Preloader For XML Gallery Not Working
Ok... I have searched and searched and can't seem to figure this one out. I have a preloader for each of the images (loaded with XML) in my gallery. I'm trying to get the percent to show up. I got fed up and deleted the percentage part of the preloader it all together... But now I really need one in there. Does anyone have a clue how to code this? Here's the AS for the preloader bar I have so far: Code: this.onEnterFrame = function() {filesize = container.getBytesTotal();loaded = container.getBytesLoaded();preloader._visible = true;if (loaded != filesize) {preloader.preload_bar._xscale = 100*loaded/filesize;} else {preloader._visible = false;if (container._alpha<100) {container._alpha += 10;}}}; Thank you to anyone that can help!
KirupaForum > Flash > ActionScript 1.0/2.0
Posted on: 06-06-2007, 12:13 PM
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Preloader For Image Gallery Not Working
I have made two pages - thumbs_preloader.swf and image_preloader.swf. The first file has a thumbnail appear inside a box with a preloader for the image. When it is done preloading, it turns into a button. When you click the button, image_preloader.swf is called to appear below it, which also contains an image and a preloader which is exactly the same as the thumbnail version (all i did was stretch out the thumbnail holder box and change the image and saved it as image_preloader.fla. Now, when i click on the thumbnail, the larger image's box appears below it, and thats it. No preloader and no image. Can someone PLEASE help me? I am completely stumped on this!
I have attached a .zip file which contains the two files I am working with. You can also view the .swf files on my website - http://www.arielseri.com/thumbs_preloader.swf so you can see it live.
Xml Gallery Not Working In IE?
I have photogalleries on my site...and they dont seem to work in IE.
Can anyone help? heres the AS to the button that opens the gallery.
Code:
chu_btn.onRelease = function() {
getURL ("javascript:NewWindow=window.open('http://www.akmphoto.net/chuengagement.html','newWin','width='+screen.availWidth+',height='+screen.availHeight+',left=0,top=0,toolbar=No,location=No,scrollbars=No,status=No,resizable=No,fullscreen=Yes'); NewWindow.focus(); screen_height = window.screen.availHeight; screen_width = window.screen.availWidth; left_point = parseInt(screen_width/2)-(800/2); top_point = parseInt(screen_height/2)-(720/2); setTimeout('NewWindow.moveTo(left_point,top_point)',100); void(0);");
}
you can view the galleries in Netscape and FF...but not IE
check out the galleries at www.akmphoto.net to see what i mean....only click the ones that say "New!" to see what my problem is.
Thanks for any help!!
Gallery Component Not Working
I downloaded this thumbnail gallery component from www.flashcomponents.net and ran into afew probs. my question is how to get the gallery to work from the component menu in flash.
The manual www.mr10.net/components/gallery/manual says to just drop the component to the stage and change the parameters to what you need, but all I get is an empty movieclip on export.
I followed the actionscript setup and the movie works fine, but Ran into the same prob. when I tried importing it into another movie.
Ive been up for a few days looking through posts everywhere, any help on this would be much appreciated
My Resize Gallery Not Working :(
I've got a rezise gallery, and i have just uploaded it to test it...but it doesnt work!!! on my PC it works a charm, really nice. but uploaded, nothing...
check it out here
www.medisan.remikstudios.com
its the 3rd button..and this is the code of the gallery..the buttons have this code to load the pics:
on(release){
containerMC.loadPic("f007.jpg");
}
Code:
spacing = 10;
containerMC._alpha = 0;
MovieClip.prototype.loadPic = function(pic){
_root.containerMC._alpha = 0;
this.loadMovie(pic);
_root.onEnterFrame = function(){
var t = containerMC.getBytesTotal(), l = containerMC.getBytesLoaded();
if (t != 0 && Math.round(l/t) == 1){
var w = containerMC._width + spacing, h = containerMC._height + spacing;
border.resizeMe(w, h);
delete _root.onEnterFrame;
}
}
};
MovieClip.prototype.resizeMe = function(w, h){
var speed = 3;
this.onEnterFrame = function(){
this._width += (w - this._width)/speed;
this._height += (h - this._height)/speed;
if( Math.abs(this._width-w)<1){
this._width = w;
this._height = h;
_root.containerMC._x = this._x - this._width/2 + spacing/2;
_root.containerMC._y = this._y - this._height/2 + spacing/2;
_root.containerMC._alpha = 100;
delete this.onEnterFrame;
}
}
};
Gallery Not Working... Can Someone Take A Peak?
Hey all!
in the file i'm learning from ...
http://www.thepixelsink.com/other/gallery.zip
I'm trying to get the rollover and onrelease actions to work, but to no avail. I'm trying to get the colored image to appear on mouseover and the blurred image to appear on release (to show which image is currently being viewed). If anyone is pretty good with arrays and actionscript, could they take a look and see why these two effects aren't working? thanks a bunch
-Woody
Dynamic Gallery Not Working
i need a little bit of help here. the code i'm working with is half my own, and the other half is what i've pieced together from examples found in the help sections.
here is what i have:
Code:
// function for displaying the photos
function showPhotos() {
for(i=1; i<=6; i++) {
imgURL = this['pic'+i]+'.jpg';
this['photo'+i].loadMovie(imgURL);
}
}
//create new LoadVars object
var gal = new LoadVars();
gal.onLoad = showPhotos();
gal.sendAndLoad('gallery.txt', gal, 'POST');
in the end, i'll be using php/mysql for the photos, but for testing purposes, i am using the following text file:
Code:
pic1=image1&pic2=image2&pic3=image3&pic4=image4&pic5=image5&pic6=image6
when i run trace with imgURL, everything comes up as undefined.jpg but when i comment out the gal.onLoad = showPhotos(); and call showPhotos manually, everything works fine.
the only thing i can think of is that maybe the function is called before the variables that i'm loading and when i call the function manually, it just happens to have everything loaded before the function is called. flash help says that .onLoad is only called when .sendAndLoad() has been completed. so what else could this be?
Gallery Not Working Online
I'm trying to adapt an image gallery I found in the movies section. It works fine online by itself, and it works fine on my machine when loaded into another movie. But when I upload it and load it into another movie - nothing. Any ideas?
Gallery Not Working In IE Externally
Hi,
Well this is frustration beyond belief. I have a complete flash site that when I view the gallery portion of the site on my local machine the images load in both IE and firefox. However, I've now pushed my site to my host and the gallery images don't load in IE but still do in firefox.
Can someone please help me with this, I'm totally at a loss. Its an apache server (linux)
http://www.photographybytanyasedore.ca/
Thanks very much
Help With Non-working Gallery Button
Hi! I've been working on an image gallery for a while. It loads the images with xml and it's working fine, except I can't get the next-button to work. A variable (offset) decides how many pictures show up at the time (6 atm), but without the button these are the only pictures visible. The next-button picture (external jpg) shows up, but the on.release-part is not working at all; I still get the arrow cursor, not the hand, and nothing happens when I click on it. I put a trace in there to test it, but it doesn't show in the output-box. Any thoughts?
(I'm sorry if this doesn't come out right, I'm new to this forum and I haven't tried posting code here before.)
---------
var myImages = new XML();
var offset:Number = 0;
myImages.ignoreWhite = true;
myImages.onLoad = function(success) {
allImages = this.firstChild.childNodes.length;
spacing = 70;
for (i=offset; i<(offset+6); i++) {
this.picHolder = this.firstChild.childNodes[i];
this.thumbHolder = thumbnails.createEmptyMovieClip("thumbnail"+i, i);
this.thumbHolder._x = i*spacing;
this.thumbLoader = this.thumbHolder.createEmptyMovieClip("thumbnail_i mage", 0);
this.thumbLoader.loadMovie(this.picHolder.attribut es.thmb);
this.thumbHolder.title = this.picHolder.attributes.title;
this.thumbHolder.stor = this.picHolder.attributes.stor;
this.thumbHolder.onRelease = function() {
loader.loadMovie(this.stor);
title_txt.text = this.title;
};
//next-button
this.nextHolder = nextBtn.createEmptyMovieClip("nextPic", 0);
this.nextHolder.loadMovie("pix/next.jpg");
this.nextHolder.onRelease = function() {
offset == (offset+6);
//trace("Woot");
};
}
};
myImages.load("xml/4bilder.xml");
[CS3] Gallery Not Working On The Internet
Help!
