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					       by 
					kirupa  |  31 May 2008 
					In the 
					previous page, we wrapped up work on the preloader 
					and were able to test it out by passing in sample values 
					between 0 and 1. Let's quickly look at why the preloader, 
					more specifically the progress bar, worked in this page and 
					start looking at how to use it in a real example. 
					 
					If you recall, a few pages ago inside your preloaderMC movie 
					clip, you added the following code: 
					
						- function
						SetProgress(value:Number)
						
 
						- { 
 
						
							- progress.width
							=
							value*base.width;
							
 
						 
						- } 
 
					 
					In this code, what you are doing is setting the width of 
					your progress bar to be a percentage of your preloader's 
					base width. This means that your progress bar can be 0 
					pixels wide or, when your input value is 1 (signifying 
					100%), your progress bar's width is exactly that of your 
					base. 
					This is why when you called the SetProgress method 
					earlier, you were able to affect the width of your progress 
					bar by simply passing in values between 0 and 1. 
					 
					 
					So now, you have your preloader movie clip created that 
					allows your progress bar to alter its size depending on the 
					argument you pass into your SetProgress method. While this 
					is good, you still haven't created a preloader because you 
					aren't using it to show progress as content is getting 
					loaded. Let's fix that! 
					Before we move on, keep your current document containing 
					your preloader open, for we will be coming back to it in a 
					few minutes. 
					 Anyway, to see your preloader in action, you will need to 
					add some functionality that simulates loading content. 
					Fortunately, the groundwork for much of this was done in 
					another tutorial where you learned how to
					Load 
					External Images into a Flash application. Instead of 
					repeating what I've already covered again, let's reuse the 
					source file from that application into what we are trying to 
					do. 
					Download the source file of a small application sans the 
					preloader from the following link: 
					
					Once you have downloaded the above source file, extract 
					the contents of the file and open loadimage.fla in Flash 
					CS3. Right now, you should see both your preloader 
					application as well as 
					loadimage.fla open in Flash CS3: 
					
					  
					Make sure loadimage.fla is the currently active project, 
					and test the application by pressing Ctrl + Enter or going 
					to Control | Test Movie. You should see the following 
					display: 
					
					   
					That image is located in the same directory as your SWF, 
					and it gets loaded during runtime when you test your 
					application. That is done via code that exists on the single 
					blank keyframe on your action layer. Select that keyframe 
					and press F9 or (Right Click | Actions). 
					You should see the following code: 
					
						- var
						imageLoader:Loader;
						
 
						-   
 
						- function
						loadImage(url:String):void
						{ 
 
						
							- // Set properties on my 
							Loader object 
 
							- imageLoader
							= 
							new Loader();
							
 
							- imageLoader.load(new
							URLRequest(url));
							
 
							- imageLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,
							imageLoading);
							
 
							- imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,
							imageLoaded);
 
						 
						- } 
 
						- loadImage("pixelHouses.jpg");
						
 
						-   
 
						- function
						imageLoaded(e:Event):void
						{ 
 
						
							- // Load Image 
 
							- imageArea.addChild(imageLoader);
 
						 
						- } 
 
						-   
 
						- function
						imageLoading(e:ProgressEvent):void
						{ 
 
						
							- // Use it to get current 
							download progress 
 
							- // Hint: You could tie the 
							values to a preloader :)
 
						 
						- }
 
					 
					An explanation of everything you see in loadimage.fla and 
					the code can be found in the
					
					Loading External Images tutorial I have referenced 
					several times, and starting on the next page, we will extend 
					our load image application to use the preloader we created. 
					Onwards to the 
					next page! 
					
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