mc._rotation = mousediff/rotatefactor;
};


As you can see, the whole affect is achieved without trigonometry. As such it simulates the visual appearance of the 'player' car steering, but is not a mathematically accurate model of steering. But it is only intended to provide user mouse control of a car for a simple top-down driving game - accurate physics are not necessary.

The thing I am most pleased about (apart from the cool effect) is how little code it takes. Without comments, it is a mere 7 lines long. And yet it provides so much more engaging game play (I think so anyway). If you find it helpful, leave a comment.

Later.

Friday, 7 August 2009

Manipulating Colour in Flash - #4 - Building an Interactive Colour Mixer

Now we are beginning to see the end result of all my experiments with manipulating colour using Actionscript. Using the techniques from my previous posts, and a few others to get a working interface, this post explains how to make a simple RGB colour mixer that gives a preview of the colour and the hexadecimal value in a form that can be copy and pasted.

Demo SWF







The Interface

While it is very tempting for those with a graphics background to want to start by designing a groovy interface (including me), it is sometimes a good idea to get just a basic prototype working so you can get the bugs out of the code - and that's what you see here.

The demo above shows my basic interface. Before we can go much further you will need to lay out something similar on your stage. The items in the demo above are labelled, check the key below:

KEY:

A = MovieClip, instance name 'colourspot_mc'
B = Input Text, instance name 'red_txt', variable 'red'
C = Input Text, instance name 'green_txt', variable 'green'
D = Input Text, instance name 'blue_txt', variable 'blue'
E = Dynamic Text, variable 'displayhex'
F = MoveiClip, instance name 'redpointer_mc'
G = MovieClip, instance name 'redclicker_mc'
H = MoveiClip, instance name 'greenpointer_mc'
I = MovieClip, instance name 'greenclicker_mc'

J = MoveiClip, instance name 'bluepointer_mc'
K = MovieClip, instance name 'blueclicker_mc'


Once you have set up your objects on the stage as above, you are ready to start coding.

The Code

I won't go into long and drawn out explanations of everything this time. The colour manipulation is explained in previous posts on this blog, and other things are explained within the code as comments.

NOTE: For some reason blogger is not treating this code very well. When you dump it into Flash make sure you hit the 'Format' button so it looks as it should.



