geod100
asked on
Flash 5 Image Gallery Problem, from Kirupa Tutorial
Hi,
I've asked this question before -- and seen it addressed before -- but no clear answer has come around:
https://www.experts-exchange.com/questions/21170974/Problem-with-Flash-5-image-gallery-tutorial.html#12328976
Here's the deal. The Flash 5 movie at:
http://www.kirupa.com/developer/mx/photogallery.htm
Will not load the images, when downloaded, no matter what directory structure is available. There has been a hint that the problem is the presence of some MX code, but what code? Muso's answer, for the record, is completely unrelated to the files in question. This is for a rather urgent project and I would seriously appreciate some help!
I've asked this question before -- and seen it addressed before -- but no clear answer has come around:
https://www.experts-exchange.com/questions/21170974/Problem-with-Flash-5-image-gallery-tutorial.html#12328976
Here's the deal. The Flash 5 movie at:
http://www.kirupa.com/developer/mx/photogallery.htm
Will not load the images, when downloaded, no matter what directory structure is available. There has been a hint that the problem is the presence of some MX code, but what code? Muso's answer, for the record, is completely unrelated to the files in question. This is for a rather urgent project and I would seriously appreciate some help!
ASKER CERTIFIED SOLUTION
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its work
I seem to recall flash 5 having a photo gallery in templates
file>new from template>photogallery
as I also recall..it was easy to configure.. and..it actually worked :)
Z
file>new from template>photogallery
as I also recall..it was easy to configure.. and..it actually worked :)
Z
Hello there geod100,
I have been watching the code and the only thing that belongs to MX is Key.addListener Key.getCode at the very end. But it should not matter since it is a demo implementation.
You should still be able to use
on (release) {
_root.changePhoto(1);
}
and
on (release) {
_root.changePhoto(-1);
}
on buttons
-------------------------- ---------- ---------- ---------- ---------
:Here's the part that won't work in Flash5 (Original Comments left):
// Actions
// these aren't necessary, just an example implementation
this.onKeyDown = function() {
if (Key.getCode() == Key.LEFT) {
this.changePhoto(-1);
} else if (Key.getCode() == Key.RIGHT) {
this.changePhoto(1);
}
};
Key.addListener(this);
Let me know if this helps
Cërf.
I have been watching the code and the only thing that belongs to MX is Key.addListener Key.getCode at the very end. But it should not matter since it is a demo implementation.
You should still be able to use
on (release) {
_root.changePhoto(1);
}
and
on (release) {
_root.changePhoto(-1);
}
on buttons
--------------------------
:Here's the part that won't work in Flash5 (Original Comments left):
// Actions
// these aren't necessary, just an example implementation
this.onKeyDown = function() {
if (Key.getCode() == Key.LEFT) {
this.changePhoto(-1);
} else if (Key.getCode() == Key.RIGHT) {
this.changePhoto(1);
}
};
Key.addListener(this);
Let me know if this helps
Cërf.
Sorry, I too messed up with other questions...
Please post your code, so we can take a look at it
specially the part of:
this.pathToPics = "animation/";
// fill this array with your pics
this.pArray = ["image0.jpg", "image1.jpg", "image2.jpg", "image3.jpg", "image4.jpg", "image5.jpg", "image6.jpg", "image7.jpg", "image8.jpg", "image9.jpg"];
this.fadeSpeed = 20;
this.pIndex = 0;
...
Please post your code, so we can take a look at it
specially the part of:
this.pathToPics = "animation/";
// fill this array with your pics
this.pArray = ["image0.jpg", "image1.jpg", "image2.jpg", "image3.jpg", "image4.jpg", "image5.jpg", "image6.jpg", "image7.jpg", "image8.jpg", "image9.jpg"];
this.fadeSpeed = 20;
this.pIndex = 0;
...
So I did not messed up :-)
>There has been a hint that the problem is the presence of some MX code, but what code?
>There has been a hint that the problem is the presence of some MX code, but what code?
ASKER
My code is exactly as above -- I didn't change it at all.
Here's a quick fix you can do to make it works with Flash5:
// this.pArray = ["image0.jpg", "image1.jpg", "image2.jpg", "image3.jpg", "image4.jpg", "image5.jpg", "image6.jpg", "image7.jpg", "image8.jpg", "image9.jpg"];
this.pArray = ["image0.swf", "image1.swf", "image2.swf", "image3.swf", "image4.swf", "image5.swf", "image6.swf", "image7.swf", "image8.swf", "image9.swf"];
// Note: Flash5 cannot load jpeg, so you need to create your external image in swf format.
...
MovieClip.prototype.change Photo = function(d) {
// make sure pIndex falls within pArray.length
this.pIndex = (this.pIndex+d)%this.pArra y.length;
if (this.pIndex<0) {
this.pIndex += this.pArray.length;
}
// this.onEnterFrame = fadeOut();
loadPhoto();
// Note: .onEnterFrame event handler is not available prior Flash6.
// We'll go straight to loadPhoto function because I think there's no way to just AS it in Flash5
// -- setInterval() is also post-Flash5.
};
...
MovieClip.prototype.loadPh oto = function() {
// specify the movieclip to load images into
var p = _root.photo;
//------------------------ ---------- --------
// p._alpha = 0;
p.loadMovie(this.pathToPic s+this.pAr ray[this.p Index]);
// this.onEnterFrame = loadMeter;
// Note: Disable set _alpa to 0 and .onEnterFrame event handler.
};
Again, this is a quick fix. Of course it would be nice to have fadeOut, fadeIn and loadMeter methods.
// this.pArray = ["image0.jpg", "image1.jpg", "image2.jpg", "image3.jpg", "image4.jpg", "image5.jpg", "image6.jpg", "image7.jpg", "image8.jpg", "image9.jpg"];
this.pArray = ["image0.swf", "image1.swf", "image2.swf", "image3.swf", "image4.swf", "image5.swf", "image6.swf", "image7.swf", "image8.swf", "image9.swf"];
// Note: Flash5 cannot load jpeg, so you need to create your external image in swf format.
...
MovieClip.prototype.change
// make sure pIndex falls within pArray.length
this.pIndex = (this.pIndex+d)%this.pArra
if (this.pIndex<0) {
this.pIndex += this.pArray.length;
}
// this.onEnterFrame = fadeOut();
loadPhoto();
// Note: .onEnterFrame event handler is not available prior Flash6.
// We'll go straight to loadPhoto function because I think there's no way to just AS it in Flash5
// -- setInterval() is also post-Flash5.
};
...
MovieClip.prototype.loadPh
// specify the movieclip to load images into
var p = _root.photo;
//------------------------
// p._alpha = 0;
p.loadMovie(this.pathToPic
// this.onEnterFrame = loadMeter;
// Note: Disable set _alpa to 0 and .onEnterFrame event handler.
};
Again, this is a quick fix. Of course it would be nice to have fadeOut, fadeIn and loadMeter methods.
Thanks for credit for answering your question geod100, but has no-one else here helped you too?
ASKER
I wasn't quite sure how this worked....
That's ok with me,
thanks for caring muso!
you rock
Cërf.
thanks for caring muso!
you rock
Cërf.