Okay, so I've been using the standard "Click anywhere to play" preloader for a while now, and it hasn't really bugged out on me until now. Whenever I test my animation normally, the preloader works great - it loads and plays the movie only when I click. However, when I go to "Simulate Download" to test how it'd run on lower bandwidth, the movie skips the preloader and begins to play automatically, even if the animation hasn't fully loaded. I exported the .swf to see if this was just a problem with the project or something, but it happens in the .swf as well.
I'm pretty new to Actionscript so I've been relying heavily on copy/pasting codes (with some minor adjustments), but I don't think I've screwed around with the script enough to make the preloader dysfunctional. I have no idea if this is just a problem with the script interacting with the "Simulate Download" command, although in the past it's worked fine. I just worry that the animation will play before the entire thing is loaded and become laggy and unwatchable on older computers.
The script is below:
stop()
createEmptyMovieClip ("ploader",-1)
ploader._x = 0
ploader._y = 0
ploader.createTextField("T",1,2,2,Stage.width,Stage.height)
ploader.T.selectable = false
ploader.T.setTextFormat(fmt);
ploader.blendMode = "invert"
function preload(){
ploader.T.text = Math.round((_root.getBytesLoaded()/_root.getBytesTotal())*100) + "% loaded"
if(ploader.T.text=="100% loaded"){
ploader.T.text = "Begin BSE Round 6, son."
clearInterval(Int)
Loaded = true
}
}
var Loaded:Boolean = false
var Int:Number = setInterval(preload,100)
function onMouseDown(){
if(Loaded){
_root.play()
unloadMovie(ploader)
delete preload
delete Loaded
delete Int
delete onMouseDown
}
}