/* set default values for R, G and B */
var red = 0;
var green = 0;
var blue = 0;
/* Create colour object to control colourspot_mc */
var my_color:Color = new Color(colourspot_mc);
/* Button triggers conversion of RGB into hex, then applies it to the colour object */
onEnterFrame = function() { /*This enables colour to be constantly updated */
/* ensures that only values between 0 and 255 can be used for red */
if (red>255) {
red = 255;
}
if (red<0) {
red = 0;
}
/* convert red decimal into hex */
var decred = new Number(red);
hexred = decred.toString(16);
if (decred<=15) {
hexredfinal = "0"+hexred;
} else {
hexredfinal = hexred;
}
/* ensures that only values between 0 and 255 can be used for green */
if (green>255) {
green = 255;
}
if (green<0) {
green = 0;
}
/* convert green decimal into hex */
var decgreen = new Number(green);
hexgreen = decgreen.toString(16);
if (decgreen<=15) {
hexgreenfinal = "0"+hexgreen;
} else {
hexgreenfinal = hexgreen;
}
/* ensures that only values between 0 and 255 can be used for blue */
if (blue>255) {
blue = 255;
}
if (blue<0) {
blue = 0;
}
/* convert blue decimal into hex */
var decblue = new Number(blue);
hexblue = decblue.toString(16);
if (decblue<=15) {
hexbluefinal = "0"+hexblue;
} else {
hexbluefinal = hexblue;
}
/* build the final 6 digit hex figure and prepend with 0x as needed by Flash */
hex = "0x"+hexredfinal+hexgreenfinal+hexbluefinal;
/* build the final 6 digit hex figure and prepend with # as needed by HTML */
displayhex = "#"+hexredfinal+hexgreenfinal+hexbluefinal;
/* set the colour property of the colour object controlling the MovieClip */
my_color.setRGB(hex);
/* Update the location of the pointers */
_root.redpointer_mc._x = ((_root.redclicker_mc._width/256)*red)+_root.redclicker_mc._x;
_root.greenpointer_mc._x = ((_root.greenclicker_mc._width/256)*green)+_root.greenclicker_mc._x;
_root.bluepointer_mc._x = ((_root.blueclicker_mc._width/256)*blue)+_root.blueclicker_mc._x;
};
/* Set the red decimal value with a clicker */
_root.redclicker_mc.onPress = function () {
redleft = _root.redclicker_mc._x;
clickpos = _xmouse;
clickval = clickpos-redleft;
clickprop = (clickval/_root.redclicker_mc._width)*256;
red = Math.floor(clickprop);
/*moving the pointer
_root.redpointer_mc._x = clickpos;
}
/* Set the green decimal value with a clicker */
_root.greenclicker_mc.onPress = function () {
redleft = _root.greenclicker_mc._x;
clickpos = _xmouse;
clickval = clickpos-redleft;
clickprop = (clickval/_root.greenclicker_mc._width)*256;
green = Math.floor(clickprop);
/*moving the pointer */
_root.greenpointer_mc._x = clickpos;
}
/* Set the blue decimal value with a clicker */
_root.blueclicker_mc.onPress = function () {
/*Getting the zero point on the clicker bar */
redleft = _root.blueclicker_mc._x;
/*Capturing the location of the click on the clicker bar */
clickpos = _xmouse;
/*Calculating how far along the clicker bar the click was made */
clickval = clickpos-redleft;
/*Calculating the proportional distance along the bar at which the click was made as a figure between 0 and 1, then converting that into a value between 0 and 256. */
clickprop = (clickval/_root.blueclicker_mc._width)*256;
/*Converting the figure to an integer by rounding DOWN to the nearest whole number. Rounding DOWN ensures we can get 0 at the bottom and 255 rather than 256 at the top. */
blue = Math.floor(clickprop);
/*moving the pointer object to the position clicked on the clicker bar */
_root.bluepointer_mc._x = clickpos;
}


And there we have it.

Solving Issues as You Go

It is always interesting to solve some issues as you go. For instance, I hadn't quite decided whether I wanted users to be able to type RGB values, or just limit them to using the colour bars.

When I decided that some users might want to be able to type them (as it might be easier and faster in some situations) I realised that some users might enter a value greater than 255 - which would then give inaccurate results. So, at the last minute I included the code that converts any number higher than 255 into 255 and any number lower than 0 into 0. Like I say, always interesting.

Another implication was with the pointers on the colour bars (items F, H and J in my diagram). Making the RGB numbers updatem depending on where the user clicked, and moving the pointers to the place the user clicked was one thing. But now we had to also work it the other way, and get the pointers to move to the place on the colour bar representing the value the user typed. It wasn't difficult, just a case of working the equation the other way, but it needed doing.

Sometimes seemingly small decisions about user experience can have a significant impact on our code. That doesn't mean we shouldn't put the user first, but it does mean we should be prepared to modify our code when needed. After all, our interactive applications need to actually do what the user wants, if we want any users to use them.

Thursday, 14 August 2008

Flash Projects - #3 - Custom FLV Player

Back in February I posted a tutorial to make a video player in Flash that played external SWF files. I promised then to post another tutorial that showed how to make a video player in Flash that played external FLV files. I wrote the program ages ago but finally got round to writing it up for my blog.

Although both programs are fine, FLV is much the up-to-date way of showing video in Flash so I hope you find this useful. feel free to leave comments or questions.

Getting Started

To keep things organised I like wherever possible to keep all my code in one place. All the ActionScript in this tutorial should be attached to the first key frame in your movie.

Unlike the version of the video player that played SWF movies, we cannot use loadmovie to simply show a movie within a movie. FLV files require us to use NetConnection and then NetStream to stream the FLV file from its location.

