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XML Image Gallery - Setting X,y Of Image Via XML?


I'm working on version of Kirupa's XML Image Gallery, only I want to be able to set the x,y coordinates individually for each image. How do I do this via the XML.

I'm trying this to no avail:
XML looks like this:

<pic>
<image x="0" y="0">001.jpg</image>
<caption>description line 1</caption>
<caption2>description line 2</caption2>
<caption3>description line 3</caption3>
</pic>

<pic>
<image x="100" y="200">002.jpg</image>
<caption>description line 1</caption>
<caption2>description line 2</caption2>
<caption3>description line 3</caption3>
</pic>

Actionscript looks like this:

function placeImage() {
var image_x:Number = Number(picture.attributes.x);
var image_y:Number = Number(picture.attributes.y);
}

Can anyone let me know what I'm doing wrong, what I'm missing?
Or how better to go about this?

Thanks!




KirupaForum > Flash > Flash 8 (and earlier) > Flash MX 2004
Posted on: 01-15-2006, 12:16 PM


View Complete Forum Thread with Replies

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Photo Gallery Using XML And Flash - Setting Image Size
Hi guys. I've read Kirupa's tutorial located @ http://www.kirupa.com/developer/mx20...otogallery.htm

I've set the stage size to be 800x600px and my images are the same size.

My queries are:

1. If the image is smaller than 800x600px, can i set the image to load in the middle of the stage instead of the top left corner?

2. If the image is bigger than 800x600px, can i set the image to the same size (ie. 800x600px)?

I've tried adding code into the ActionScript but whatever i've tried, i've had no luck. I've also tried changing properties within Flash MX 2004 but still no luck.

The reason i want to add these changes is because not all the images used will be exactly 800x600px in size, some will be smaller and some will be bigger.

Here is the ActionScript from the tutorial:


Code:
function loadXML(loaded) {
if (loaded) {
xmlNode = this.firstChild;
image = [];
description = [];
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;
}
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);
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) {
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;
}
Thanks for your help and it's very much appreciated.

Cheers!!

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Kirupa Picture Gallery / Keeping The Image On Stage As New Image Loads
Hi, I have the Kirupa Image Gallery implemented and it works great. But I was wondering how I can go about having the image stay on screen as it is loading the next image, so it's not such an abrupt transition. Currently the image container goes blank as it loads the next image. I assume I will need another image movieclip that sits underneath the first one... but then what?

Thanks!

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Simple Gallery Example Flash With PHP Serving Image List And Image Sizes
this is simple gallery example for AS2
gallery is nothing special ease to use and implement

interesting thing about this example is that you pass a folder, and PHP side gathers images list from folder and returns it to Flash in XML form together with images widths and height which makes it more easier to implement this sort of galleries like I've made

example : http://www.hagane.us/as/gallery/
ZIP : http://www.hagane.us/as/gallery/gallery.zip

blogpost : http://mrsteel.wordpress.com/2008/01...s-from-folder/

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Seeking Flash Image Gallery That Resizes Movie To Fit Image Dimensions
I am looking for a flash gallery that resizes the movie dimensions to fit the width and height of the image in real-time. Alternatively, the movie does not display a background color or border. I've used slideshowpro and it's feasible ...just looking for another suggestion. Prefer xml-based.

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Image Streching For Unknown Reason In Dynamic Image Gallery
Hi everyone, this is my first time using flash.

I followed a tutorial at http://www.lukamaras.com/tutorials/a...e-gallery.html and everything is working okay, except when I view the big images they are 4x wider than they should be, stretching to the right. I think its a problem with action script maybe because I'm using cs3, and saving the file as flash 8? I'm not sure. I've included the file and the xml/photos it references in case anyone is nice enough to check out my problem.

http://www.mediafire.com/?euw1wywgnvg

Thanks! -mike

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Actionscript Image Gallery > Updating Thumbnail And Main Image
Hi all,

I'm helping a friend produce a small Flash website. For some artwork/photos.

Basically a strip of thumbnail images at the bottom, clicking a thumbnail will load the (fullsize) image above.

Currently ten thumbnails scroll across.

