I am loading images - runtime - as follows:
var aPaths:Array = [ “jpg/car1.jpg”, “jpg/car2.jpg”, “jpg/car3.jpg” ]
var aLoaders:Array = new Array();
var aContainers:Array = new Array();
var iniY:Number = 80;
var step:Number = 120;
for ( var i:int = 0; i<aPaths.length; i++ )
{
aLoaders* = new Loader();
aContainers* = new Sprite();
aContainers*.x = 50;
if ( i == 0 )
{
aContainers*.y = iniY;
}
else
{
aContainers*.y = aContainers[i-1].y + step;
}
this.addChild( aContainers* );
aContainers*.addChild(aLoaders*).name = "loader: " + i;
aLoaders*.load( new URLRequest ( aPaths* ) );
aLoaders*.contentLoaderInfo.addEventListener( ProgressEvent.PROGRESS, aLoaders_onProgress );
aLoaders*.contentLoaderInfo.addEventListener(Event.COMPLETE, aLoaders_onComplete);
function aLoaders_onComplete (evento:Event):void
{
var myLoader:Loader = Loader(evento.target.loader);
var myLoaderName:String = myLoader.name;
var myNumber:uint = Number(myLoaderName.replace(“loader: “,””));
//trace (myNumber); // output: 2 1 0
trace (myLoader.name); // output: loader: 2, loader 1 y loader 0
//trace (evento.target) // output: [object LoaderInfo]
myLoader.scaleX = 0.44;
myLoader.scaleY = 0.44;
}
function aLoaders_onProgress ( evento:ProgressEvent ):void
{
???
}
}
But I need to identify the events for to apply the evento.bytesLoaded. As I do that?
Thank you.