First off then we need to create a new NetConnection called "myConnection_nc":

var myConnection_nc:NetConnection = new NetConnection();
myConnection_nc.connect(null);


Now we need to create a NetStream called "video_ns" that will stream through the NetConnection you made above:

var video_ns:NetStream = new NetStream(myConnection_nc);

Now we have created a NetConnection and a NetStream through which we will stream the FLV file, we need to create a video object on the stage through which the FLV will be displayed.

First, you need to create a new Embedded Video object in the library. To do this, click the little menu in the corner at the top of the Library and select the "New Video" option. It should appear in the Library as "Embedded Video 1". Then drag an instance of the Embedded Video 1 onto the stage and give it the instance name of "my_video".

Now we are ready to attach the NetStream created above to the video object you just placed on the stage called "my_video":

my_video.attachVideo(video_ns);

Now we need to do two things. First, we need to find out how long the FLV file is (its duration), second we need to set the value of the duration variable equal to the property of the duration object. This will allow us to control the playback of the FLV later on.

To do this we first use prototype.OnMetaData to find the duration of the video - this only works with FLV 1.1 files and later, earlier versions do not include duration in metadata.

Unfortunately there is no other way of finding the duration of an FLV file (you can't use the _totalframes method like you can in SWF files).

Then we can set the value of the duration variable to be equal to the duration property of the FLV file as defined in the FLV's MetaData. Here goes:

NetStream.prototype.onMetaData = function(obj){
var duration = obj.duration;
}


Video Selector

Now for the playback controls. The simplest control is the video selector. This allows the user to choose which video they want to watch.

First create a button in the Library, then drag two instances of the button onto the stage. Give the buttons the following instance names - "m1_btn" and "m2_btn".

Because we are playing FLV files and not SWF files, we cannot use the loadMovie method. Instead we need to tell the NetStream object we created earlier, to play and tell it which FLV file to play. We create code for each of the buttons we created earlier, so that when each is clicked, the NetStream object we created streams a different FLV file to the video object:

_root.m1_btn.onRelease = function () {
video_ns.play("video2.flv");
currentvid = "video2.flv";
}

_root.m2_btn.onRelease = function () {
video_ns.play("video1.flv");
currentvid = "video1.flv";
}


The code above does two things when the button is released. First, it tells the NetStream object called "video_ns" to play a specified FLV file. Secondly it sets the value of a variable called currentvid to be the same as the name of the FLV file - this helps us later on when we are programming the playback controls.

Rewind Button

Dead easy. Create a button in the Library that looks like a rewind icon. Drag an instance of the button onto the stage and give it the instance name of "rw_btn". Then add the following code to the first key frame with the rest:

_root.rw_btn.onRelease = function () {
playpos = video_ns.time;
if (playpos > 10)
{
video_ns.seek(playpos-10);
}
else
{
video_ns.seek(0);
}
}


The code above makes the video jump back 10 seconds when the rewind button is clicked. It might seem pretty complex considering that all we want to do is rewind a bit. What it actually does first is check how far into the video we have progressed and the reason for this is that we don't want to jump back to a point before the video starts, that would be impossible. Depending on how far the video has played the code then does one of two things. If the video has played more than 10 seconds, then it tells the NetStream object to jump back 10 seconds in the FLV, if the video has not yet been playing for more than 10 seconds it tells the NetStream object to go back to the beginning of the FLV.

I found that in practice, with large FLV files, the rewind is not always reliable, and can get "stuck" at points, refusing to rewind past them. I suspect this is something to do with the FLV itself, rather than the coding - however, I have also included the option of clicking on the progress bar to jump to any point in the video, which so far has proved very reliable - this is explained later in the tutorial.

NOTE: If you made the previous video player that used SWF instead of FLV files, you will notice that we are using a lot of different methods. Most significant is that with FLV we cannot gotoAndPlay specific frames as we can with SWF files. Instead we use the seek method, and it is the NetStream object called "video_ns" that we are instructing to seek, not the video instance on the stage.

