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Programming First Image In Xml/flash Picture Gallery?



I can't figure out how and where to put the code for the size of the instance when loading in photos. I've got it figured for all the other photos since that's programmed via the next and previous buttons etc. But the 'first image' is what appears directly after loading in the xml (except for the loadbar) and I can't seem to get it to conform to the size I want. Where and how to I put it? Why don't I know it? Cuz the code is more or less a direct copy from a tutorial and yeah I get most of it, but this little thing just... *mutters something incomprehensible*

Here's the whole code for the gallery so you can see the logic behind it.
Where does that measly little 'size' thing-y fit in?
Please help...


Code:
function loadXML(loaded) {
if (loaded) {
xmlNode = this.firstChild;
image = [];
description = [];
thumbnails = [];
total = xmlNode.childNodes.length;
for (i=0; i<total; i++) {
image[i] = xmlNode.childNodes[i].childNodes[0].firstChild.nodeValue;
description[i] = xmlNode.childNodes[i].childNodes[1].firstChild.nodeValue;
thumbnails[i] = xmlNode.childNodes[i].childNodes[2].firstChild.nodeValue;
thumbnails_fn(i);
}
firstImage();
} else {
content = "file not loaded!";
}
}
xmlData = new XML();
xmlData.ignoreWhite = true;
xmlData.onLoad = loadXML;
xmlData.load("images.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;
if (loaded != filesize) {
preloader.preload_bar._xscale = 100*loaded/filesize;
} else {
preloader._visible = false;
if (picture._alpha<100) {
picture._alpha += 10;
}
}
};
function nextImage() {
if (p<(total-1)) {
p++;
if (loaded == filesize) {
picture._height = 384;
picture._width = 512;
/*picture.autoSize = true; why isn't this working btw?
the photos are the same sizes as the mc, but somehow
they become blown up in size when loaded unless I use
the values above directly.*/
picture._alpha = 0;
picture.loadMovie(image[p], 1);
desc_txt.text = description[p];
picture_num();
}
}
}
function prevImage() {
if (p>0) {
p--;
picture._alpha = 0;
picture.loadMovie(image[p], 1);
desc_txt.text = description[p];
picture_num();
}
}
function firstImage() {
if (loaded == filesize) {
/*here's where I tried to give a size for picture once more
so the comp will know it for this first image as well.
But if I write picture._height = 384; picture._width = 512;
again the whole gallery stops working.
What am I missing?*/
picture._alpha = 0;
picture.loadMovie(image[0], 1);
desc_txt.text = description[0];
picture_num();
}
}
function picture_num() {
current_pos = p+1;
pos_txt.text = current_pos+" / "+total;
}
function thumbNailScroller() {

this.createEmptyMovieClip("tscroller", 1000);
scroll_speed = 10;
tscroller.onEnterFrame = function() {
if ((_root._ymouse>=thumbnail_mc._y) && (_root._ymouse<=thumbnail_mc._y+thumbnail_mc._height)) {
if ((_root._xmouse>=(hit_right._x-40)) && (thumbnail_mc.hitTest(hit_right))) {
thumbnail_mc._x -= scroll_speed;
} else if ((_root._xmouse<=40) && (thumbnail_mc.hitTest(hit_left))) {
thumbnail_mc._x += scroll_speed;
}
} else {
delete tscroller.onEnterFrame;
}
};
}

function thumbnails_fn(k) {
thumbnail_mc.createEmptyMovieClip("t"+k, thumbnail_mc.getNextHighestDepth());
tlistener = new Object();
tlistener.onLoadInit = function(target_mc) {
target_mc._x = hit_left._x+(eval("thumbnail_mc.t"+k)._width+5)*k;
target_mc.pictureValue = k;
target_mc.onRelease = function() {
p = this.pictureValue-1;
nextImage();
};
if (loaded == filesize) {
target_mc._alpha = 50; }
target_mc.onRollOver = function() {
this._alpha = 100;
thumbNailScroller();
};
target_mc.onRollOut = function() {
this._alpha = 50;
};
};
image_mcl = new MovieClipLoader();
image_mcl.addListener(tlistener);
image_mcl.loadClip(thumbnails[k], "thumbnail_mc.t"+k);
}



ActionScript.org Forums > ActionScript Forums Group > ActionScript 2.0
Posted on: 02-09-2006, 08:27 PM


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New here and have found some really good tutorials! Thanks.
I desperately need a bit of help with some Actionscripting if anyone has any ideas how to do this?
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[code]