I have created a gallery using a loader which works wonderful when I publish in flash as well as test in dreamweaver in a html file.
But - it does not pull the photos in once I've uploaded to the Internet.
Test site is http://www.artsandysprings.org/index2.html
If you click on Arts in the Open then Sculpture gallery you can see what I mean.
If my code is wrong then why will it work when I publish to view while in Flash as well as when I test my html page in Dreamweaver?
I've used the same exact thing in Flash 8 and had no problems with galleries.
What am I missing?
Any help - suggestions - would be soooo appreciated. I've tried everything I can think of.
Using Xml In Gallery And Not Working Is Css Import
I have the gallery loading anxml file of external images and it all works fine. but when I add the swf into my portfolio it doesnot load. I have checked the file paths, class paths, and nothing.
any help
brian
Photo Gallery Not Working
I am trying to use the simple photo gallery written by sbeener. I'm using flash MX2004, and I've tried the tutorial and then just pasting over old code with my new photos to no avail.
What am I doing to get "output: Nan" or "output: 0" everytime I try to publish it.
All my photos are uniform in size compared to the photo movie clip. I am definitely the neophyte here, please help out with what may be a stupid question.
Gallery Working Fine But I Would To Add Something, Need Some Help.
Hey guys ..... I wonder if someone can help me here .... Im using a gallery that Im kind of modifying my self .... actually taken from kirupa .... I think was scotty who made it (thx by the way).... Im using the V3_with_thumbs_scrolled .
well I wanna know if someone can help me out on this request
everything is working fine so far ... but I would like to add a new feature
when you click one of the thumbs the picture load and all that pretty thing happens ... so what I would like to add is showing more pics of the same work. let me explain myself better.
let say that I click the thumb and it load the pic, but I got like 3 more pieces (or whatever number) of the same work that I wanna show and I would like to add them clicking in a next and prev buttons so when I click, it load the first pic then I have another menu that will show me how many pictures that particular project have and I will click the next and prev button to see the other pictures.
there is a lot of galleries like this I just cant think how to add this feature to this gallery
How would I go in doing something like this ? any help or hint would be appreciated.
thanks
thanks
Url From Flash Gallery Not Working
hi i have the gallery done from the kirupa tutotials but i can get a url link when the large image is diyplayed.. here are my xml and my flash
Flash:
spacing = 10;
containerMC._alpha = 0;
var pArray = new Array();
var tArray = new Array();
var cur = 0;
MovieClip.prototype.loadPic = function(pic) {
cur = pic;
containerMC._alpha = 0;
this.loadMovie(pArray[pic]);
this._parent.onEnterFrame = function() {
var t = containerMC.getBytesTotal(), l = containerMC.getBytesLoaded();
bar._visible = 1;
per = Math.round((l/t)*100);
if (t == l && containerMC._width>0 && containerMC._height>0) {
var w = containerMC._width+spacing, h = containerMC._height+spacing;
border.resizeMe(w, h);
bar._visible = 0;
picinfo.info.text = tArray[pic];
containerMC._alpha = 0;
delete this.onEnterFrame;
containerMC.onRelease = function() {
getURL("_");
};
} else {
bar._width = per;
picinfo.info.text = per+" % loaded";
}
};
};
MovieClip.prototype.resizeMe = function(w, h, pic) {
var speed = 3;
this.onEnterFrame = function() {
this._width += (w-this._width)/speed;
this._height += (h-this._height)/speed;
nav._x = Math.round(this._x-this._width/2);
nav._y = Math.round(this._y+this._height/2+spacing/2);
prevb._x = nav._x-5;
nextb._x = nav._x+this._width+5;
nextb._y = prevb._y=this._y-this._height/2;
picinfo._y = nextb._y-5;
picinfo._x = border._x-picinfo._width/2;
if (Math.abs(this._width-w)<1 && Math.abs(this._height-h)<1) {
this._width = w;
this._height = h;
containerMC._x = this._x-this._width/2+spacing/2;
containerMC._y = this._y-this._height/2+spacing/2;
containerMC._alpha = 100;
delete this.onEnterFrame;
}
};
};
var gallery_xml = new XML();
gallery_xml.ignoreWhite = true;
gallery_xml.onLoad = function(success) {
if (success) {
var gallery = this.firstChild;
gallery_txt.text = gallery.attributes.info;
for (var i = 0; i<gallery.childNodes.length; i++) {
tArray.push(gallery.childNodes[i].attributes.title);
pArray.push(gallery.childNodes[i].attributes.source);
rArray.push(gallery.childNodes[i].attributes.url);
}
containerMC.loadPic(0);
} else {
title_txt.text = "Error!";
}
};
gallery_xml.load("gallery.xml");
prevb.onRelease = function() {
cur--;
if (cur<0) {
containerMC.loadPic(pArray.length-1);
} else {
containerMC.loadPic(cur);
}
};
nextb.onRelease = function() {
cur++;
if (cur>pArray.length-1) {
containerMC.loadPic(0);
} else {
containerMC.loadPic(cur);
}
};
XML:
<?xml version="1.0" encoding="UTF-8"?>
<portfolio info ="Fuji Cameras 2008">
<image title="Fuji J10" source="J10.jpg" url= "http://www.google.com" target="_blank"/>
<image title="Fuji S100" source="S100.jpg"/>
<image title="Fuji S1000fd" source="S1000fd.jpg"/>
<image title="Fuji S8100" source="S8100.jpg"/>
<image title="Fuji Z20fd" source="Z20fd.jpg"/>
<image title="Fuji J50" source="J50.jpg"/>
<image title="Fuji F100fd" source="F100fd.jpg"/>
</portfolio>
when i click on the image i get a bad link as if nothing is coming from the xml... only one is set up at the moment.
thanks a million
ronan
Xml Driven Gallery Not Working =(
I am making a "polaroid gallery" which is draggeable
I have a XML that says :<?xml version="1.0" encoding= "UTF-8" ?>
<gallery>
<photo name="Australia">
<details URL="Australia 628.jpg" category="Landscapes"></details>
</photo>
<photo name="The Blue Sky Above">
<details URL="sky.jpg" category="landscapes"></details>
</photo>
<photo name="Latop SX 3000">
<details URL="laptop.jpg" category="technology"></details>
</photo>
<photo name="Router L6 Adv">
<details URL="router.jpg" category="technology"></details>
</photo>
<photo name="New VW Dashboard">
<details URL="dash.jpg" category="motor vehicles"></details>
</photo>
<photo name="The Egg">
<details URL="egg.jpg" category="food and bev"></details>
</photo>
<photo name="Latop SX 3000">
<details URL="screen.jpg" category="technology"></details>
</photo>
<photo name="Good Year 17s">
<details URL="asa.jpg" category="motor vehicles"></details>
</photo>
<photo name="The Tranquil View">
<details URL="lake.jpg" category="landscapes"></details>
</photo>
<photo name="Greener on the Other Side">
<details URL="ooo.jpg" category="landscapes"></details>
</photo>
<photo name="The Beauty within">
<details URL="flower.jpg" category="nature"></details>
</photo>
<photo name="The Glorious Rain">
<details URL="drops.jpg" category="nature"></details>
</photo>
</gallery>
Also on a layer i have this: #include "lmc_tween.as"
import flash.filters.DropShadowFilter;
stop();
_global.smoothImageLoad = function(imgURL, targetMovie) {
var i=0
do { i++ } while (eval("_root.smoothImageLoadTemp"+i) != undefined)
tmc = _root.createEmptyMovieClip("smoothImageLoadTemp"+i , _root.getNextHighestDepth())
tmc.createEmptyMovieClip("ti", tmc.getNextHighestDepth())
tmc.tm = targetMovie
with(tmc) {
tmcl = new MovieClipLoader()
tmcl.onLoadComplete = function() {
ti.onEnterFrame = function() {
pixelData = new flash.display.BitmapData(ti._width, ti._height);
pixelData.draw(ti);
tm.attachBitmap(pixelData, 1, true, true);
tm.smoothImageLoadComplete()
removeMovieClip(ti._parent)
}
}
tmcl.loadClip(imgURL, tmc.ti)
}
}
mymc.smoothImageLoadComplete = function() {
trace("yeah baby yeah!!!")
