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this.slide.onEnterFrame = function() {
	if (draged<>"yes") {
		this._x = Math.ceil((_root._currentframe*percentage)+origX-1);
	} else {

This script does most of the work.
If the slider is not draged it reads the current frame of the movie, it converts it according to the proportion (percentage) and
it adds the original X position of the slider. Then it tells the slider to move to X coordinate = the result of the calculation.
If it is draged, a reverse procedure is happening and the slider tells the movie to go to frame = the result of the calculation.
In both cases I've used Math.ceil or Math.floor to round the result.

I'm sure you've noticed that I used minus or plus 1 to the calculation.
This is a small correction because the slider's starting point is 0 and the movie's 1st frame is 1.

this.slide.onPress = function() {
	_global.draged = "yes";
	this.startDrag(false, origX, origY, origX+(factor*Math.ceil(_root._framesloaded/_root._totalframes)), origY);

When the slider is pressed the following is happening:
The global variable draged is changing to "yes", to inform the onEnterFrame script and act accordingly.
The slider is draged. Its limits (on X axis) are its original position on the left and on the right (here is a very useful trick if you don't preload the whole movie)
a position which is dependable on how many frames of the movie are loaded.

this.slide.onRelease = function() {
	_global.draged = "no";
	if (played == "played") {;
		_global.togle = false;

When the slider is released it informs the whole world about it, by using again the draged variable, it stops been draged and
if the state of the movie is "played" it tells the movie to play and gives "togle" its apropriate value.
The togle line, can be erased if you won't use the play/stop button ("stopbut" clip).

Take a breath. One more piece of code and we're done!

» Level Intermediate

Added: 2005-07-06
Rating: 6.71 Votes: 31
(10 being the highest)
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