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Problem With Xml Image Thumbgallery Tutorial



Hi,I'm working off of the xml image gallery tutorial here on kirupa. http://www.kirupa.com/developer/mx2004/thumbnails.htm I've set it up so the thumbnail images dislplay in a grid. the problem i'm having is that the thumbnails don't display in the correct order as brought in from the xml file. it works fine locally so i'm sure it's a problem with loading in the xml. I broke it apart to the xml file loads in well before the thumbnail images are loaded and placed and that still didn't work. Any ideas?



KirupaForum > Flash > ActionScript 1.0/2.0
Posted on: 04-05-2006, 06:12 PM


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Xml Slideshow Tutorial - Fade From Image To Image?
I am building a slideshow for a client based on Kirupa's fantastic tutorial http://www.kirupa.com/developer/mx2004/xml_slideshow.htm

I want to change it so that instead of new images fading in from the background color, they fade from image to image. To that end, I have created another instance of the image mc the same as "picture" but called "bg_picture". I have placed it in the same layer as picture, but sent it to the back so it would lie behind the main picture.

My thought was to load the current picture as a background picture before p got incremented (or decremented) and the new image fades in. That way, the fade will be from one image directly to the next. I have edited the code as follows:


Code:
function nextImage() {
if (p<(total-1)) {
bg_picture.loadMovie(image[p], 1); //added this line
p++;
if (loaded == filesize) {
picture._alpha = 0;
picture.loadMovie(image[p], 1);
desc_txt.text = description[p];
picture_num();
slideshow();
}
}
}
When I test the flash file, the slideshow performs as expected except that when the new line is called, the image showing blinks out to the background color momentarily, then reappears before the new image fades in.

I thought it might be a question of the background image not being preloaded, so I tried the following code to force the background image to load before the transition starts. Unfortunately, there was no discernable difference in the display.


Code:
function nextImage() {
if (p<(total-1)) {
bg_picture._alpha = 0; //added code starts here
bg_picture.loadMovie(image[p], 1);
bg_filesize = bg_picture.getBytesTotal();
bg_loaded = bg_picture.getBytesLoaded();
if (bg_loaded == bg_filesize) {
bg_picture._alpha = 100; //added code ends here
p++;
if (loaded == filesize) {
picture._alpha = 0;
picture.loadMovie(image[p], 1);
desc_txt.text = description[p];
picture_num();
slideshow();
}
} //added code
}
}
Does anyone have any idea what I can do to have this transition smoothly?

Anyone Know Any Image Carousel Tutorial?
Hi,

I'm looking for an image carousel (rotating like those found in carnival rides) done in Flash5. Preferably horizontally rotating and customizable...

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Thanks!

Tutorial For Image Gallery
Hi,

Anyone knows a good tutorial of how I can achieve a gallery looking like this:
http://www.jorgealcaide.com/
http://www.jorgealcaide.com/

I guess is based on XML. I tried really hard to work it out and I can't figure how the images grow and then when you click them they dissapear back to the menu.

Thank you very much
Nicolae

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Hi Guys,

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All I see is:

top level
language elements
adobe.utils
fl.accessability
fl.containers
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flash.xml

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Scrolling Image Tutorial
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Please help

Image Slideshow Tutorial
in the image slideshow tutorial

how are u supposed to host the file on the web?

u can host the movie file but how about the xml file

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Random Image Tutorial Help
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i followed the random background image load tutorial under the flash mx > special fx section .. basically wen i test the movie .. the images load randomly and really quickly .. however .. if i want to use this movie in another flash movie .. how come the images still keep loading randomly and not wen i refresh my page .. but just continously .. i need help please... do i need to apply a stop action somewhere?????

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Image Pan Tutorial, Possible To Add Autopan?
I am hoping to figure out how to have the panorama image scrolling before the mouseMove in order to attract the viewer attention to it's interactive qualities. Is that possible with the method below?


Code:
this.onMouseMove = function() {
constrainedMove(bg_mc, 4, 1);
};
function constrainedMove(target:MovieClip, speed:Number, dir:Number) {
var mousePercent:Number = _xmouse/Stage.width;
var mSpeed:Number;
if (dir == 1) {
mSpeed = 1-mousePercent;
} else {
mSpeed = mousePercent;
}
target.destX = Math.round(-((target._width-Stage.width)*mSpeed));
target.onEnterFrame = function() {
if (target._x == target.destX) {
delete target.onEnterFrame;
} else if (target._x>target.destX) {
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}
};
}

'Interactive Image Pan' Tutorial Help.
Hey,

I just did this tutorial 'Interactive Image Pan'

http://www.kirupa.com/developer/flas..._image_pan.htm

I completed it with succes, but my question:
Is there a way to make it scroll slowly from the beginning, even before you start rolling over it with your mouse?

I dont want it to stand still when you start the movie.

This is the full Kirupa code:

Quote:




this.onMouseMove = function() { constrainedMove(bg_mc, 4, 1); }; function constrainedMove(target:MovieClip, speed:Number, dir:Number) { var mousePercent:Number = _xmouse/Stage.width; var mSpeed:Number; if (dir == 1) { mSpeed = 1-mousePercent; } else { mSpeed = mousePercent; } target.destX = Math.round(-((target._width-Stage.width)*mSpeed)); target.onEnterFrame = function() { if (target._x == target.destX) { delete target.onEnterFrame; } else { target._x += Math.ceil((target.destX-target._x)*(speed/100));}}; }

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Random BG Image Tutorial
The tutorial was great!

I came up with one question though.

