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Ok streaming video previews work.
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@@ -67,7 +67,6 @@ export class Engine {
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);
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}
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}, this.videoLayer);
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anim.start();
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// Adding nodes here
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@@ -152,17 +152,10 @@ export class VideoNode extends NetworkedNodeContext {
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} else {
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loadingBar.hide();
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}
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console.log(`${this.didFinishLoading} ${this.shouldPlay}`);
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if (this.didFinishLoading && this.shouldPlay === true) {
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console.log("Playing");
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this.shouldPlay = false;
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this.videoComponent.play();
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} else {
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this.shouldPlay = true;
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this.videoComponent.pause();
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});
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console.log("Pausing");
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}
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this.node.on("mouseup", () => {
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this.play();
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});
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}
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@@ -215,6 +208,7 @@ export class VideoNode extends NetworkedNodeContext {
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this.node.image(videoComponent);
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this.node.draw();
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this.videoComponent.loop = true;
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this.videoComponent.currentTime = 0; // ensure it shows up on screen
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console.log("Can Play");
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@@ -225,10 +219,12 @@ export class VideoNode extends NetworkedNodeContext {
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// remove loading ui
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loadingBar.updateProgress(100);
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loadingBar.hide();
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this.videoComponent.play();
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};
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videoComponent.onseeked = (event: Event) => {
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console.log("Seeked");
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//console.log("Seeked");
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// reimplement using the function
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};
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@@ -237,12 +233,25 @@ export class VideoNode extends NetworkedNodeContext {
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}
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// odd reasoning you have to refresh to prevent multiple instances of things being created. causing laggyness
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// Loading animation when having a sequence of images.
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play() {
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console.log(`${this.didFinishLoading} ${this.shouldPlay}`);
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if (this.didFinishLoading && this.shouldPlay === true) {
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console.log("Playing");
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this.shouldPlay = false;
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this.videoComponent.play();
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} else {
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this.shouldPlay = true;
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this.videoComponent.pause();
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console.log("Pausing");
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}
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}
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async simulatedLoading() {
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// need to block playing while loading
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this.didFinishLoading = false;
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console.log(this.imageIndex);
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if (this.imageIndex == 0) {
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loadingBar.show();
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}
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