In my preloader, I have a spinning object. The code for it’s rotation is found in the _root timeline, a simple thing stating “spinner._rotation += 5;”. In the same place, I have code like the following:
stop();
loaded = getBytesLoaded();
total = getBytesTotal();
var percent:Number = loaded/total;
var percentDisplay:String = Math.round(percent*100)+"%";
var spin:Number = 0;
onEnterFrame = function () {
spin = percent*50;
spinner._rotation += spin;
percent = loaded/total;
percentDisplay = Math.round(percent*100)+"%";
loaded = getBytesLoaded();
total = getBytesTotal();
if (loaded == total) {
gotoAndPlay("animation");
}
};
This code measures the percent of the movie that is loaded. When the movie is loaded, it’s supposed to jump to my “animation” frame, where my object named spinner drops off the screen (and then it jumps to the menu, but that’s beside the point). However, instead of going to “animation”, it goes and stops. And stays that way. I’ve checked it many, many times, and I’m sure that’s what happens. As for fixing the problem, I’ve made numerous approaches, including putting ‘play();’ on the frame “animation”. Anybody know what’s going on? Your help is much appreciated.