Forward-wind

This is much more straightforward. As before, create a button in the Library that looks like a forward-wind icon. Drag an instance of the button onto the stage and give it the instance name of "fw_btn". Then add the following code to the first key frame with the rest:

_root.fw_btn.onRelease = function () {
playpos = video_ns.time;
video_ns.seek(playpos+10);
}

This isn't nearly as complex. When the forward-wind button is released the code sets the value of a variable playpos to the current time position of the movie using video_ns.time. It then simply uses the seek method to tell the NetStream object to jump forward 10 seconds from the current time position in the FLV.

Play and Pause Button

Now we get more complex. For my player I opted to have the Play and Pause buttons be the same button, but have the icon on the button change depending on whether the movie is playing or not. If the movie is playing, the pause icon is visible, telling the user they can click to pause. If the movie is paused, the play icon is visible, telling the user they can click to play.

To accomplish this the play/pause button is not a button at all - it is a movie clip. The movie clip has two frames, one frame with the play icon, the other with the pause icon. The frames are then given labels - "pauseon" and "pauseoff". This allows us to dynamically change which frame is currently visible, and therefore the appearance of the play/pause button. Create a movie clip that does all that, then drag an instance of it to the stage and give it the instance name of "pause_mc". Then add the following code to the first key frame in the root timeline with the rest:

video_ns.onStatus = function() {
if (video_ns.time >= duration-1){
playstatus = 2;
_root.pause_mc.gotoAndStop("pauseon");
}
else
{
playstatus = 1;
_root.pause_mc.gotoAndStop("pauseoff");
}
}

The code above uses a change in the NetStream status to trigger a check. The code checks whether the current position within the FLV file is greater than or equal to 1 second from the end of the file. If so it sets the value of the playstatus variable to "2" (we use this later), and tells the play/pause button to move to the frame labelled "pauseon", so the button shows the pause icon, telling the user they can click to pause.

If the current position within the FLV file shows there is more than 1 second of the movie left to play, then the code sets the value of the playstatus variable to "1", and tells the play/pause button to show the frame labelled "pauseoff", so the button shows the play icon, telling the user they can click to play.

the above code just sets the playstatus variable, and changes the visual appearance of the play/pause button. Now we need to enter the code that actually controls the playing and the pausing. Add the following code to the first key frame in the root timeline with the rest:

_root.pause_mc.onRelease = function () {
if (playstatus == 1)
{
video_ns.pause();
_root.pause_mc.gotoAndStop("pauseoff");
}
else if (playstatus == 2)
{
video_ns.play(currentvid);
}
}


This is where lots of the variables we have been setting earlier, with no visible purpose, suddenly become useful. The code above runs whenever the play/pause button is released.

First it checks the value of the playstatus variable. If the value of playstatus is "1" (which means the FLV file has more than 1 second left to play - see above), then it tells the NetStream object called "video_ns" to pause, and tells the play/pause button to show the frame labelled "pauseoff", so the button shows the play icon, telling the user they can click to play again.

If the value of playstatus is "2" (which means the FLV file is in its last second of playback - see above), then it tells the NetStream object called "video_ns" to play the FLV file again, and uses thevalue of the currentvid variable, which was set when the user click the button to select which video they wanted to see, to tell it which FLV file that was. This currentvid reminder is needed because we are playing FLV files and so must use NetStream and not loadmovie as we would if we were playing SWF files. With loadmovie the SWF file remains loaded into memory and so the program does not need reminding which movie to play because it still has it, with NetStream the file is streamed from its location and not kept in memory - this is why the currentvid variable was needed, to remind the program which FLV to play, without the user having to select it again using one of the video selector buttons we created right at the beginning. This is all about making it work more smoothly for the user - trying to make it work how they expect, rather than expecting them to learn the quirks of how your's works.

Progress Bar

No video player is complete without a progress bar telling the user how quickly the video is progressing, where they are in the video timewise, and how long is left.