}
function init () {
catHeight = 26;
tweenSpeed = 1;
_root.tweenAnim = 'easeInOut';
maxHeight = 260;
_root.padding = 60
_root.SW = Stage.width;
_root.SH = Stage.height;
_root.loadbar._xscale = 0;
loadData();
}
function closeImage () {
trace('CLOSE');
mainLoad.tween(['_x','_y'],[_root.SW*20,_root.SH*20],0,'easeout',1);
mainLoad.alphaTo(0,1,'easeout');
}
function openImage (theMC) {
if(_root.selectMC._x == _root.SW/2){
_root.selectMC.slideTo(Math.abs(_root.SW*Math.rand om()),Math.abs(_root.SH*Math.random()),1,'easeInOu t');
_root.selectMC.photoHold.rotateTo(Math.abs(180*Mat h.random()),1,'easeInOut');
}
theMC.slideTo(_root.SW/2,_root.SH/2,1,'easeInOut');
theMC.photoHold.rotateTo(0,1,'easeInOut');
_root.selectMC = theMC;
var myImage:MovieClipLoader = new MovieClipLoader();
var imgListener:Object = new Object();
_root.loadbar.alphaTo(100,1)
_root.loadbar.onEnterFrame = function () {
perc = (mainLoad.mainImg.getBytesLoaded()/mainLoad.mainImg.getBytesTotal())*100;
_root.loadbar._xscale += (perc - _root.loadbar._xscale)/2;
trace(_root.loadbar._xscale);
}
imgListener.onLoadInit = function(targetMc:MovieClip) {
delete _root.loadbar.onEnterFrame;
_root.loadbar._xscale = 100;
_root.loadbar.alphaTo(0,1)
targetMc._parent.alphaTo(100,1,'easeout',1);
targetMc._parent.mainImg.alphaTo(0,0,'easeout');
targetMc._parent.details.alphaTo(0,0,'easeout');
targetMc._parent.mainLoadBack.tween(['_width','_height'],[76,89],0,'easeout');
targetMc._parent.tween(['_x','_y'],[_root.SW/2,_root.SH/2],0,'easeout');
targetMc._parent.mainLoadBack.tween(['_x','_y'],[0,15],0,'easeout');
targetMc._parent.details.thePhotoName._x = -targetMc._width/2;
targetMc._parent.details.thePhotoName._y = targetMc._height/2 + 10;
targetMc._parent.details.theCatText._x = targetMc._width/2 - 160;
targetMc._parent.details.theCatText._y = targetMc._height/2 + 12;
targetMc._parent.details.photoName = _root.selectMC.theName;
targetMc._parent.details.catText = _root.selectMC.theCategory;
targetMc._parent.mainLoadBack.tween(['_width','_height'],[targetMc._width + 20,targetMc._height + 50],1,'easeout',1);
targetMc.tween(['_x','_y'],[-(targetMc._width/2),-(targetMc._height/2)],0,'easeout');
targetMc._parent.mainImg.alphaTo(100,2,'easeout',1 .5);
targetMc._parent.details.alphaTo(100,2,'easeout',1 .7);
};
mainLoad.alphaTo(0,1,'easeout');
myImage.addListener(imgListener);
myImage.loadClip('images/'+theMC.imageURL, _root.mainLoad.mainImg);
}
function showDetails (theMC) {
delete _root.details.onEnterFrame;
_root.details.onEnterFrame = function () {
this._x -= (this._x - _root._xmouse)/3;
this._y -= (this._y - _root._ymouse)/3;
}
_root.details.thePhotoName.autoSize = true;
_root.details.thePhotoName.text = theMC.theName;
_root.details.thePhotoName._x = 73 - (_root.details.thePhotoName._width/2);
_root.details.thePhotoName._y = -70 - (_root.details.thePhotoName._height/2);
_root.details.theCat = theMC.theCategory;
_root.details.alphaTo(100,1);
}
function hideDetails (theMC) {
_root.details.alphaTo(0,1);
}
function closeStack () {
if (_root.stackBut._currentframe > 20) {
_root.stackBut.gotoAndPlay(41);
}
for (counter = 0;counter < _root.categories.length; counter++ ) {
_root.photoMC['header'+counter].alphaTo(0,1,'easeOut',counter/10);
}
}
function stack () {
_root.closeImage ()
for (counter = 0;counter < _root.categories.length; counter++ ) {
_root.photoMC.attachMovie('textHeader','header'+co unter,1000+counter);
divX = (_root.SW/(_root.categories.length+1))
_root.photoMC['header'+counter]._alpha = 0;
_root.photoMC['header'+counter]._x = divX+(counter*divX);
_root.photoMC['header'+counter]._y = 80;
_root.photoMC['header'+counter].theTitle = _root.categories[counter][0];
_root.photoMC['header'+counter].alphaTo(100,1,'easeOut',counter/10);
for (counter1 = 1;counter1 < _root.categories[counter].length; counter1++ ) {
thePhoto = _root.photoMC['photo'+_root.categories[counter][counter1]];
delete thePhoto.photoHold.onEnterFrame;
thePhoto.slideTo(divX+(counter*divX),20+(counter1* 120),1,'easeInOut');
thePhoto.photoHold.rotateTo(0,2,'easeInOut')
}
}
}
function randomize () {
for (counter = 0;counter < _root.categories.length; counter++ ) {
_root.photoMC['header'+counter].alphaTo(0,1,'easeOut',counter/10);
}
for (counter = 0;counter < _root.totPhotos; counter++ ) {
thePhoto = _root.photoMC['photo'+counter];
delete _root.photoMC['photo'+counter].photoHold.onEnterFrame;
thePhoto.slideTo(_root.padding+Math.abs((_root.SW-(_root.padding*2))*Math.random()),_root.padding+Ma th.abs((_root.SH-(_root.padding*2))*Math.random()),1,'easeInOut')
thePhoto.photoHold.rotateTo( thePhoto.photoHold._rotation + (Math.abs(360*Math.random())-180),2,'easeInOut')
}
}
function loadData() {
menu_xml = new XML();
menu_xml.load("gallery.xml");
menu_xml.ignoreWhite = 1;
menu_xml.onLoad = function(ok) {
if (ok) {
_root.totPhotos = menu_xml.firstChild.childNodes.length;
_root.categories = new Array();
tempCat = '';
_root.shuffleBut.slideTo(44,38,1,_root.tweenAnim,3 )
_root.shuffleBut.alphaTo(100,1,_root.tweenAnim,3)
_root.stackBut.slideTo(104,35,1,_root.tweenAnim,3. 5)
_root.stackBut.alphaTo(100,1,_root.tweenAnim,3.5)
for (counter = 0;counter < totPhotos; counter++ ) {
node = menu_xml.firstChild.childNodes[counter]
_root.photoMC.attachMovie('photoItem','photo'+coun ter,counter);
thePhoto = _root.photoMC['photo'+counter];
thePhoto.theName = node.attributes.name;
thePhoto.nodeDetails = new Array();
thePhoto.imageURL = node.childNodes[0].attributes.URL;
tempArr = thePhoto.imageURL.split('.',2);
thePhoto.thumbURL = tempArr[0]+'_small.'+tempArr[1];
thePhoto.theCategory = node.childNodes[0].attributes.category;
found = false;
for(i = 0;i < _root.categories.length;i++){
if(_root.categories[i][0] == thePhoto.theCategory){
found = true;
_root.categories[i].push(counter);
}
}
if (!found){
_root.categories.push(new Array(thePhoto.theCategory,counter));
}
smoothImageLoad('images/'+thePhoto.thumbURL, thePhoto.photoHold.imgLoad)
thePhoto._x = Math.abs(_root.SW/2);
thePhoto._y = _root.SH + 200;
var dropShadowropShadowFilter = new DropShadowFilter(2, 45, 0x000000, 0.3, 5, 5, 2, 3);
thePhoto.filters = [dropShadow];
thePhoto.onEnterFrame = function () {
perc = (this.photoHold.imgLoad.getBytesLoaded()/this.photoHold.imgLoad.getBytesTotal());
trace(perc);
if(perc == 1){
delete this.onEnterFrame;
timer = 3*Math.random();
this.slideTo(_root.padding+Math.abs((_root.SW-(_root.padding*2))*Math.random()),_root.padding+Ma th.abs((_root.SH-(_root.padding*2))*Math.random()),1,_root.tweenAni m,timer)
this.photoHold.rotateTo(Math.abs(360*Math.random() ),2,_root.tweenAnim,timer)
}
}
}
} else {
trace("XML not loaded");
}
}
}
//==========================================
init ();
When i try it it says error on opening and the URL of the photo, this gallery was take from one in ffiles, and i took the code and re- draw it if you want to do see it because it weights too much for me to put it in here the link is: http://www.ffiles.com/flash/photo_ga...ting_1434.html