**The problem**

.. is he wants to be able to drop a thumbnail image and the corresponding fullsize image into a folder on the server. The Movie should then display the latest additions. I can produce a simple slideshow where extra images are loaded at run-time (MX introduced this). But am trying to figure out how to update both the thumbnail strip and the main image.

Any help/pointers greatly appreciated.

Robert

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XML Gallery: Preload On Current Image/cross-fade Image
Hello,
I am new to action script but I am learning quickly.

I took the following tutorials and made a hybrid:
Photo Gallery Using XML and Flash
Photo Slideshow Using XML and Flash


I redesigned the interface and created this:
http://www.onarresdesign.com/greg/work2.html

Everything works great, but now I want to take it further than the tutorial.
I am trying to make the images cross-fade. I am open to any suggestions and I have tried many techniques with little success.

Here is the closest solution steps I have come up with:

Code:
1) First image preloads (grey background showing)
2) First image loaded into top level MC 1
3) First image fades in
4) First image in top level MC 1 remains visible
5) First image gets loaded into bottom level MC 2 behind current movie clip.
6) Top level MC 1 clears because its preloading next image
Bottom level MC 2 remains visible
7) Preloader shows on top of bottom level MC 2
8) Next image is loaded into top level MC 1
9) Next image fades in (cross-fade effect achieved because previous image is behind it)
10) Next image gets loaded into bottom level MC 2
Repeat process
I can't get the action script to do what I want. I have off set the moveclips to show that the images are loading into both movieclips. I currently have the 'nextImage()' function controlling this so it is understandable the both images are cleared because the function is loading new images into the movie clips at the same time. How do I get one movie clip to remain constant while the other is loading? It seems to be a matter of where the function is placed. Or so I think.

I would appreciate any help I can get on this. If would also appreciate any suggestions for making the code for the control buttons cleaner.

Thank you,
</asla>

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Rollover Image Gallery With Swap Image Effect?
I'm trying to do a flash banner like the one from:

http://www.eyeblaster.com/

when you rollover the buttons that say: eyeblaster ACM v2.0, advanced analytics, etc. the nice artistic banner appears. when you are no longer over it, it still stays to that same banner until you rollover the other buttons. so it's like a swap image effect, only in flash.

how would i go about this?

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Photo Gallery Rollover Image Image Swap
I am using the XML Photo Gallery with thumbnails, and i have managed to modify it to suit my needs for the most part. However, some of the work i want to use it to display is photo restoration and i would like to be able to rollover the image and have a different image show on rollover. Something like you see here...http://homepage.mac.com/gapodaca/digital/bikini/ only using the XML Photo Gallery.

Any ideas?

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Image Gallery... Save Image To Computer?
Hey all,
I just wondered if there was a way to save image files in a dynamic gallery? For example... when an image is displayed, a little save icon appears that allows the user to save the jpeg file to their computer. Thanks!

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XML Image Gallery: Replacing Xml To Load New Image Set?
Hi Kirupa crew!

First, big thanks for this great site!

Second, I'm struggling a bit on xml and hoping for a hand. Your xml image gallery is a sweet piece of work, and I would like to be able to add the functionality of being able to load different galleries from a menu without loading a new mc with gallery inside it. I managed to botch the file up pretty good on my own, and was wondering if there is a ready answer nearby.

So I'm thinking have but1, but2 and but3, with a seperate xml file for each. What would you recommend for a smooth way to swap the the xml files to the gallery, and load the first image of the new xml file? Also, can it be done with one big ol' xml file while keeping the galleries seperate? It's not necessary, but could be handy, and save some loading.

It would also be interesting to apply the same principle to the resizing script that Scotty has in that big Resizing thread, just a thought.