To create the progress bar graphics, draw a rectangle on the stage to represent the video progress bar. Make sure the rectangle has a fill and a stroke. Then select the filled area only, press F8 and convert it into a movieclip called progbar. Make sure you set the registration point of the symbol to be top left. Then select the stroke that outlined the rectangle, again press F8 and convert it into a movieclip called progbarframe. Again make sure you set the registration point of the symbol to be top left. Give each an instance names "progbar_mc" and
"progbarframe_mc".

Add the following code to the first key frame in the root timeline with the rest:

onEnterFrame = function() {
comppc = video_ns.time / duration;
_root.progbar_mc._width = _root.progbarframe_mc._width*comppc;
}


The above code sets a variable called comppc with a value that comes out of dividing the current position of the FLV movie in seconds with the duration of the movie in seconds. This gives comppc a a value between 0 and 1. A value of 0.5 would mean the movie was half way through. We then multiply the maximum width of the progress bar (based on the width of the progbarframe_mc) by the value of comppc to set the current width of the progress bar. By using onEnterFrame the progress bar updates several times per second as the movie plays, thus giving an accurate graphical representation of how far the movie has to go.

Progress Bar Jumper

Now we want to make it so the user can click anywhere on the progress bar and jump to that part of the movie. Add the following code to the first key frame in the root timeline with the rest:

_root.progbarframe_MC.onRelease = function() {
barleft = _root.progbarframe_MC._x;
jumppos = (_xmouse-barleft)/_root.progbarframe_MC._width;
if (playstatus == 1)
{
video_ns.seek(Math.round(jumppos*duration));
}
else if (playstatus == 2)
{
video_ns.play(currentvid);
video_ns.seek(Math.round(jumppos*duration));
}
}


The above code is probably the most complex part of the whole program. Funny how the luxuries, the "optional extras", that provide the least functionality are often the most complicated parts of the program.

First we define a variable for the left side of theprogress bar called barleft. This gives us a zero point against which to measure the location of the user's click on the progress bar. Then we define a variable that represents the users click on the progress bar called jumppos.

The value of jumppos is defined by getting the X coordinate of the mouse when the bar is clicked and then subtracting from that the value of barleft (the X coordinate of the the start of the bar). This tells us how far along the bar the user clicked. This number is then divided by the total width of the bar to give a number that represents how far along the bar the user clicked as a value between 0 and 1. A result of 0.5 would mean the user clicked in the middle of the bar.

We then tell the NetStream object to seek to the point in the movie corresponding to where the user clicked on the bar. This is calculated by multiplying the value of jumppos (where on the bar the user clicked) by the value of the duration of the FLV file in seconds. However, I have also used Math.round to convert the result into an integer (by rounding up or down to the nearest whole number). This just helps keep things tidy and means the FLV will jump to a whole second, rather than a fraction of a second which may not exist.

If the value of playstatus is "1" then we just attempt to seek straight to the relevant point in the FLV file. However if the playstatus is "2" this means there is only 1 second or less of the movie to go, so to make sure it works and we get no glitches, we tell the NetStream object to play the currentvid from the beginning and then seek to the relevant point in the FLV file. We have to do this because, as mentioned before, with NetStream the video is not stored in memory, and so if there is less than 1 second left in the video, the streaming might be over before Flash has a chance to seek to another part of the movie. By telling the video to start again using the currentvid variable to remind it which video, and then seek to the relevant point, we can get a smoother operation.

Converting Video to FLV Format

Of course, for this player to be any use, you need to be able to convert your video to FLV format.

One programme that has worked for me without trouble is Free Video to Flash Converter.

It is completely freeware and can convert video into SWF or FLV. You can even export video with its own player interface - and, while this defeats the object for my use of it, since I wanted a custom interface of my own design, some people may find this feature helpful.

The program is pretty self explanatory, all you need to do is remember to export the movie as a FLV and save it with the name you programmed into your player and in the same directory as the player.

The End

And there we have it. Export your player as a SWF into the same directory as the FLV files you linked to and it should just work. Any problems, leave a comment and I will try to help.