Thanx
Buttons Not Working In Photo Gallery
Hello,
I set up a photo gallery that uses transition effects. The JPEG will load with the transition effect but when I try to use the thumbnails nothing happens. I think there is something wrong with the thumbnail code. Here is the code
import mx.transitions.*;
import mx.transitions.easing;
this.createEmptyMovieClip("image_mc", this.getNextHighestDepth());
var mclListener: Object = new Object();
mclListener.onLoadStart = function(target_mc:MovieClip) {
};
mclListener.onLoadComplete = function(target_mc:MovieClip) {
};
mclListener.onLoadInit = function(target_mc:MovieClip) {
TransitionManager.start(target_mc,
{type:Blinds, direction:Transition.IN,
duration:2, easing:None.easeNone,
numStrips:10, dimension:0});
};
var image_mcl:MovieClipLoader = new MovieClipLoader();
image_mcl.addListener(mclListener);
image_mcl.loadClip("image1.jpg", image_mc);
//the code works up to this point loading the jpeg with the effect
button1_mc.onRelease = function(){
image_mcl.loadClip("image1.jpg", image_mc);
}
Someone please tell me what I'm doing wrong.
Thanks,
WonderWendy
Buttons Not Working In Photo Gallery
Hello,
I set up a photo gallery that uses transition effects. The JPEG will load with the transition effect but when I try to use the thumbnails nothing happens. I think there is something wrong with the thumbnail code.Thanks, WonderWendy
Attach Code
import mx.transitions.*;
import mx.transitions.easing;
this.createEmptyMovieClip("image_mc", this.getNextHighestDepth());
var mclListener: Object = new Object();
mclListener.onLoadStart = function(target_mc:MovieClip) {
};
mclListener.onLoadComplete = function(target_mc:MovieClip) {
};
mclListener.onLoadInit = function(target_mc:MovieClip) {
TransitionManager.start(target_mc,
{type:Blinds, direction:Transition.IN,
duration:2, easing:None.easeNone,
numStrips:10, dimension:0});
};
var image_mcl:MovieClipLoader = new MovieClipLoader();
image_mcl.addListener(mclListener);
image_mcl.loadClip("image1.jpg", image_mc);
//the code works up to this point loading the jpeg with the effect
button1_mc.onRelease = function(){
image_mcl.loadClip("image1.jpg", image_mc);
}
Photo Gallery Tutorial Not Working
I even tried downloading the complete XML Photo Gallery Flash MX fla file and it still didn't work. Only thing I did was edit the "images" XML file. I not getting any file opening errors. Please help me.
Counting Not Working With The XML Photo Gallery
Hello!
So, after I completed the XML Photo Gallery Tutorial, I wanted to implement it to a little project.
I've searched around but can't find the answer to this one. Should be an easy question to answer
So, I've made an swf that uses the Gallery, and thats working just fine. But when I load that Swf thru a "main" swf, the captions and counting won't work! It's like:
_root.container -> then the XML gallery.
ex: _root.container.desc_txt where desc_txt is in the XML gallery.
Get my point? The textboxes are displaying, but just not actice.
I'm using MX 2004.
Thanks for any help!
Picture Gallery Not Working In Firefox?
Can somebody take a look at this and confirm that it doesn't work in firefox?
http://www.redmirrorball.com/mocks/picgal/
I have tried it on two different machines it seems to work fine in IE but not FF.
Thanks,
GL
Photo Gallery Tutorial Not Working
I followed the steps in sbeener's photo gallery tutorial carefully. I did everything the way the instructions said, but something's wrong. It doesn't work. It shows the first image in the series and won't advance. The checked the actionscript more than once on the buttons and on the first frame of the container. Everything looks like it should....as far as I can tell. What's wrong?
Gallery Help, Next/previous Buttons Not Working
Hey
My question is in reference to the hybrid gallery described here http://www.kirupa.com/forum/showthread.php?t=202184
Basically I am attempting to create a next and previous button for this particular version of the gallery. I know what's going wrong, I just don't know *why*. Here's my code:
ActionScript Code:
function dopress() { for (var i = 0; i<cliparray.length; i++) { scroll.paper["btn"+i].thmb.gotoAndStop(1); cliparray[i]._visible = 0; if (scroll.paper["btn"+i].okay == true) { scroll.paper["btn"+i].enabled = true; scroll.paper["btn"+i]._alpha = 100; } }trace(this) this.enabled = false; border.resizeMe(myarray[this.ivar].holder, myarray[this.ivar].holder._width, myarray[this.ivar].holder._height, this.ivar+1); info.text = myarray[this.ivar].title; this._parent._parent._parent.next.onRelease = function() { if (ivar<cliparray.length-1) { ivar++; doPress(); } else { ivar = 0; doPress(); } };prev.onRelease = function() { if (ivar>0) { ivar--; doPress(); } else { ivar = cliparray.length-1; doPress(); }}
The code works fine if I just navigate the gallery pictures via the prev/next buttons, the problem arises when I click on one of the thumbs itself. When I do a trace within the doPress() function, if I click on the prev or next button and then click back on a thumb, somehow "this" becomes _level0, instead of "_level0.scroll.paper["btn"+i]" as it should be. So I think I'm not calling the ivar variable correctly, but everything I've tried has failed. Any help would be appreciated.
-Swan
XML Image Gallery — SO CLOSE TO WORKING
hi guys.
i have been searching every xml thread on this site and cant find an answer to what i feel will be a simple problem for someone.
i have used kirupas xml image gallery tutorial. i am calling the gallery.swf into a main swf, in an empty mc. sounds simple right... working ok, excpet the gallery next and back buttons skip images at random.
you can see it working/not working at http://www.forcetwelve.net/petal
in the gallery section.
the code is identical to the xml tutorial.
i have read that it may be something to do with the listener on the buttons?
any help is SOOOO appreciated. thanks.
AG
Working Xml Resize Gallery With Scroll
hey everyone, just thought I'd give a little back, here is a working xml photo gallery with thumbs wich also scroll. I haven't added the pics folder. All you have to do is create a picture folder then sub folders for thumbs and main pics. Thumbs should be 40x40 pixels. You can play around with the main pis site. You can also add captions. Any probs please let me know. enjoy.
Photo Gallery Tutorial Not Working
I've tried following the Photo Gallery tutorial on this site but for some reason mine is not working. Please help. I'm using Flash 5 by the way if that matters.
Thanks.
Gallery OnclipEvent Not Working Properly...
It's been a long while since I've worked with Flash,
so bear with me...
I have this altered gallery (from the kirupa photogallery)that works onClipEvent.
