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Need To Scroll Through Pics Horizontally


Hi,
I'm working on a site for a photographer who wants the visitor to be able to scroll horizontally through a series of pictures.

She is also open to having thumbnails on the side, where a simple mouseover will change the picture in the center of the page.

Can someone direct me to a resource that will show me how to set this up.




Ultrashock Forums > Flash > Flash Professional
Posted on: 2007-01-19


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I have tried several methods but all are slow.

I have tried vcam but that is also slow.

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_root.ticker._x=xwinpos;
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Of course this doesn't work (I tried it and all that results is ticker almost instantly jumps to the 0,0 position.

So... any suggestions on how to have the ticker instance move nice and slowly from right to left. It is important to keep the current movieclip format because I need to have the headlines linkable via embedded URLs. I've looked at some tickers that do what I want, but they are not clickable URLs.

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let me explain.

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Hi,

I'm makeing a image scroll with images with different width.
I have a problem with defining the every pic _x position.
I tried and read the help, but I'm a kinda newbie in as and looks like I can't solve the issue.

the problem is I have no success in defining the previous images total width or the previous image _x position + the previous image width.

Please help!

here is the code:

Code:
_root.doc.onLoad = function ()
{
var container = _root.Container;
for (var i = 0; i < _root.doc.firstChild.childNodes.length; i ++)
{
var node = _root.doc.firstChild.childNodes[i];
var pic = container.createEmptyMovieClip("pic" + i, i + 10);
var picLoad = pic.createEmptyMovieClip("picLoad", 2);
picLoad.loadMovie(node.attributes.src);
pic.width = node.attributes.width;
var widths = pic.width;
for (var n = 0; n < i; n ++)
{
var l = pic._x + widths ++;
pic._x = l ++

}
pic.href = node.attributes.href;
pic._target = node.attributes._target;
pic.onRelease = function ()
{
getURL(this.href);
}
}

InitializeScroll();
}


I tried to make a variable which takes the neaded value, but it looks like it still takes the value for the current pic.

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Hi,

I'm makeing a image scroll with images with different width.
I have a problem with defining the every pic _x position.
I tried and read the help, but I'm a kinda newbie in as and looks like I can't solve the issue.

the problem is I have no success in defining the previous images total width or the previous image _x position + the previous image width.

Please help!

here is the code:

Code:
_root.doc.onLoad = function ()
{
var container = _root.Container;
for (var i = 0; i < _root.doc.firstChild.childNodes.length; i ++)
{
var node = _root.doc.firstChild.childNodes[i];
var pic = container.createEmptyMovieClip("pic" + i, i + 10);
var picLoad = pic.createEmptyMovieClip("picLoad", 2);
picLoad.loadMovie(node.attributes.src);
pic.width = node.attributes.width;
var widths = pic.width;
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{
var l = pic._x + widths ++;
pic._x = l ++

}
pic.href = node.attributes.href;
pic._target = node.attributes._target;
pic.onRelease = function ()
{
getURL(this.href);
}
}

InitializeScroll();
}
I tried to make a variable which takes the neaded value, but it looks like it still takes the value for the current pic.

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1-9

in the movie, when someone presses a button, var x is changed to the corresponding number, 1-9

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Hi again!

I've got an MC, and I'd like to be able to drag it, ONLY horizontally. This is what I got, but it's not working 100%.


Code:
onClipEvent (load){
initx=_x;
maxx=100;
}

on (press){
startDrag(this, false, _y, initx-maxx, _y, initx);
}
on (release){
stopDrag();
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Look what happens here:
http://atlemo.com/files/test.swf

It's the starting positions I think that are crap. I don't know my X & Y's.

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Works perfectly, however when I go over some links on the website the setInterval causes the animation to get jerky. If I stop moving my mouse over some links then the animation is smooth again.

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Btw my animation runs in Flash 8.