Many many thanks!
John

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Gallery Image Loading - Getting Image Width..help
Ladies and gents:

having a problem with my code somewhere; I'm stumped. Here's what i'm trying to do:

-When you click on a thumbnail in my gallery a load bar appears that is the width of the loading image
-While the image loads the load bar scales from full width to zero
-Once it finishes loading the image fades in
-Click on a new thumbnail, and the old image fades out, then the scrollbar is supposed to take the width of the NEW image and do the same thing

What is happening is that the scrollbar width does not set itself to the new image size until i click the thumbnail a second time...try this link to see what i mean. it's on the "portfolio" page.

http://www.lewisweb.ws/staging

here's the code:



Code:
//CONSTANTS
frame_x = 387; //the exact x coordinate where the box originates
frame_y = 184; //the exact y coordinate where the box originates
alphaSpeed = 5; //spped at which the pics fade in

//INITIAL SETTINGS
containerMC._alpha = 0;
containerMC._x = frame_x;
containerMC._y = frame_y;

//Fades in a picture loaded externally
MovieClip.prototype.loadPic = function(pic){
containerMC.fadeOldPic(); //fade out old picture
containerMC._alpha = 0;
this.loadMovie(pic); //load new pic
var loadIsComplete = false; //reset load checker
var w = containerMC._width;
loadBar._width = w; //set loadbar to new movieclip width
loadBar._alpha = 100; //make loadbar opaque
_root.onEnterFrame = function(){
var t = containerMC.getBytesTotal(), l = containerMC.getBytesLoaded();
loadIsComplete = (Math.round(l/t) == 1); //check to see if load completed
loadBar._width = w - ((l/t) * w); //sets width of loadbar dynamically
if (loadIsComplete){
containerMC._alpha += alphaSpeed; //if load is complete, fade pic in
}
//if the load is complete and the picture is fully faded in...
if (t != 0 && loadIsComplete && _root.containerMC._alpha == 100){
loadBar._alpha = 0; //make the load bar disappear
delete _root.onEnterFrame;
}
}
};

//Fades out an old picture...pretty self explanatory
MovieClip.prototype.fadeOldPic = function(){
_root.onEnterFrame = function(){
_root.containerMC._alpha -= alphaSpeed;
if (_root.containerMC._alpha == 0){
delete _root.onEnterFrame;
}
}
};

containerMC.loadPic("portfolio/westin.jpg");
stop();
ANY help will be appreciated!

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Kirupa XML Image Gallery - Skip To Image
So I'm having some trouble modifying this script. I have a text box so a user can go to a certain image (In my case page). So if the user type 5 it should go to image 5.

I've tried numerous methods, none of which are working (they work but then my next and previous buttons aren't working properly). I know I need to just get go to the number image in the array but the way the script is set up it seems I would have to change the current position value but that doesn't seem to be the case.

Am I over complicating this?

ActionScript Code:
function loadXML(loaded) {
if (loaded) {
xmlNode = this.firstChild;
image = [];
total = xmlNode.childNodes.length;
for (i=0; i<total; i++) {
image[i] = xmlNode.childNodes[i].childNodes[0].firstChild.nodeValue;
}
firstImage();
} else {
content = "file not loaded!";
}
}
xmlData = new XML();
xmlData.ignoreWhite = true;
xmlData.onLoad = loadXML;
xmlData.load("xml/config.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++;
picture._alpha = 0;
picture.loadMovie("images/"+image[current_pos]+".jpg", 1);
picture_num();
}
}

function prevImage() {
if (p>0) {
p--;
picture._alpha = 0;
picture.loadMovie("images/"+image[p]+".jpg", 1);
picture_num();
}
}

function firstImage() {
if (loaded == filesize) {
picture._alpha = 0;
picture.loadMovie("images/"+image[0]+".jpg", 1);
picture_num();
}
}


function picture_num() {
current_pos = p+1;
_root.currPageNum.text = "Page " + current_pos;
}

_root.goButton.onPress = function(){
// load the image typed into the text area.
}

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Flash 8 - Help W Xml Image Gallery, Thumbnails For Each Image
Hey.

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?
I have created a photo gallery using the kirupa tutorial. That works fine. Now for each main image that the code cycles through my client wants 1-3 thumbnails to display on the side of the image and they should all be clickable and display full size in place of the main image when clicked. The previous and next buttons should still only go through the main images. Here is the xml code (as I imagine it should look like):

[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.

