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geod100

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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!
ASKER CERTIFIED SOLUTION
Avatar of muso120999
muso120999

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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
Avatar of Cerf
Cerf

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.
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;

...
So I did not messed up :-)
>There has been a hint that the problem is the presence of some MX code, but what code?
Avatar of geod100

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.changePhoto = function(d) {
      // make sure pIndex falls within pArray.length
      this.pIndex = (this.pIndex+d)%this.pArray.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.loadPhoto = function() {
      // specify the movieclip to load images into
      var p = _root.photo;
      //------------------------------------------
      // p._alpha = 0;
      p.loadMovie(this.pathToPics+this.pArray[this.pIndex]);
      // 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?
Avatar of geod100

ASKER

I wasn't quite sure how this worked....
That's ok with me,
thanks for caring muso!
you rock

Cërf.