Friday, 15 February 2008

Flash Projects - #1 - Movie Player

Background


I first figured this out because I wanted to have a video player but was running Flash MX 2004 standard and so lacked the Video features of Professional.


Download Files

Click here to download source code and files for this tutorial >

Introduction

This tutorial teaches you to build a video player interface only that loads and plays external video files when requested by the user. This means the finished SWF is very small and downloads quickly.

The player includes the following features:

  • Playback window
  • Play
  • Stop
  • Fwd
  • Rwd
  • Clickable progress bar

Note: While for users of Pro flash versions much of this may seem irrelevant because of the pre-compiled video players and skins available. However this project will show you how you can build a completely cutomised interface, allowing your flash projects to be totally original. It also works with external linear SWF animations that don't contain interactivity. You will also begin to understand how you can control playback with actionscript instead of relying entirely on components.

Here goes

First we need to create all the movieclips and buttons we need. Begin by creating the following buttons as symbols in the library:

  • Play
  • Stop
  • Pause
  • Fwd
  • Rwd

You can either draw them on the stage and then convert them to symbols by selecting one and pressing F8, or you can create a new symbol directly in the Library.

Drag instances of each of them from the library onto the stage (unless they are already there) and name each instance as follows:

  • play_btn
  • stop_btn
  • pause_btn
  • rw_btn
  • fw_btn

Then draw a rectangle on the stage to represent the video progress bar. Make sure the rectangle has a fill and a stroke. Then select the filled area only, press F8 and convert it into a movieclip called progbar. Make sure you set the registration point of the symbol to be top left. Then select the stroke that outlined the rectangle, again press F8 and convert it into a movieclip called progbarframe. Again make sure you set the registration point of the symbol to be top left.

Give each an instance name on the stage as follows:

  • progbar_mc
  • progbarframe_mc

Now draw another rectangle on the stage where you want the video clip to appear, and at the size you want it to appear. At this point it is a good idea to know what size of video you are dealing with. I tend to work with relatively small sizes like 320 x 240 for web video, but it is entirely up to you. Select the rectangle and convert it into a movieclip called vidspot. Make sure you set the registration point of the symbol to be top left.

Give it an instance name on the stage of:

  • vidspot_mc

Finally you need to create some movieclips that will act as buttons that allow the user to select which video they want to watch. Add these to the stage and give them instance names as follows:

  • vid1_mc
  • vid2_mc
  • etc...

Now we are ready to start coding. The great thing about this player is that all the Actionscript resides in the first keyframe of the movie, so there is no hunting around trying to remember where you put it all. So, create a new layer in the timeline, give the layer the name actions.

Click on the first frame on that layer (make sure it is a keyframe) and open the Actions panel. It is in this panel that all the following Actionscript needs to be entered:

User Media Select Buttons

These are the buttons that allow the user to select which video they want to watch. The way this script works is by replacing the movieclip you named as vidspot_mc with an external SWF that contains the video.

The script is as follows:

_root.vid1_mc.onRelease = function () {
_root.vidspot_mc.loadMovie("videofilename.swf","GET");
}

Type this into the Actions panel for each video you created a button for. Change the vid1_mc and the videofilename.swf to match the instance name and video file name as needed. This script assumes that the external video files are in the same directory as the movie player SWF will be when it is finally exported and uploaded to the web.

Play Button

This script is very simple, it tells whatever SWF is occupying the spot originally taken by vidspot_mc to play.

_root.play_btn.onRelease = function () {
_root.vidspot_mc.play();
}

Stop Button

This script is slightly more complex, in order to make Stop different to Pause, I decided that Stop should also automatically rewind. This script tells whatever SWF is occupying the spot originally taken by vidspot_mc to go back to the first frame and stop.

_root.stop_btn.onRelease = function () {
_root.vidspot_mc.gotoAndStop(1);
}

Pause Button

This script is very simple, it tells whatever SWF is occupying the spot originally taken by vidspot_mc to just stop where it is.

_root.pause_btn.onRelease = function () {
_root.vidspot_mc.stop();
}

This effectively pauses the movie since the play head simply stops in it's tracks. If the user presses the Play button it will simply carry on where it left off.