I think it was made with MX2004, but when I test it online,
it's not working properly:
http://www.maremonti.nl/frames/test.html
Could this have to do with the code?:
Code:
onClipEvent (load) {
start = getTimer();
}
onClipEvent (enterFrame) {
nu = getTimer();
tijd = (now-start)/1000;
if (tijd>=4) {
start = now;
_root.changePhoto(1);
}
}
Hope someone can help...thanks
External Movie - Gallery Not Working.
Hi all,
Quickie question. I have a main movie, where I want to load an external movie into, which holds a gallery. However when the external movie successfully loads, the left and right thumbnail scrollers do not work, so I cannot click or view and thumbnails.
I'm guessing the answer is staring right at me, but its been so long I thought I'd plead for some Kirupian help.
Below is the gallery A/S.
Code:
/*
set this to the width of the flash movie,
or whatever area you want to be visible.
*/
var stagewidth:Number = 620;
/*
the higher this number is, the slower
the top speed will be. the opposite is
also true, the smaller the number is,
the faster the top speed will be.
*/
var divisions:Number = 30;
/*
This is the padding that you have
between each image in the scrolling
movie clip. this makes it look like
it's looping, because it pads the
side of the movie clip the same as
the real spacing.
*/
var bumper:Number = 10;
/*
This is how fast (in milliseconds)
the movie will check the mouse location.
You shouldn't need to change this,
but if you want to, smaller numbers
check more frequently, and larger
numbers check less frequently. The
smaller the number, the smoother the
animation will look. Trying to make
this number too small may cripple
computers of lesser technology.
*/
var updatespeed:Number = 20;
/*
This just declares the variable so that
it is known throughout all the functions.
You don't need to set this to anything.
If you do, the scrolling clips will
initially move without the user's
interaction. Might be a good way to draw
attention to the clips if using as a
navigation to let the user know how it
works.
*/
var acceleration:Number;
/*
This variable defines the amount of
deceleration you want to see when the
user moves his mouse outside of the
scrolling area. The higher the number,
the less deceleration you will see.
*/
var decelerationmultiplyer:Number = 1.1;
/*
This variable initializes the direction
in which the scroller will move. Setting
this variable to 'Left' or 'Right' is
completely arbitrary. It just needs to
be one of those values.
*/
var moving:String = 'Left';
/*
This set's up the name of the first
movie clip instance on the stage that
we are going to scroll back and forth
*/
var mc_1:MovieClip = _root.clip_1;
/*
This set's up the name of the second
movie clip instance on the stage that
we are going to scroll back and forth
*/
var mc_2:MovieClip = _root.clip_2;
/*
This defines the top of the scrolling
area.
*/
var topscrollboundary:Number = mc_1._y;
/*
This defines the bottom of the
scrolling area.
*/
var bottomscrollboundary:Number = mc_1._y + mc_1._height;
/*
this function positions the clips a
bumper away from each other before
checking to see if they have reached
their limits. this was extracted from
the scroll functions to keep with the
DRY mentality.
*/
function positionClips () {
if (mc_1._x > mc_2._x) {
mc_2._x -= acceleration;
mc_1._x = mc_2._x + mc_2._width + bumper;
} else {
mc_1._x -= acceleration;
mc_2._x = mc_1._x + mc_1._width + bumper;
}
}
/*
this function moves the images to the
left This function gets called when
your cursor is on the right half of
the movie
*/
function scrollLeft () {
positionClips();
if (mc_1._x >= mc_1._width && mc_1._x >= stagewidth)
mc_1._x = mc_2._x - mc_1._width - bumper;
if (mc_2._x >= mc_2._width && mc_2._x >= stagewidth)
mc_2._x = mc_1._x - mc_2._width - bumper;
}
/*
this function moves the images to the
right. This function gets called when
your cursor is on the left half of
the movie
*/
function scrollRight () {
positionClips();
if (mc_1._x + mc_1._width < 0)
mc_1._x = mc_2._x + mc_2._width + bumper;
if (mc_2._x + mc_1._width < 0)
mc_2._x = mc_1._x + mc_1._width + bumper;
}
/*
this function figures out what speed
the images should be moved at in
relation to the mouse location, which
direction the images should be moved
and then moves them.
*/
function updateScroll () {
acceleration = ((_root._xmouse - (stagewidth / 2)) / divisions);
if (_root._xmouse > (stagewidth / 2)) {
moving = 'Right';
scrollRight();
} else {
moving = 'Left';
scrollLeft();
}
}
/*
This function controls the deceleration
of the clips to the left by using the
original scrollLeft() method.
*/
function slowDownLeft()
{
if (Math.abs(acceleration) > 0)
{
_getDeceleration();
scrollLeft();
}
}
/*
This function controls the deceleration
of the clips to the right by using the
original scrollRight() method.
*/
function slowDownRight()
{
if (acceleration > 0)
{
_getDeceleration();
scrollRight();
}
}
/*
Utility function updates the acceleration
variable to account for the deceleration
during slow down.
*/
function _getDeceleration ()
{
tmpaccel = (Math.floor(Math.abs(acceleration) / decelerationmultiplyer) > 0) ? (Math.floor(Math.abs(acceleration) / decelerationmultiplyer)) : 0
if (moving == 'Left') {
acceleration = -tmpaccel;
} else if (moving == 'Right') {
acceleration = tmpaccel;
}
}
/*
This function is repeatedly called via
the mouseupdate interval. It checks if
the mouse is within the target area for
scrolling and then either updates the
scroll positions directly, or begins
the deceleration process
*/
function mouseTracker ()
{
if (_root._ymouse >= topscrollboundary && _root._ymouse <= bottomscrollboundary) {
updateScroll();
} else {
eval('slowDown' + moving).call();
}
}
/*
this bit of code repeatedly calls the updateScroll function
at the specified interval
*/
var mouseupdate = setInterval(mouseTracker, updatespeed);
If anyone can spare a minute to take a look, I'll buy them a !
[FMX04]flash Gallery With Xml Not Working On PCs
Hi all, thank you for your help with this.
I am adding flash galleries to www.puredanceacademy.ca on the Facilities and Gallery pages. On my mac I've tested the galleries using Firefox, Safari, and Opera and they are working perfectly as expected. However, there is no gallery, or error message on PC machines. I do not have a PC so I can't test it, but I've had a Vista and XP user both test the site and the galleries do not display at all.
Any ideas of the problem?
Additional details:
- the gallery is based on the Kirupa.com tutorial
- I am running MX 2004 Pro (v.7)
Photo Gallery Loadmeter Not Working...
I’m using the tutorial for the Photo Gallery, using Sbeener’s code – lovely bit of code /tute btw, thanks to all concerned!!!!!
Only problem I’m having is with the preloader… I have searched this forum but haven't been able to come up with the answer yet, so sorry if I'm repeating...
I can see the code for the loadmeter, but not quite sure what to do with it. It doesn’t seem to work in the completed tutorial file either and the tutorial itself doesn’t mention it . I can’t see any text fields on the stage to display the information. - think that could be the problem…? Can anyone tell me what I need to do to make the loadmeter function??
I think I need to put dynamic text fields on the stage, but do they go on a new layer, same frame or somewhere else?? Also from the code; am I labelling the variances l & t?? I think I’m close…just not quite there yet please help.
The loadmeter code from the tutorial is as follows:
MovieClip.prototype.loadMeter = function() {
var i, l, t;
l = this.photo.getBytesLoaded();
t = this.photo.getBytesTotal();
if (t>0 && t == l) {
this.onEnterFrame = fadeIn;
} else {
trace(l/t);
}
};
Thanks in advance to anyone who can shed some light
Photo Gallery Tutorial Not Working
I even tried downloading the complete XML Photo Gallery Flash MX fla file and it still didn't work. Only thing I did was edit the "images" XML file. I not getting any file opening errors. Please help me.
Counting Not Working With The XML Photo Gallery
Hello!
So, after I completed the XML Photo Gallery Tutorial, I wanted to implement it to a little project.
I've searched around but can't find the answer to this one. Should be an easy question to answer
So, I've made an swf that uses the Gallery, and thats working just fine. But when I load that Swf thru a "main" swf, the captions and counting won't work! It's like:
_root.container -> then the XML gallery.
ex: _root.container.desc_txt where desc_txt is in the XML gallery.