I have created a MovieClip holder to hold the thumbnails. Could someone please show me how to add to the Actionscript so that it loops through (displays) the thumb1 - thumb 3 for each main image? I suppose I would have to store the thumbnails for each image in separate folders so the flash can determine the length of the array of thumbnails for each image? And then make them clickable.

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!!

View Replies !    View Related
XML Image Gallery: Replacing Xml To Load New Image Set?
Hi Kirupa crew!

First, big thanks for this great site!

Second, I'm struggling a bit on xml and hoping for a hand. Your xml image gallery is a sweet piece of work, and I would like to be able to add the functionality of being able to load different galleries from a menu without loading a new mc with gallery inside it. I managed to botch the file up pretty good on my own, and was wondering if there is a ready answer nearby.

So I'm thinking have but1, but2 and but3, with a seperate xml file for each. What would you recommend for a smooth way to swap the the xml files to the gallery, and load the first image of the new xml file? Also, can it be done with one big ol' xml file while keeping the galleries seperate? It's not necessary, but could be handy, and save some loading.

It would also be interesting to apply the same principle to the resizing script that Scotty has in that big Resizing thread, just a thought.

Many many thanks!
John

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Image Gallery - Image Width
Hi,

I'm putting an image gallery together with all the pictures at the same _y. Here's my AS code:


a = 1;
pushOverX = 0;
var my_lv:LoadVars = new LoadVars();
my_lv.onLoad = function(success:Boolean) {
if (success) {
while (a<100) {
slider_mc.attachMovie("holder", "holder"+a, a, {_xushOverX, _y:0});
set("slider_mc.holder"+a+".load_var", eval("this.data"+a));
a = a+1;
pushOverX = pushOverX+100;
if (eval("this.data"+a) == undefined) {
break;
}
}
}
};
my_lv.load("load_in/image_data.txt");


All that works fine. However, I would like the images to be placed on the _x axis according to the width of each previous image instead of relying on pushOverX = pushOverX+100;

At the moment, an image is placed every 100px, but if an image is 50, I want the following one to be placed 50px after it and not fixed at every 100px.

Has anybody got an idea?

Thanks

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Help- How To Load First Image From XML Image Gallery
Hi-
Help- I'd like to making the first image load onto movie. Attached is the code. Any hints would be awesome.

myPhoto = new XML();
myPhoto.ignoreWhite = true;
myPhoto.onLoad = function(success) {
//portfolioTag = this.firstChild;
numimages = this.firstChild.childNodes.length;
spacing = 70;
for (i=0; i<numimages; i++) {
picHolder = this.firstChild.childNodes[i];
thumbHolder = thumbnails.createEmptyMovieClip("thumbnail"+i, i);
thumbHolder._x = i*spacing;
thumbLoader = thumbholder.createEmptyMovieClip("thumbnail_image" , 0);
thumbLoader.loadMovie(picHolder.attributes.appthmb );
thumbHolder.app = picHolder.attributes.app;
thumbHolder.appdesc = picHolder.attributes.appdesc;
thumbHolder.appmain = picHolder.attributes.appmain;
thumbHolder.onRelease = function() {
loader.loadMovie(this.appmain);
app_txt.text = this.app;
appdesc_txt.text = this.appdesc;
};
}
};
myPhoto.load("appphoto.xml");

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XML Image Gallery Image Resize
I just got through with the XML image gallery tutorial that Kirupa made. First of all, I would like to thank him for it -- a great tutorial.
I am in the process of modifying the tutorial file to suit my needs, and I have come across a problem:
There is an empty movie clip with the instance name "image" that controls where the images from the XML flie are showed in the SWF. The empty movie clip "node" or placeholder aligns itself to the top left-hand corner of the images file. For my gallery to funciton correctly, I need the node to be aligned to the center of the image files, so I can display pictures of different aspect ratios and alignments. I will try and post a file on the internet some time today to demonstrate this if I am unclear with my explination. Thanks in advance!

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Centering Image In The Xml Image Gallery...
did the tutorial on this site for an xml image gallery - it worked great... My question would be is there a way to accomodate for multiple image sizes that would allow the image displayed to be centered?

Thanks!