Rewind Button

This script is considerably more complex, this is because we don't want to rewind to a point before the movie actually starts. The "if else" in the script simply checks that we are currently more frames into the movie, than we plan to jump back. If so, we jump that number of frames back. If not we simply go to the start of the movie.

_root.rw_btn.onRelease = function () {
if (_root.vidspot_mc._currentframe > 240){
_root.vidspot_mc.gotoAndPlay(_root.vidspot_mc._currentframe-240);
} else {
_root.vidspot_mc.gotoAndPlay(1);
}
}

In this case the number 240 represents the number of frames we want to jump back each time the rewind button is released. At 24 frames per second this equates to jumping backward 10 seconds each time the button is clicked. Adjust this figure according to your needs.

Forward-wind Button

As with the rewind button, we don't want tojump BEYOND the end of the movie. This "if else" simply checks that there are still more frames remaining in the movie, than we plan to jump forward. If so, we jump that number of frames. If not we simply go to the end of the movie. Unlike rewind, where the start of the video is easily known (it being frame 1), in this case we need to know how many frames the movie has so we know the number of the last frame. The script does this by finding the _totalframes property of the video file (see line 2 below).

_root.fw_btn.onRelease = function () {
tframe = _root.vidspot_mc._totalframes;
if (_root.vidspot_mc._currentframe <>240) {
_root.vidspot_mc.gotoAndPlay(_root.vidspot_mc._currentframe+240);
} else {
_root.vidspot_mc.gotoAndStop(tframe);
}
}

In this case the number 240 represents the number of frames we want to jump ahead each time the forward wind button is released. At 24 frames per second this equates to jumping forward 10 seconds each time the button is clicked. Adjust this figure according to your needs.

Player Progress Bar

This script controls the bar that shows the viewer how far the movie has played. It is a beautiful simple script. We divide the number of the currentframe of the playing movie by the total number of frames in the movie to give us a number between 0 and 1. A result of 0.5 would mean the movie was half way through. We then multiply the maximum width of the progress bar (based on the width of the progbarframe_mc) by this number to set the current width of the progress bar. By using onEnterFrame the progress bar updates several times per second as the movie plays, thus giving an accurate graphical representation of how far the movie has to go.

onEnterFrame = function() {
comppc = _root.vidspot_mc._currentframe / _root.vidspot_mc._totalframes;
_root.progbar_mc._width = _root.progbarframe_mc._width*comppc;
}

Progress Bar Jumper

This feature did not exist in the original program I wrote, but I decided that it would not be complete unless the user could click anywhere on the progbarframe_mc and jump straight to that part of the movie. As you can see it is slightly more complex.

First we define a variable for the left side of theprogress bar. This gives us a zero point against which to measure the location of the user's click on the progress bar. Then we define a variable that represents the users click on the progress bar as a number between 0 and 1. A result of 0.5 would mean the user clicked in the middle of the bar.

Then we tell the current movie being played to jump to a particular frame number. This is calculated by multiplying the total number of frames by the number based on where the user clicked on the bar. However, I have also used Math.round to convert the result into an integer (by rounding up or down to the nearest whole number). This is vital as frame numbers are whole numbers - e.g. there is no such thing as frame 22.5 - and with Flash if the frame does not exist it simply does nothing - so Math.round gives us a whole existing frame number for us to gotoAndPlay.

_root.progbarframe_mc.onRelease = function() {
barleft = _root.progbarframe_mc._x;
jumppos = (_xmouse-barleft)/_root.progbarframe_mc._width;
_root.vidspot_mc.gotoAndPlay(Math.round(jumppos*_root.vidspot_mc._totalframes));
}

And there we have it. Export your player as a SWF into the same directory as the video files you linked to and it should just work. Any problems, leave a comment and I will try to help.

Lookout for my next post where I explain how to convert video files into SWF for use with this player.

Version 2 of the player (currently working on so watch this space) uses external FLV files rather than SWF so much more up to date.