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scrolling = function () {
var scrollHeight:Number = scrollTrack._height;
var contentHeight:Number = contentMain._height;
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var maskHeight:Number = maskedView._height;
var initPosition:Number = scrollFace._y=scrollTrack._y;
var initContentPos:Number = contentMain._y;
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var left:Number = scrollTrack._x;
var top:Number = scrollTrack._y;
var right:Number = scrollTrack._x;
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var dy:Number = 0;
var speed:Number = 10;
var moveVal:Number = (contentHeight-maskHeight)/(scrollHeight-scrollFaceHeight);

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contentMain._y = Math.round(dy*-1*moveVal+initContentPos);
};
};
scrollFace.onMouseUp = function() {
stopDrag();
delete this.onMouseMove;
};
btnUp.onPress = function() {
this.onEnterFrame = function() {
if (contentMain._y+speed<maskedView._y) {
if (scrollFace._y<=top) {
scrollFace._y = top;
} else {
scrollFace._y -= speed/moveVal;
}
contentMain._y += speed;
} else {
scrollFace._y = top;
contentMain._y = maskedView._y;
delete this.onEnterFrame;
}
};
};
btnUp.onDragOut = function() {
delete this.onEnterFrame;
};
btnUp.onRollOut = function() {
delete this.onEnterFrame;
};
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this.onEnterFrame = function() {
if (contentMain._y-speed>finalContentPos) {
if (scrollFace._y>=bottom) {
scrollFace._y = bottom;
} else {
scrollFace._y += speed/moveVal;
}
contentMain._y -= speed;
} else {
scrollFace._y = bottom;
contentMain._y = finalContentPos;
delete this.onEnterFrame;
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};
};
btnDown.onRelease = function() {
delete this.onEnterFrame;
};
btnDown.onDragOut = function() {
delete this.onEnterFrame;
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if (contentHeight<maskHeight) {
scrollFace._visible = false;
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btnDown.enabled = false;
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scrollFace._visible = true;
btnUp.enabled = true;
btnDown.enabled = true;
}
};
scrolling();



I did the tutorial found here.... http://www.kirupa.com/developer/flash8/scrollbar.htm

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Any help on this is highly appreciated.

Thanks!

FOO

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Code:
var newsXML:XML = new XML();
newsXML.ignoreWhite = true;
var output:String = "";

newsXML.onLoad = function(success){
if(success){
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else
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www.mww-media.com/Dock.zip

heres the code

Stage.scaleMode = 'noScale';



this.dockActions = function(label) {
switch(label) {
case 'oc':
trace
_root.gotoAndPlay("oc");
break;
case 'bond':
trace
_root.gotoAndPlay("bond");
break;
case 'marshall':
trace
_root.gotoAndPlay("marshall");
break;
case 'kitchen':
trace
_root.gotoAndPlay("kitchen");
break;
case 'impulse':
trace
_root.gotoAndPlay("impulse");
break;
case 'donovan':
trace
_root.gotoAndPlay("donovan");
break;
case 'svhf':
trace
_root.gotoAndPlay("svhf");
break;
case 'ghost':
trace
_root.gotoAndPlay("ghost");
break;
}
}

var dockTemplate = {
layout: 180, //ROTATION
icon_size: 100,//PIXELS, SAME SIZE AS ICON MAX
icon_min: 50,//INITIAL ICON SIZE
icon_max: 100,//<<<ICON ZOOM SIZE
icon_spacing: 2,
items: [
{ id: 'ghost', label: 'ghost'},
{ id: 'svhf', label: 'svhf' },
{ id: 'donovan',label: 'donovan' },
{ id: 'impulse', label: 'impulse' },
{ id: 'kitchen', label: 'kitchen' },
{ id: 'marshall', label: 'marshall' },
{ id: 'bond', label: 'bond' },
{ id: 'oc', label: 'oc' }
],
span: null,
amplitude: null,
callback: this.dockActions
}

this.attachMovie('Dock', 'menu_mc', 1, dockTemplate);
//HORIZONTAL POSITION
this.menu_mc._x = Stage.width/2;
//VERTICAL POSITION
this.menu_mc._y = 1;

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