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Image Sizing In Image Gallery
I have used the Kirupa xml flash photo gallery at this link (code below) http://www.kirupa.com/developer/mx20...togallery9.htm

i was wondering how do i change the code so that the pictures can be different sizes... and where would the new code fit in to what i have already got from the tutorial?


function loadXML(loaded) {
if (loaded) {
xmlNode = this.firstChild;
image = [];
description = [];
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;
}
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);
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) {
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;
}


thanks

cazwalks

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XML Image Gallery Image Resize
I just got through with the XML image gallery tutorial that Kirupa made. First of all, I would like to thank him for it -- a great tutorial.
I am in the process of modifying the tutorial file to suit my needs, and I have come across a problem:
There is an empty movie clip with the instance name "image" that controls where the images from the XML flie are showed in the SWF. The empty movie clip "node" or placeholder aligns itself to the top left-hand corner of the images file. For my gallery to funciton correctly, I need the node to be aligned to the center of the image files, so I can display pictures of different aspect ratios and alignments. I will try and post a file on the internet some time today to demonstrate this if I am unclear with my explination. Thanks in advance!

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This Is A Fix To The Image Gallery Tutorial - Makes It A Fully Dynamic Gallery
After searching and reading a couple of hundred post on the truly GREAT Kirupa image gallery tutorial - and wondering why nobody has written a new tutorial or at least updated the "old" one to avoid overloading the net with flash image gallery questions.

Im trying to create a new thread that will serve as a basic startingpoint for all Kirupa gallery questions. Im no überscripter nor do I know a lot about flash, but with a little common sense and perhaps some help from all of you... oh well - here goes:

Quick Checklist:

If your JPG's wont load - Make sure you don't save them as progressive JPG's, as they wont load in Flash.
If your images dont align to the photo container movieclip it is probably because your registration point of the photo MC is set to center instead of topleft.
Below is the code I have pieced together from different posts on the subject (I would like to credit all the authors, but that would require me reading all the posts again, as I have forgotten where I got them.

It produces a gallery that loads files dynamicaly thru a phpscript and checks for maximum image height/width and scales the images to fit within the photo MC. It also sets the center of the displayed images to a given coordinate (x,y).

All in all this is a install and forget image gallery, where the only maintaining required is uploading new pictures to the image folder.

On the server the file/directory structure is:
gallery swf
filearray.php
images/file_x.jpg
file_y.jpg
etc...

This is the filearray.php - modify this to check for files in the path set in the actionscript line: this.pathToPics = "images/";


PHP Code:



  <?php  if ($dir = opendir("images")) {    while (($file = readdir($dir)) !== false) {          $cont++;      if ($file == "." || $file == "..") { } else {              $string.= ($file);          $string.= "&";          }        }      closedir($dir);  }  print($string);  ?>





This is the modified actionscript from the original Kirupa gallery script:


ActionScript Code:
// This loads the array created by filearray.php and puts it into pArray   lv = new LoadVars();  lv.load("filearray.php");  lv.onData = function(text){  pArray = text.split("&");  for (i=0; i<pArray.length-1; i++) {  trace(pArray[i]);  }  }    // variables ------------------------------------------  // put the path to your pics here, include the slashes (ie. "pics/")  // leave it blank if they're in the same directory  this.pathToPics = "images/";  // fill this array with your pics (set from filearray.php)  this.pArray = pArray;            this.fadeSpeed = 20;  this.pIndex = 0;    // MovieClip methods ----------------------------------  // d=direction; should 1 or -1 but can be any number  //loads an image automatically when you run animation  loadMovie(this.pathToPics+this.pArray[0], _root.photo);    // Center the photo at (x,y) the coordinates are set in line 69  MovieClip.prototype.centered = function(x, y) {  this._x = x-this._width/2;  this._y = y-this._height/2;  };  // Makes sure that the image fits within (wMax, hMax)  MovieClip.prototype.resize = function(wMax, hMax) {  while (this._width>wMax || this._height>hMax) {  this._xscale = this._yscale -= 1;  }  };  // This line sets max width and max height (wMax, hMax)  photo.resize(397, 297);    MovieClip.prototype.changePhoto = function(d) {      // make sure pIndex falls within pArray.length      this.pIndex = (this.pIndex+d)%this.pArray.length;      if (this.pIndex<0) {          this.pIndex += this.pArray.length;      }      this.onEnterFrame = fadeOut;  };  MovieClip.prototype.fadeOut = function() {      if (this.photo._alpha>this.fadeSpeed) {          this.photo._alpha -= this.fadeSpeed;      } else {          this.loadPhoto();      }  };  MovieClip.prototype.loadPhoto = function() {      // specify the movieclip to load images into      var p = _root.photo;      //------------------------------------------      p._alpha = 0;      p.loadMovie(this.pathToPics+this.pArray[this.pIndex]);      this.onEnterFrame = loadMeter;  };  MovieClip.prototype.loadMeter = function() {      var i, l, t;      l = this.photo.getBytesLoaded();      t = this.photo.getBytesTotal();      if (t>0 && t == l) {          this.onEnterFrame = fadeIn;          // This line sets the (x,y) center of the image on the stage          this.photo.centered(249, 213);      } else {          trace(l/t);      }  };  MovieClip.prototype.fadeIn = function() {      if (this.photo._alpha<100-this.fadeSpeed) {          this.photo._alpha += this.fadeSpeed;      } else {          this.photo._alpha = 100;          this.onEnterFrame = null;      }  };


This should do it - the only thing I (think) I need some help with is changing the script to actually load the FIRST image, when the gallery loads. For some reason beyond my knowledge you have to click the next button for a image to load... What part of the script needs to be changed to make sure that a image is loaded on startup???

I hope someone will take the time to help develope this gallery tutorial / help file... It would be great if you added som more steps to the quick checklist... and of course fixed the load image on start problem....

View Replies !    View Related
This Is A Fix To The Image Gallery Tutorial - Makes It A Fully Dynamic Gallery
After searching and reading a couple of hundred post on the truly GREAT Kirupa image gallery tutorial - and wondering why nobody has written a new tutorial or at least updated the "old" one to avoid overloading the net with flash image gallery questions.

Im trying to create a new thread that will serve as a basic startingpoint for all Kirupa gallery questions. Im no überscripter nor do I know a lot about flash, but with a little common sense and perhaps some help from all of you... oh well - here goes:

Quick Checklist:

If your JPG's wont load - Make sure you don't save them as progressive JPG's, as they wont load in Flash.
If your images dont align to the photo container movieclip it is probably because your registration point of the photo MC is set to center instead of topleft.
Below is the code I have pieced together from different posts on the subject (I would like to credit all the authors, but that would require me reading all the posts again, as I have forgotten where I got them.

It produces a gallery that loads files dynamicaly thru a phpscript and checks for maximum image height/width and scales the images to fit within the photo MC. It also sets the center of the displayed images to a given coordinate (x,y).

All in all this is a install and forget image gallery, where the only maintaining required is uploading new pictures to the image folder.

On the server the file/directory structure is:
gallery swf
filearray.php
images/file_x.jpg
file_y.jpg
etc...

This is the filearray.php - modify this to check for files in the path set in the actionscript line: this.pathToPics = "images/";


PHP Code:



  <?php  if ($dir = opendir("images")) {    while (($file = readdir($dir)) !== false) {          $cont++;      if ($file == "." || $file == "..") { } else {              $string.= ($file);          $string.= "&";          }        }      closedir($dir);  }  print($string);  ?>





This is the modified actionscript from the original Kirupa gallery script:


ActionScript Code:
// This loads the array created by filearray.php and puts it into pArray   lv = new LoadVars();  lv.load("filearray.php");  lv.onData = function(text){  pArray = text.split("&");  for (i=0; i<pArray.length-1; i++) {  trace(pArray[i]);  }  }    // variables ------------------------------------------  // put the path to your pics here, include the slashes (ie. "pics/")  // leave it blank if they're in the same directory  this.pathToPics = "images/";  // fill this array with your pics (set from filearray.php)  this.pArray = pArray;            this.fadeSpeed = 20;  this.pIndex = 0;    // MovieClip methods ----------------------------------  // d=direction; should 1 or -1 but can be any number  //loads an image automatically when you run animation  loadMovie(this.pathToPics+this.pArray[0], _root.photo);    // Center the photo at (x,y) the coordinates are set in line 69  MovieClip.prototype.centered = function(x, y) {  this._x = x-this._width/2;  this._y = y-this._height/2;  };  // Makes sure that the image fits within (wMax, hMax)  MovieClip.prototype.resize = function(wMax, hMax) {  while (this._width>wMax || this._height>hMax) {  this._xscale = this._yscale -= 1;  }  };  // This line sets max width and max height (wMax, hMax)  photo.resize(397, 297);    MovieClip.prototype.changePhoto = function(d) {      // make sure pIndex falls within pArray.length      this.pIndex = (this.pIndex+d)%this.pArray.length;      if (this.pIndex<0) {          this.pIndex += this.pArray.length;      }      this.onEnterFrame = fadeOut;  };  MovieClip.prototype.fadeOut = function() {      if (this.photo._alpha>this.fadeSpeed) {          this.photo._alpha -= this.fadeSpeed;      } else {          this.loadPhoto();      }  };  MovieClip.prototype.loadPhoto = function() {      // specify the movieclip to load images into      var p = _root.photo;      //------------------------------------------      p._alpha = 0;      p.loadMovie(this.pathToPics+this.pArray[this.pIndex]);      this.onEnterFrame = loadMeter;  };  MovieClip.prototype.loadMeter = function() {      var i, l, t;      l = this.photo.getBytesLoaded();      t = this.photo.getBytesTotal();      if (t>0 && t == l) {          this.onEnterFrame = fadeIn;          // This line sets the (x,y) center of the image on the stage          this.photo.centered(249, 213);      } else {          trace(l/t);      }  };  MovieClip.prototype.fadeIn = function() {      if (this.photo._alpha<100-this.fadeSpeed) {          this.photo._alpha += this.fadeSpeed;      } else {          this.photo._alpha = 100;          this.onEnterFrame = null;      }  };


This should do it - the only thing I (think) I need some help with is changing the script to actually load the FIRST image, when the gallery loads. For some reason beyond my knowledge you have to click the next button for a image to load... What part of the script needs to be changed to make sure that a image is loaded on startup???

I hope someone will take the time to help develope this gallery tutorial / help file... It would be great if you added som more steps to the quick checklist... and of course fixed the load image on start problem....

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Cheers

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Can i do this?

All help is appreciated

I have attached the FLA file.

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Hello! How can I set a jpg repeat itself for the background!. Also How do set the jpg as a background!

Thanks!

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hey I have a large map in an mc and navigation buttons to control the map.

2 questions:

1.Does anyone know how to set limits on this? my image is w2200 h2980? stage is 1000w x 740h I am using code like this? Th buttons are either 1 or a 0 so i think the limit function needs to be in this section.

2. does anyone know how to adjust the script for zoom so that the image will zoom in n out without refocusing on a specific point. my large map move to a specific location as it zooms. it would be cooler if the the map zoomed in and out based on current location.

Thanks again. I have been trying but no luck.
demo version is here: http://www.tmtrestoration.com/demo/main/main.htm

onClipEvent (enterFrame) {
if (_root.map._width > "2200") {
_root.map.larger = 0;
} if (_root.map._width < "726") {
_root.map.smaller = 0;
} if (_root.map.up == 1) {
_root.map._x = _root.map._x+5;
_root.map._y = _root.map._y+5;
} if (_root.map.up2 == 1) {
_root.map._y = _root.map._y+5;
} if (_root.map.up3 == 1) {
_root.map._x = _root.map._x-5;
_root.map._y = _root.map._y+5;
} if (_root.map.up4 == 1) {
_root.map._x = _root.map._x-5;
} if (_root.map.up5 == 1) {
_root.map._x = _root.map._x-5;
_root.map._y = _root.map._y-5;
} if (_root.map.up6 == 1) {
_root.map._y = _root.map._y-5;
} if (_root.map.up7 == 1) {
_root.map._x = _root.map._x+5;
_root.map._y = _root.map._y-5;
} if (_root.map.up8 == 1) {
_root.map._x = _root.map._x+5;
} if (_root.map.larger == 1) {
_root.map._xscale = _root.map._xscale+2;
_root.map._yscale = _root.map._yscale+2;
_root.target_x = (Stage.height/2)-(this._x+_root.map._x);
_root.target_y = (Stage.height/2)-(this._y+_root.map._y);
} if (_root.map.smaller == 1) {
_root.map._xscale = _root.map._xscale-2;
_root.map._yscale = _root.map._yscale-2;
_root.target_x = (Stage.height/2)-(this._x+_root.map._x);
_root.target_y = (Stage.height/2)-(this._y+_root.map._y);
}
}