Get my point? The textboxes are displaying, but just not actice.
I'm using MX 2004.
Thanks for any help!
Dynamic Image Gallery (not Working So Well)
Hello I am working on a dynamic image gallery that is a bit out of my league, if you can’t already tell from my sloppy code. The gallery loads .jpgs resizes them, centers them and then it is supposed to resize a frame to fit around them, the frame resize is not going so well and I cannot figure out why, so if anyone can shed some light on my crappy code please do so, thank you. I have commented out the parts that don’t work as they should.
ActionScript Code:
mclListener.onLoadInit = function(target_mc:MovieClip):Void {
var ratio:Number = 500/400;
var w:Number = target_mc._width;
var h:Number = target_mc._height;
var targetsRatio:Number = w / h;
import mx.transitions.Tween;
import mx.transitions.easing.*;
if (targetsRatio <= ratio) {
var scaler:Number = 400/h;
trace("if");
var newWidth:Number = target_mc._width * scaler;
target_mc._width = newWidth;
var newHeight:Number = target_mc._height * scaler;
target_mc._height = newHeight;
target_mc._x = Stage.width/2-target_mc._width/2;
//trace("image h= " + target_mc._height);
//trace("image w= " + target_mc._width);
//_parent.box_mc._x = target_mc._x;
//_parent.box_mc._y = target_mc._y + 75;
//var boxNewXscale:Number = (target_mc._width / _parent.box_mc._width) * 100;
//var boxNewYscale:Number = (target_mc._height / _parent.box_mc._height) * 100;
//var xScaleT:Tween = new Tween(_parent.box_mc, "_xscale", Elastic.easeOut, 100, boxNewXscale + 1, 3, true);
//var yScaleT:Tween = new Tween(_parent.box_mc, "_yscale", Elastic.easeOut, 100, boxNewYscale + 1, 3, true);
//_parent.box_mc._width = target_mc._width;
//_parent.box_mc._height = target_mc._height;
} else {
var scaler:Number = 500/w;
trace("else");
var newWidth:Number = target_mc._width * scaler;
target_mc._width = newWidth;
var newHeight:Number = target_mc._height * scaler;
target_mc._height = newHeight;
target_mc._x = Stage.width/2-target_mc._width/2;
/*
trace("image h= " + target_mc._height);
trace("image w= " + target_mc._width);
_parent.box_mc._x = target_mc._x;
_parent.box_mc._y = target_mc._y + 75;
var boxNewXscale:Number = (target_mc._width / _parent.box_mc._width) * 100;
var boxNewYscale:Number = (target_mc._height / _parent.box_mc._height) * 100;
var xScaleTe:Tween = new Tween(_parent.box_mc, "_xscale", Elastic.easeOut, 100, boxNewXscale + 1, 3, true);
var yScaleTe:Tween = new Tween(_parent.box_mc, "_yscale", Elastic.easeOut, 100, boxNewYscale + 1, 3, true);
_parent.box_mc._width = target_mc._width
_parent.box_mc._height = target_mc._height
*/
}
};
External Movie - Gallery Not Working.
Hi all,
Quickie question. I have a main movie, where I want to load an external movie into, which holds a gallery. However when the external movie successfully loads, the left and right thumbnail scrollers do not work, so I cannot click or view and thumbnails.
I'm guessing the answer is staring right at me, but its been so long I thought I'd plead for some UltraShock help. I'm guessing because its external I need to change a '_root', or along those lines?
Below is the gallery A/S.
Code:
/*
set this to the width of the flash movie,
or whatever area you want to be visible.
*/
var stagewidth:Number = 620;
/*
the higher this number is, the slower
the top speed will be. the opposite is
also true, the smaller the number is,
the faster the top speed will be.
*/
var divisions:Number = 30;
/*
This is the padding that you have
between each image in the scrolling
movie clip. this makes it look like
it's looping, because it pads the
side of the movie clip the same as
the real spacing.
*/
var bumper:Number = 10;
/*
This is how fast (in milliseconds)
the movie will check the mouse location.
You shouldn't need to change this,
but if you want to, smaller numbers
check more frequently, and larger
numbers check less frequently. The
smaller the number, the smoother the
animation will look. Trying to make
this number too small may cripple
computers of lesser technology.
*/
var updatespeed:Number = 20;
/*
This just declares the variable so that
it is known throughout all the functions.
You don't need to set this to anything.
If you do, the scrolling clips will
initially move without the user's
interaction. Might be a good way to draw
attention to the clips if using as a
navigation to let the user know how it
works.
*/
var acceleration:Number;
/*
This variable defines the amount of
deceleration you want to see when the
user moves his mouse outside of the
scrolling area. The higher the number,
the less deceleration you will see.
*/
var decelerationmultiplyer:Number = 1.1;
/*
This variable initializes the direction
in which the scroller will move. Setting
this variable to 'Left' or 'Right' is
completely arbitrary. It just needs to
be one of those values.
*/
var moving:String = 'Left';
/*
This set's up the name of the first
movie clip instance on the stage that
we are going to scroll back and forth
*/
var mc_1:MovieClip = _root.clip_1;
/*
This set's up the name of the second
movie clip instance on the stage that
we are going to scroll back and forth
*/
var mc_2:MovieClip = _root.clip_2;
/*
This defines the top of the scrolling
area.
*/
var topscrollboundary:Number = mc_1._y;
/*
This defines the bottom of the
scrolling area.
*/
var bottomscrollboundary:Number = mc_1._y + mc_1._height;
/*
this function positions the clips a
bumper away from each other before
checking to see if they have reached
their limits. this was extracted from
the scroll functions to keep with the
DRY mentality.
*/
function positionClips () {
if (mc_1._x > mc_2._x) {
mc_2._x -= acceleration;
mc_1._x = mc_2._x + mc_2._width + bumper;
} else {
mc_1._x -= acceleration;
mc_2._x = mc_1._x + mc_1._width + bumper;
}
}
/*
this function moves the images to the
left This function gets called when
your cursor is on the right half of
the movie
*/
function scrollLeft () {
positionClips();
if (mc_1._x >= mc_1._width && mc_1._x >= stagewidth)
mc_1._x = mc_2._x - mc_1._width - bumper;
if (mc_2._x >= mc_2._width && mc_2._x >= stagewidth)
mc_2._x = mc_1._x - mc_2._width - bumper;
}
/*
this function moves the images to the
right. This function gets called when
your cursor is on the left half of
the movie
*/
function scrollRight () {
positionClips();
if (mc_1._x + mc_1._width < 0)
mc_1._x = mc_2._x + mc_2._width + bumper;
if (mc_2._x + mc_1._width < 0)
mc_2._x = mc_1._x + mc_1._width + bumper;
}
/*
this function figures out what speed
the images should be moved at in
relation to the mouse location, which
direction the images should be moved
and then moves them.
*/
function updateScroll () {
acceleration = ((_root._xmouse - (stagewidth / 2)) / divisions);
if (_root._xmouse > (stagewidth / 2)) {
moving = 'Right';
scrollRight();
} else {
moving = 'Left';
scrollLeft();
}
}
/*
This function controls the deceleration
of the clips to the left by using the
original scrollLeft() method.
*/
function slowDownLeft()
{
if (Math.abs(acceleration) > 0)
{
_getDeceleration();
scrollLeft();
}
}
/*
This function controls the deceleration
of the clips to the right by using the
original scrollRight() method.
*/
function slowDownRight()
{
if (acceleration > 0)
{
_getDeceleration();
scrollRight();
}
}
/*
Utility function updates the acceleration
variable to account for the deceleration
during slow down.