Code:
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<images>
<pic>
<image>images/bowandkey_main.jpg</image>
<caption>Bow and Key Necklace: £225.00</caption>
<description>Mother of pearl (or onyx) necklace with silver-plated bow and key, cast from vintage originals </description>
<thumbnail>
<thumb1>thumbnails/bowandkey_main.jpg</thumb1>
<thumb2>thumbnails/bowandkey_portrait.jpg</thumb2>
<thumb3>thumbnails/bowandkey_closeup.jpg</thumb2>
</thumbnail>
</pic>
<pic>
<image>images/bowandkey2_main.jpg</image>
<caption>Bow and Key Necklace: £230.00</caption>
<description>Onyx necklace with silver-plated bow and key, cast from vintage originals </description>
<thumbnail>
<thumb1>thumbnails/bowandkey2_main.jpg</thumb1>
<thumb2>thumbnails/bowandkey2_portrait.jpg</thumb2>
</thumbnail>
</pic>
<pic>
<image>images/crossedfingers.jpg</image>
<caption>Crossed Fingers Necklace: £150.00</caption>
<description>Solid silver crossed fingers good luck charm, cast from 1940s celluloid gumball toy, strung on mother of pearl or onyx beads.</description>
<thumbnail>
<thumb1>thumbnails/crossedfingers_main.jpg</thumb1>
<thumb2>thumbnails/crossedfingers_closeup.jpg</thumb1>
</thumbnail>
</pic>
</images>
The thumb 1,2 and 3 are childNodes of thumbnail.

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I am pulling my hair out here not getting this working... Any hinters on what to do would be greatly appreciated!

Here is the actionscript code for the image gallery:


Code:

function loadXML(loaded) {
if (loaded) {
xmlNode = this.firstChild;
image = [];
caption = [];
description = [];
total = xmlNode.childNodes.length;
for (i=0; i<total; i++) {
image[i] = xmlNode.childNodes[i].childNodes[0].firstChild.nodeValue;
caption[i] = xmlNode.childNodes[i].childNodes[1].firstChild.nodeValue;
description[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("images.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;
if (loaded != filesize) {
preloader.preload_bar._xscale = 100*loaded/filesize;
} else {
preloader._visible = false;
if (picture._alpha<100) {
picture._alpha += 10;
}
}
};
function nextImage() {
if (p<(total-1)) {
p++;
if (loaded == filesize) {
picture._alpha = 0;
picture.loadMovie(image[p], 1);
cap_txt.text = caption[p];
desc_txt.text = description[p];
picture_num();
}
}
}
function prevImage() {
if (p>0) {
p--;
picture._alpha = 0;
picture.loadMovie(image[p], 1);
cap_txt.text = caption[p];
desc_txt.text = description[p];
picture_num();
}
}
function firstImage() {
if (loaded == filesize) {
picture._alpha = 0;
picture.loadMovie(image[0], 1);
cap_txt.text = caption[0];
desc_txt.text = description[0];
picture_num();
}
}
function picture_num() {
current_pos = p+1;
pos_txt.text = current_pos+" / "+total;
}
Thanks!!

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Muchly appreciated,
+- Rob K -+

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I'm making a picture gallery in Flash, and I'm wondering about something:

In HTML, pictures load in faster if you use them as little thumbnails, meaning that you keep their width and height attributes smaller than the actual size.

What Im wondering is, that whether pictures in Flash would load faster if I reduced their size, just like in HTML. Thanks

Qasim.

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can you help me trought this to develop something like this?

thx

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{label:"Joel", data:{age:30, id:'FOUNDING MEMBER', nickname: 'Pappy Nobo', description:'COMING SOON'}},
{label:"Damien", data:{age:29, id:'FOUNDING MEMBER', nickname: 'DJ Death', description:'COMING SOON'}},
{label:"Andrew", data:{age:29, id:'2nd Season', nickname: 'Hootie', description:'COMING SOON'}},
{label:"Blackers", data:{age:29, id:'FOUNDING MEMBER', nickname: 'Gap Finder', description:'COMING SOON'}},
{label:"Matt. R", data:{age:29, id:'4th Season', nickname: 'The Brick', description:'COMING SOON'}},
{label:"Foz", data:{age:29, id:'LAPSED FOUNDING MEMBER', nickname: 'Grand Master', description:'COMING SOON'}},
{label:"Scotty", data:{age:29, id:'LAPSED FOUNDING MEMBER', nickname: 'Trophey Master', description:'COMING SOON'}},
{label:"Rudas", data:{age:29, id:'1st Season', nickname: 'Call Da Copzz', description:'COMING SOON'}},
{label:"Anna", data:{age:29, id:'HARDCORE SCORPETTE', nickname: 'Commitment', description:'COMING SOON'}},
{label:"Ben", data:{age:23, id: "2nd Season", nickname: 'Kegzz', description:'once'}} ];