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Hello! How can I set a jpg repeat itself for the background!. Also How do set the jpg as a background!

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Hey All,

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Any help would be greatly appreciated.

cheers
-jub-

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Hi

I am creating a flash presentation.
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Regards
Flashdakota

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if I try to do it with actionscript, I can't set the mask at all.

help?

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Here is my code:


ActionScript Code:
var imageLoader:Loader;

 
function loadImage(url:String):void {

imageLoader = new Loader();
imageLoader.load(new URLRequest(url));
imageLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, imageLoading);
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded);

}

loadImage("image.jpg");
 
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imageArea.addChild(imageLoader);
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}
 
function imageLoading(e:ProgressEvent):void {
}

Any help would be appreciated. Thanks!

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What I am looking at is a way to do this with seperate .swf animations.

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I learned from great tutorial of kirupa .
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Manually takes it lot of time , how can I make this code for XML file?


<pic>
<image>images/img/ref/img/img_001.jpg</image>
<thumbnail>images/img/ref/thm/img_001.jpg</thumbnail>
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next node, next node,
...
last node:

<pic>
<image>images/img/ref/img/img_110.jpg</image>
<thumbnail>images/img/ref/thm/img_110.jpg</thumbnail>
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Hey,

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Code:
import flash.display.*;
import flash.net.URLRequest;
import flash.events.Event;
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loadedMovie._height = 500;

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Here i want to have the non-selected to fade and if this mc is clicked again to go back to original size, and all the other mc's to fade back to 100 opacity.


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Hi

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Thank You
Dhaval

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Yes I am a newbie, not ashamed of it. We've all been one before.
I am trying to use the PhotoScroller 1.0 (http://www.flashkit.com/movies/Interfaces/Navigation/Photoscr-Barry_Dr-6066/index.php)as an image gallery. I would like to launch a picture of the thumbnail as a larger image below the scrolling navigation.

What is the best way of accomplishing this? Also is there another movie that you might suggest that would give me the same results?

please no smart comments. I already feel vulnerable...
Also please be as specific as possible.

All replies are greatly appreciated.
Thanks in advance

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Hi,
I'm looking to put a selection of travel photography on my site and wanted to use flash to add a nice transition between each image - nothing groundbreaking really - I just plan to change alpha levels, so that one image fades into the other when the user clicks next/previous buttons.

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I'm guessing the best way to arrange the photos would be as individual movie clips containing one or two photos, which can then be loaded into a blank holding movie using the loadmovie command attributed to the appropriate next/previous button.

The only problem though is how I then animate the transition between each photo, because i don't know how to make one movie clip fade out while the other fades in - I'm not too hot with actionscript...does anybody have any suggestions/ideas?
Cheers,

Elastikman

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Each of the little file icons will load an image from a folder within the site directory called pics and show this in the space above the grey line. At the same time underneath the line there is a dynamic text box which would load up a description of that image and the date it was taken from a text file in the "pics" folder. So lets run that by everyone once again.

Click button, load image from "pics" into space above the grey line and load text from text file into text field underneath the grey line.

Simple? I don't think so, if there is anyone who would be generous enough to spend 30mins talking me through the code to put this together I would be very gratefull, I want to learn how actionscript works so I can make myself usefull round here and help others instead of askin Q's all the time

Cheers

Studentmonster

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