*/
function _getDeceleration ()
{
tmpaccel = (Math.floor(Math.abs(acceleration) / decelerationmultiplyer) > 0) ? (Math.floor(Math.abs(acceleration) / decelerationmultiplyer)) : 0
if (moving == 'Left') {
acceleration = -tmpaccel;
} else if (moving == 'Right') {
acceleration = tmpaccel;
}
}
/*
This function is repeatedly called via
the mouseupdate interval. It checks if
the mouse is within the target area for
scrolling and then either updates the
scroll positions directly, or begins
the deceleration process
*/
function mouseTracker ()
{
if (_root._ymouse >= topscrollboundary && _root._ymouse <= bottomscrollboundary) {
updateScroll();
} else {
eval('slowDown' + moving).call();
}
}
/*
this bit of code repeatedly calls the updateScroll function
at the specified interval
*/
var mouseupdate = setInterval(mouseTracker, updatespeed);
If anyone can spare a minute to take a look, I'd be extremely thankful!
Flash Photo Gallery Working For 50%.
Hey guys, im making a real simpel photo gallery for a website im designing.
This is my index,
http://www.mtb-vacations.com/peter/pages/index.htm
From here you have to push "Nederlands" in the rightlowcorner. To get to the photo gallery you have to press "Vakantie" in the upperleft corner. Then you have to press "Durbuy" in the rightlowcorner.
Here you can see my photo gallery, no photo's are in it yet, this is beacause the MC/SWF loader dosent work.
But when you got to,
http://www.mtb-vacations.com/peter/page ... urbuy.html
You can see a a picture!
So my question is, why cant I see it when I watch it in the website, but I can see if if I go to the page?
This is the code I use to load the picture.
Code:
loadMovie("foto1.swf", theHolder);
Preloader Starting At 82% And Another Preloader Not Working
i have two new problems now , my global preloader is starting at 82% , i do imagine why but not sure, i suposse that all my MC are been loaded at 1st frame althouth my movie starts at 5th frame in scene 2 ... is there any way to tell MCs to load at 5th frame ?
and another preloader working when i use Crtl+enter But not working at the web when i upload it into internet, here is the code of the preloader (the second one)Code:
function fotografia(numero, texto) {
_root.MCInstalaciones.ventanita.fotoin.createEmptyMovieClip('holder', 1);
//load the external movie into the new movieclip
_root.MCInstalaciones.ventanita.fotoin.holder.loadMovie('imagenes/'+numero+'.jpg');
_root.MCInstalaciones.ventanita.notainsta.textodefoto.text = texto;
};
//check the download status of the external
//movie once every frame
_root.MCInstalaciones.ventanita.fotoin.onEnterFrame = function() {
//trace the porcentajeage of the movie that has loaded
porcentaje = (_root.MCInstalaciones.ventanita.fotoin.holder.getBytesLoaded()/_root.MCInstalaciones.ventanita.fotoin.holder.getBytesTotal())*100;
if (!isNan(porcentaje)) {
_root.MCInstalaciones.ventanita.porcent.text = porcentaje;
} else {
_root.MCInstalaciones.ventanita.porcent.text = porcentaje;
}
if (porcentaje == 100) {
delete _root.MCInstalaciones.ventanita.fotoin.onEnterFrame;
}
}; this code is called when mouse moves over and now that i write this i am getting an idea why is not working......maybe this code only executes once , a single time, due to that is called from a mouseover event? if so why does it work when i do crtl+enter
could that be the cause?
Here is the link to my temporarely work where preloaders fail to do their job http://sultanos.shinranet.com/pupito.html
second preloader is to load images at INSTALACIONES link
Flash XML Image Gallery Not Working On Mozilla And Mac :S
hi!
Ive recently created a flash image viewer for a site using the tutorial guide available at the following address
http://www.kirupa.com/developer/mx20...otogallery.htm
the gallery works fine on internet explorer, however when the site is viewed on mac or the mozilla browser the images do not display and only the loading progress bar is displayed.
do you know how I can get the image viewer to be displayed on all browsers, btw all browsers have latest version of flash player on.
Is it something to do with when I export the movie settings?
Cheers ppl.
Pete.
Kirupa's Photo Gallery Not Working As External Swf. Please Help
Hi! I created a photo gallery using kirupa's tutorials (photo gallery+adding thumbnails). Everything's working just fine... until I try to load it as an external swf into my main fla. (the pictures show up but not the dynamic text) . I already replaced all the "_root" I found in the code by "this" (that's what I found on this forum) and the animation works but still have no text... why's that? Please help!!!! Oh, and also the transition I'm using to load all external swf is playing each time I load an image inside of the photo gallery...
Flash Image Gallery Not Working On Mozilla And Mac
hi every1,
Ive recently created a flash image viewer for a site using the tutorial guide available at the following address
http://www.kirupa.com/developer/mx20...otogallery.htm
the gallery works fine on internet explorer, however when the site is viewed on mac or the mozilla browser the images do not display and only the loading progress bar is displayed.
do you know how I can get the image viewer to be displayed on all browsers, btw all browsers have latest version of flash player on.
Is it something to do with when I export the movie settings?
Cheers ppl.
Pete.
Kirupa Photo Gallery Not Working On Macs?
hello,
I made a photo gallery in flash MX using the photo gallery tutorial by Kirupa, code by sbeener. Everything works great on my pc, and others besides but on a mac the photos will not move forward beyond the first one. Does anybody have any ideas what is wrong here??
thanks,
cath
Argh Why Is This Not Working? Xml Gallery Text Field
this should be easy....am i missing something? i have an image gallery, slightly modified from kirupa's xml image gallery, and for some reason the desc_txt text field isnt filling with the <piece> node from the xml file. everything else works. the text field is set to dynamic text and the instance name is correct (desc_txt). here is the actionscript, can anyone help??
Code:
details_mc._visible = false;
border.onRollOver = function() {
details_mc._visible = true;
details_mc._x = _xmouse;
details_mc._y = _ymouse;
startDrag(details_mc);
}
border.onRollOut = function() {
details_mc._visible = false;
stopDrag();
}
///////gallery starts here
spacing = 30;
MovieClip.prototype.resizeMe = function(w, h) {
var speed = 3;
//_root.picture._alpha = 0;
this._width += (w-this._width)/speed;
this._height += (h-this._height)/speed;
if (Math.abs(this._width-w)<1) {
this._width = w;
this._height = h;
//w = 0;
//h = 0;
if (_root.picture._alpha<100) {
_root.picture._alpha += 10;
}
_root.picture._x = this._x-this._width/2+spacing/2;
_root.picture._y = this._y-this._height/2+spacing/2;
}
};
function loadXML(loaded) {
if (loaded) {
xmlNode = this.firstChild;
image = [];
piece = [];
link = [];
total = xmlNode.childNodes.length;
for (i=0; i<total; i++) {
image[i] = xmlNode.childNodes[i].childNodes[0].firstChild.nodeValue;
piece[i] = xmlNode.childNodes[i].childNodes[1].firstChild.nodeValue;
link[i] = xmlNode.childNodes[i].childNodes[2].firstChild.nodeValue;
}
firstImage();
} else {
content = "file not loaded!";
}
}
xmlData = new XML();
xmlData.ignoreWhite = true;
xmlData.onLoad = loadXML;
xmlData.load("assets/portfolio.xml");
/////////////////////////////////////
listen = new Object();
listen.onKeyDown = function() {
if (Key.getCode() == Key.LEFT) {
prevImage();
} else if (Key.getCode() == Key.RIGHT) {
nextImage();
}
};
Key.addListener(listen);
previous_btn.onRelease = function() {
prevImage();
};
next_btn.onRelease = function() {
nextImage();
};
/////////////////////////////////////
p = 0;
this.onEnterFrame = function() {
filesize = picture.getBytesTotal();
loaded = picture.getBytesLoaded();
preloader._visible = true;
//
previous_btn._x = (border._x-border._width/2);
previous_btn._y = (border._y+border._height/2);
next_btn._x = (border._x+border._width/2-next_btn._width);
next_btn._y = (border._y+border._height/2);
//
if (loaded != filesize) {
preloader.preload_bar._xscale = 100*loaded/filesize;
} else {
preloader._visible = false;
var w = picture._width+spacing;
var h = picture._height+spacing;
border.resizeMe(w, h);
//var sitelink = link[p];
}
};
border.onRelease = function() {
getURL("javascript:Launch('"+sitelink+"', 800, 700)");
};
function nextImage() {
if (p<(total-1)) {
p++;
if (loaded == filesize) {
picture._alpha = 0;
picture.loadMovie(image[p], 1);
details_mc.title_txt.text = heading[p];
_root.details_mc.desc_txt.text = piece[p];
picture_num();
sitelink = link[p];
}
} else if (p == (total-1)) {
p = 0;
if (loaded == filesize) {
picture._alpha = 0;
picture.loadMovie(image[p], 1);
details_mc.title_txt.text = heading[p];
_root.details_mc.desc_txt.text = piece[p];
picture_num();
sitelink = link[p];
}
}
}
function prevImage() {
if (p>0) {
p--;
picture._alpha = 0;
picture.loadMovie(image[p], 1);
details_mc.title_txt.text = heading[p];
_root.details_mc.desc_txt.text = piece[p];
picture_num();
sitelink = link[p];
} else if (p == 0) {
p = (total-1);
if (loaded == filesize) {
picture._alpha = 0;
picture.loadMovie(image[p], 1);
details_mc.title_txt.text = heading[p];
_root.details_mc.desc_txt.text = piece[p];
picture_num();
sitelink = link[p];
}
}
}
function firstImage() {
if (loaded == filesize) {
picture._alpha = 0;
picture.loadMovie(image[0], 1);
details_mc.desc_txt.text = piece[0];
picture_num();
sitelink = link[0];
}
}
function picture_num() {
current_pos = p+1;
pos_txt.text = current_pos+" / "+total;
}
/////////gallery ends here
Help Please Scrolling Gallery Not Working In Flash Player 8
Hi there,
Can someone help please, I am at my witts end with this one!!