function showStats(obj):Void {
dtfAge.text = obj.target.selectedItem.data.age;
dtfId.text = obj.target.selectedItem.data.id;
dtfNick.text = obj.target.selectedItem.data.nickname;
dtfDesc.text = obj.target.selectedItem.data.description;
}

names_lb.dataProvider = aStats;
names_lb.addEventListener("change", showStats);

Picture Gallery
Hi,

I am making a dynamic photo gallery but i am running in to a few problems.

The movie will look like this: There is a maximum of 16 photo's that can be loaded (external). First you will see a page with 16 tumbnails and when you click on a tumbnail, the larger photo will appear.

Because this gallery is used on a website with different catagories, I want to load each picute externally (for small photo's small1.jpg - small16.jpg and big1.jpg - big16.jpg). The problem is that not in all catagories there are 16 photo's, in some there are only as few as 4 photo's.

What I have already done is create 16 MC's with instance names (photo1-photo16), and an actionscript that will load all 16 (or less) JPG's into these MC's:
code:
loadMovie ("small1.jpg", photo1);
loadMovie ("small2.jpg", photo2);
blablabla
loadMovie ("small16.jpg", photo16);


Now, when there are only 4 JPG's in that directory, only those 4 will be viewed, but, when you load a JPG into a SWF, it doesn't react to actionscript I assigned to the instance "photo1" (I had an action script that views the larger picture)

For the larger picture I used the same actionscript for loading the JPG's and I have next and previous buttons, but the "next" button must be disabled at photo4 when there are only 4 photo's loaded?

Does anyone have a solution to these 2 problems?

Picture Gallery?
I am still in the bigining of Flash and I wonder can you
help me to do the follwing:

I just tried to do a picture gallery.But It has to have around 20 pictures.In 3 sections(this is around 7 pictures per section)

On the Zip file 1.fla is made the halp part .Can you help me from
there to do the other parts that are in the Site.fla
Plan,please?
I think that it can be copy this but I dont know how.

Picture Gallery
is there any ways to create a dynamic picture gallery, gets the list and creates thumbnails from a folder including pictures ?

Gallery Picture
hello verybody!!!
i`m trying to make a gallery picture that scroll to the right if you move the mouse to the right and left if you move to left,and when you click a picture it display information about it in the same project.
Any help with this will be really appreciat it.
thank you very much

Picture Gallery
hey everyone

I am trying to put together a flash picture gallery on my site and I am trying to build it from scratch. The method i am using is creating an empty movie clip and then loading my picture into it using loadMovie.

I have several variables being loaded from a php script including the url of the image and the number of pictures.

I am then creating the empty movie clips from actionscript using a for statement which uses the variable (number of pictures) from the php script to control the loop. I can get this part to work.

What I cant get is for the images to load properly and I have not been able to set the position for each of the movie clips.

My second problem is that I don't know how to scale the images so I end up with a kind of thumbnail interface.

I know that this is a lot to ask for but any ideas or suggestions on how to approach this project would help me a lot. Thanks

-m1kr0

Picture Gallery Help
Hey everybody,

I am new to flash and have three seperate but sort - of related questions that I was hoping you guys could help me answer!

Question 1. In april, I will be putting on a "website" - its going to be displayed live via a projector onto a projection screen. for a small student convention, at this convention are competitions for the students to enter, the students will be leaving the competition through to doors (door A and door b) What they (I) want to do is take a photograph of a student as they leave their competition, ship the photo over to the computer holding all the files for the site, and then 10-30 seconds after the picture was taken I want it to be displayed live on the screen. I have the camera's set, they automatically take a picture and send them to a file on a computer hooked up via network. What I need is a gallery that will display pictures randomly from four sources, - 1) stock photos taken prior to the convention, 2) Pictures from Door A 3)pictures from Door B and 4) Advertisments created prior to the convention. The first three sources I want to cycle through about every 20-30 seconds, preferably with a spiffy transition from one picture to the next with preference (at least in the case of Door A and B) given to the newest photos taken. The fourth source (the advertisments) I want to cycle into the gallery every 7-10 minutes and stay on screen for 1 - 3 minutes. I can give up source 4 if nescesary, but I would like to have it. All the pictures/ads will be the same size.

The gallery doesnt need to be styled on the borders, I need it to blend and be part of the page, just change images when it needs to. I will be doing other things at the conference and cannot baby-sit the flash gallery, is their a way to create the gallery, and tell it to pull from the sources (call it four folders) and rotate when needed. I know (but dont know how to make) that the transitions elements can be set up ahead of time, but what about the live image aspect?

Question 2 - Similar to the first, but everything will be done ahead of time - at another point on the page I want to have banner ads from our sponsors, I just need a gallery to cycle through the ads at a predetermined time (i.e Ad 1 stays up for 5 minutes, while Ad 2 stays up for 2 minutes, etc)

Question 3 - Not related to the above website, I have another page I am developing that I think could greatly benefit from the coolness of flash. This will be a picture gallery for 2 products, what I am envisioning is a display area for a large picture, underneath it 2 tracks of thumbnails, click on track 1 and the display area shows the big pictures of the thumnails in that track, click on track 2 and it displays the big pictures of that track. It would also be cool if it had a zoom feature and a move feature. I know the images can be loaded in with an xml document (I think I know this) The site will be using a database with lots of products, I need to be able to make the XML and flash gallery work with the database so that it can change thumnails and bigpictures according to the database info - so when you are on product 1, you see product 1's thumbs and bigpics. Product 2 - etc.... I can make the XML dynamic, I just need the flash part, and make sure it pulls the thumbs from an xml file (or other outside source that can be set to dynamically get the info) This gallery will be styled and embeded into a product template, and
also can't be babysat or created for each product.

I am not against buying a prebuilt option if someone knows some good ones, I am also not against building it myself if someone could give me some guidance as to where to go for tutorials, that sort of thing.

Thanks for the help everybody, If you need any more info please let me know.

-Adam

Help Please With Picture Gallery
Hi Guys!

My name is Rick, i want to create a picture gallery using as datasource a
xml file, until now i can load each image from xml reading its path, i
create a movieclip instance and load inside the jpg file, but now i want to
create an onPress event for each picture to send popup using javascript,
i've tried with several ways but i can't make it works, just one image can
handle the onPress event, how can i create at runtime onPress events for
each of my images?


this is my code

function CargaXML(RUTA) {
// Create a new XML object.
var flooring:XML = new XML();
// Set the ignoreWhite property to true (default value is false).
flooring.ignoreWhite = true;
// After loading is complete, trace the XML object.
flooring.onLoad = function(success) {
if (flooring.firstChild.hasChildNodes()) {
var X = 0, Y = 20;
var algo,nombre,nombre2;
for (var i = 0; i<flooring.firstChild.childNodes.length; i++) {
nombre = "mc"+i; //name of new movieclip
var nextDepth = _root.spMain.spContentHolder.getNextHighestDepth();
_root.spMain.spContentHolder.attachMovie("mcImg", nombre, nextDepth,
{_x:X, _y:Y}); //mcImg is a movieclip in my library, so i create new
instance for each xml node
CARGARIMG(flooring.firstChild.childNodes.childNodes[0].firstChild.nodeValue,
flooring.firstChild.childNodes.childNodes[1].firstChild.nodeValue,
nombre, i, Y); // pas some

Y += 150;
}
//for
}
//if
_root.spMain.vScrollPolicy = "on";
};
//function
// Load the XML into the flooring object.
flooring.load(RUTA); //RUTA has the xml path
}

function CARGARIMG(Nombre, whichImage, mc, i, Y) {
if (Nombre != "Ninguna") {

loadMovie(whichImage, mc); //here i load the jpg image
// then i create a text field for an image title
var texto = "texto"+i;
createTextField(texto, getNextHighestDepth(), 0, Y+100, 300, 30);
eval(texto).multiline = true;
eval(texto).text = Nombre;
eval(texto).autoSize = "center";
mc.onPress(){trace(Nombre);} // mc has the new movieclip instance, i also
tried with eval(mc).onPress(){trace(Nombre);} but nothing works, just the
last image has attached the event =(
}


PS: im using Flash 8

Regards
Rick

Picture Gallery
Hello,

I have created a picture gallery in flash using mainly actionscript. The gallery worked perfectly, there are 8 thumbnails on stage when one is pressed a masked movieclip moves up or down untill it reaches the required image relating to the thumbnail. The images are created and exported for actionscript but are not place on the stage. That is done by creating an empty movieclip using script and placing the images in a vertical column in the movieclip.