I have a scrolling image gallery. Very simple, scrolling thumbnails on the bottom, image pops up when thumbnail is selected. Thumbnails scroll left/right when the arrow buttons are pressed down on. This was created in mx2004.
I have moved this gallery over to Flash 8, and the scrolling no longer works. Everything else is ok (image pops up when thumbnail is selected) .
I have been killing myself redoing the actionscript over and over, trying new things, I even redid the whole gallery in Flash 8 hoping this would solve the issue. But no such luck!
I just realized that when I switch the Flash Player settings to 6 from the default 8, that the scrolling works fine. The problem is, that once I switch to Flash Player 6, other components of my document no longer work. So I need to find a way to make the scrolling gallery work in Flash Player 8.
Thanks so much!
Close Button In Photo Gallery Not Working.
Hi everyone. I'm having a small problem with my close button.
Heres the set up. 723tattoo.fla is the main page with a container box.
Jason.fla is the mov that goes into the main pages container.
I'm thinking the code may be messed up in the close button???
I've attached the Jason file and the other file can be downloaded at www.lbmmusiczine.com/723tattoo.zip
Any help would greatly be appreciated!
Oh how you'd get to the page in question from the main page (723tattoo.fla) would be.
Artists > Jason Sweet
Gallery Full Browser Pop Up Not Working For Older IE
I have a pop-up gallery that doesnt work in older versions of IE...know a solution?? heres my code... It works perfectly in new IE7 and FireFox
Code:
chuw_btn.onRelease = function() {
getURL ("javascript:NewWindow=window.open('http://www.akmphoto.net/chuw.html','newWin','width='+screen.availWidth+',height='+screen.availHeight+',left=0,top=0,toolbar=No,location=No,scrollbars=No,status=No,resizable=No,fullscreen=No'); NewWindow.focus(); screen_height = window.screen.availHeight; screen_width = window.screen.availWidth; left_point = parseInt(screen_width/2)-(800/2); top_point = parseInt(screen_height/2)-(720/2); setTimeout('NewWindow.moveTo(left_point,top_point)',100); void(0);");
}
AS 1 Xml Gallery Exact Copy Not Working On A Dff Server
Hi guys,
I'm really stuck here, and almost giving up after spending most of yesterdaay and today on this one...
So I've got a mod on Scotty's xml gallery, multiple dynamic version, that works fine
Some images get stuck on stage. Thumbnail, <- and -> navigation fail within and from category to category.
I thought it had to do with progressive jpegs, or Flash player versions. Tested both options, still no conclusion...
Oh and by the way, I uploaded Scotty's original swf and it's just the same...
Help Needed Getting XML Photo Gallery Categories Working
Hi, I searched through the forum and haven't really found a clear cut answer as to how to get categories working with the kirupa xml photo gallery. I read on one of the posts that I should make a "multi-dimensional array" that sorts through the XML file when certain buttons are clicked. I just don't really understand how to go about doing this. I "get" how to setup the XML file for this type of thing, but when it comes to working with the array and possibly removing the thumbnails and larger image off the stage and then reinitializing the loadXML function, I can't seem to figure out how to go about doing it. I've been searching the web to no avail for this same answer. I'd greatly appreciate any help I could get on this issue. Thank you.
[F8] Picture Gallery With Dynamic Thumbnails - Buttons Not Working?
Hi!
I trying to make a picture gallery with thumbnails which get dinamically loaded. I succeed loading them all, but when I'm trying to attach a simple button on each thumbnail, I just can't get it to work. All thumbnails do not work as a button should. I know this has been done many many times by many of you and other Flashers, but I can't see what's worng with this code.
Please, I need some hints!
There are only 2 frames:
In frame 1 I have (this works fine):
code:
languaje = "newtext.txt";
MisDatos = new LoadVars();
MisDatos.load(languaje);
MisDatos.onLoad = function(success) {
if (success) {
trace("Success!");
i = 1;
TotalImsGal1 = parseInt(MisDatos.imgTotGal1);
gotoAndStop(2);
}else{
gotoAndStop(1);
trace("Error...");
}
};
incx = 5;
stop();
In frame 2 I have:
code:
stop();
trace("TotalImsGal1 es "+TotalImsGal1);
for (i=1; i <= TotalImsGal1; i++){
this.createEmptyMovieClip ("galery" + i, i);
this["galery" + i].loadMovie("FotosExpo1/TFoto" + i + ".jpg");
this["galery" + i]._x = (0 + _root.incx);
this["galery" + i]._y = (15);
this["galery" + i].onRollOver = function(){trace ("Rolling Over!");}
this["galery" + i].onRelease = function(){trace ("Clicked!");}
//this["galery" + i].useHandCursor = true;
_root.incx = _root.incx + 125;
}
/*
for (i=1; i <= TotalImsGal1; i++){
mc = this.createEmptyMovieClip ("galery" + i, i);
mc.loadMovie("FotosExpo1/TFoto" + i + ".jpg");
mc._x = (0 + _root.incx);
mc._y = (15);
mc.onRollOver = function(){ trace ("Rolling Over!"); }
mc.onRelease = function(){ trace ("Clicked!");}
//mc.useHandCursor = true;
_root.incx = _root.incx + 125;
}
*/
/*
for (i=1; i <= TotalImsGal1; i++){
this.createEmptyMovieClip ("galery" + i, i);
this["galery" + i].loadMovie("FotosExpo1/TFoto" + i + ".jpg");
this["galery" + i]._x = (0 + _root.incx);
this["galery" + i]._y = (15);
this["galery" + i].botons ();
_root.incx = _root.incx + 125;
//trace (this["galery" + i]._x);
}
MovieClip.prototype.botons = function () {
this.onRelease = function () {trace ("Clicked!");};
};
*/
As you can see I've tried to make it work with these 3 variations, but none of them work: Thumbs are loaded but they're not buttons, so the onRelease sentences are just ignored.
Any clue will be most helpfull.
Thank you very much!
Regards,
Manare
Flash XML Photo Gallery Not Working In Internet Explorer
Greetings,
Used the kirupa Flash XML Gallery to implement this online magazine. { www.theblacklistmag.com } Works fine in Safari, Mozilla and IE for Mac. On PC's I've heard and seen that it does work in IE? Just a white box where the swf should load. Is this just an issue of not having the current flash player?
Preloader In Gallery
Please see att. file.
The preloader works only on the first image. I would like it to work each time an image is loaded in the container.
Thanks in advance for any help.
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