The problem came when I wanted to add a sperate feature of a text box which displays information about the image you are seeing. I created 8 title_box mc's. and used the same code and attached them to the stage in the same way the images were. Although when it runs it is fine but the images do the same as the text dispite me changing all the variables. So the txet scrolls up and down as do the images but the images scroll to the xy value the text is using. I have looked at the co0de for hours now and just cant understand why. Any help would be appreciated.

I am obviously doing something stupid but just cant see it.

this.createEmptyMovieClip("images", 100);
this.attachMovie("mask", "mask", 101);
mask._x = images._x =200;
mask._y = target = 40;
images.setMask(mask);
images._y = -1000;
speed = 5;

this.createEmptyMovieClip("title", 110);
this.attachMovie("title_mask", "title_mask", 111);
title_mask._x = title._x =200;
title_mask._y = targetb = 340;
title.setMask(title_mask);
title._y = -100;
speed = 5;

for (var i = 0; i<8; i++)
{var img = images.attachMovie("image_"+i, "images_"+i, i);
img._y = img._height*i;
var thumb = this["thumb_"+i];
thumb.pos = target+(i*-img._height);
}

for (var t = 0; t<8; t++)
{var tit = title.attachMovie("title_"+t, "title_"+t, t);
tit._y = tit._height*t;
var thumb = this["thumb_"+t];
thumb.pos = targetb+(t*-tit._height);

thumb._alpha = 60;

thumb.onPress = function() {
target = this.pos;
targetb = this.pos;
};
thumb.onRollOver = function() {
this._alpha = 30;
};
thumb.onRollOut = function() {
this._alpha = 60;
};
}


this.onEnterFrame = function() {
images._y += (target-images._y)/speed;
title._y += (targetb-title._y)/speed;
};

Picture Gallery
i download the .fla for the picture gallery with the animals. i was wondering if somehow u can have all the pics in the folder somehow go into the .fla file so u dont have to use the folder, (it will all be in just one nice .fla form)???? plz help?

Picture Gallery HELP HELP
hi i wanna make a picture gallery like this .fla ... and the thing is the only why you can see the pictures is that you have to publish it and look at it through html..but then i wanna put this is my flash site/movie ....so i need someone's help please please..

Help With XML Picture Gallery
Hi Anyone,

I need help...yet again...with the XML picture gallery tutorial...I tried to make my own just by solely copying everything in the Finished fla and resizing it/colouring it to make it my own.
The only thing is, no pictures actually load except the ones used in the example...can anyone help?

Here is the file that I made (MX2004)
Soz I had to Zip it to make it OK to upload.

I salute anyone who can help me

Benji
BTW, the image I want to use is http://bgstorage.f2g.net/bg/p1.jpg, I made it bigger cause I thought the pxXpx made a difference, but alas it didn't

Help With Picture Gallery
I need some help with a picture gallery I made...it works when i use the original gallery file, but when it's loaded into the main swf it doesn't work, here are the two files..
http://www.msfrealty.com/mike/punchy
http://www.msfrealty.com/mike/punchy/gallery.swf

thank you

PS: Please help, thgis website needs to be done b4 feb, cuz i leave to the Air Force...i'm in a rush.....thank you in advance.

Picture Gallery
I want to make a picture gallery to show off some 3D stuff I have but I dont know much about xml so I was wondering if any one could point me to a really simple tutorial or an alternative or do I need to learn xml to make my own?

Picture Gallery
Hai

I am working on a file which contains a picture gallery.That picture gallery is inside a movie clip.That gallery is working in flash player 7 and above.It is not working in flash player 6 and below.In flash player 6 it is loading but the buttons are not working.

Here I had a problem with a script _root.link=1 and i have got a solution from kirupa.com that puting a script this._lockroot = true; in that MC containg picture gallery.It was working fine in flash player 7 and above.
Is that script doesn't works in flash player 6? I am new in flash,so I am not good in scripting.
Hope anybody can help me to solve this problem.........

Thanks in advance,

Nazam

Picture Gallery
can someone help me out

i wanna make a picture gallery. But insted of back ond forward buttons i want the image to change when i press it..
and when its on the last image i want it to start from the beginning again

are there any tuts or .fla(movie) files i can get

would be swell

thx

Picture Gallery
i download the .fla for the picture gallery with the animals. i was wondering if somehow u can have all the pics in the folder somehow go into the .fla file so u dont have to use the folder, (it will all be in just one nice .fla form)???? plz help?

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