Why does this work... (using the location.loadMovie)

choice = Math.round(Math.random()*3);
switch (choice) {
case 0 :
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break;
case 1 :
location.loadMovie("bgphoto1.swf");
break;
case 2 :
location.loadMovie("bgphoto2.swf");
break;
}


but when I try using this (location.loadMovieNum) it doesnt't load.


choice = Math.round(Math.random()*3);
switch (choice) {
case 0 :
location.loadMovieNum("bgphoto0.swf", 1);
break;
case 1 :
location.loadMovieNum("bgphoto1.swf", 1);
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case 2 :
location.loadMovieNum("bgphoto2.swf", 1);
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}


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If you know of this tutorial, please post a link to it here or send via email to:

Viking.no1@gmail.com

Many thanks.

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I've spent a while looking for a tutorial on how to make horizontal scrolling images that are links, that when pressed would open a popup images of the image selected in the scroll list... uhmmm

Would you know where I could learn how todo this, or get a movie to download and work it out from there??

cheers!

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Hi, I'm having some problems with this tutorial:

http://www.flashkit.com/tutorials/In...-815/index.php

I follow the directions EXACTLY as posted, but when I play the movie, the images scroll just fine, but they do not react to the cursor. I can't figure out what I'm doing wrong, and I have been working on it for over 8 hours now. Basically I'm retarded... I sent an e-mail to the creator of the tutorial, but have never received a reply. I can send you my .fla file if you think you can help, and just point out the problem to me. I have it built EXACTLY as he says, and have rebuilt over and over. However, I tried his horizonal tutorial, that is basically the same, and it works perfectly. Please help me someone, I'm dying! Thanks!

[F8] Advancing From A Tutorial RE: Image Panning
Hey again, i've recently completed a simple tutorial from a website, which involves panning an image from left to right. The image has to be bigger then the workspace. But i was wondering how difficult or easy it is to pan the image up and down as well. (It's probably easier to contact the person that created the tutorial but ive forgotten the site) Here's the code from the tutorial :


Code:
this.onMouseMove = function() {
constrainedMove(bg_mc, 4, 1);
};
function constrainedMove(target:MovieClip,
speed:Number, dir:Number) {
var mousePercent:Number = _xmouse/Stage.width;
var mSpeed:Number;
if (dir == 1) {
mSpeed = 1-mousePercent;
} else {
mSpeed = mousePercent;
}
target.destX = Math.round(-((target._width-
Stage.width)*mSpeed));
target.onEnterFrame = function() {
if (target._x == target.destX) {
delete target.onEnterFrame;
} else {
target._x += Math.ceil((target.destX-target._x)*(speed/100));
}
};
}
Is it just a question of adding a few lines of code using something like "var mousePercent:Number = _xmouse/Stage.height;" and then a few other lines using the y axis?
If anyone has any idea's it would be super

Liquify Image Tutorial Modification
The liquify image tutorial mentions, on page 2:


Quote:




What if: instead of empty space behind the masked image, there were another image behind it? That other image behind it would show through. And with some sneaky layering:




.

I'm wondering if it's possible to combine this with the liquify image effect so that, as you liquify the image, you discover new parts of the image ie: the image in the center circle is slightly different (say with a white area on it somewhere) than the main image.

I tried it, masked another image using that "sneaky layering" method, then tested the liquify script, and I got a circle that lagged behind all the others, sometimes catching up to the mouse, that displayed the image I wanted to show, while the rest of the effect worked as before.

So instead of that circle in the back, how can I make it show through the circle in the front? Is it even possible? Any suggestions are appreciated.

Suprabeener Image Gallery Tutorial
I've tryed allmost a day to make it work ... but i don't know where's the problem. A movie clip (of size of the pictures), 2 buttons and the Script in a new layer. Now ... which part am I missing ???
I also modifyed the tutorial found here so it could show my pics, but it ayn't showing anything. And no errors also. I've tryed with and without the mask, but no result.
So i please you to advise.
Thanks

Image Gallery Tutorial Question
I have the XML Image gallery Tutorial from this website working perfectly, but the only problem is that the thumbnails don't load de thumbs in sequence. So it loads thumb # 1 and then #4 and #2... How can I make to work in sequence?

thanks

Interactive Image Panning Tutorial
Hi folks,

I've searched for something on this topic already, but haven't quite found what I'm looking for.

I'm doing the Interactive image panning tutorial, and was wondering is there any way of making the mouse pan both the X and Y axis ? (as opposed to just the x) I tried adding another statement for the y axis at the bottom, but it doesn't work properly.


Code:
this.onMouseMove = function() {
constrainedMove(bg_mc, 4, 1);
};
function constrainedMove(target:MovieClip, speed:Number, dir:Number) {
var mousePercent:Number = _xmouse/Stage.width;
var mSpeed:Number;
if (dir == -1) {
mSpeed = 1-mousePercent;
} else {
mSpeed = mousePercent;
}
target.destX = Math.round(-((target._width-Stage.width)*mSpeed));
target.onEnterFrame = function() {
if (target._x == target.destX) {
delete target.onEnterFrame;
} else if (target._x>target.destX) {
target._x -= Math.ceil((target._x-target.destX)*(speed/50));
} else if (target._x<target.destX) {
target._x += Math.ceil((target.destX-target._x)*(speed/50));
}
};
target.destY = Math.round(-((target._width-Stage.width)*mSpeed));
target.onEnterFrame = function() {
if (target._Y == target.destY) {
delete target.onEnterFrame;
} else if (target._y>target.destY) {
target._y -= Math.ceil((target._y-target.destY)*(speed/50));
} else if (target._y<target.destY) {
target._y += Math.ceil((target.destY-target._y)*(speed/50));
}
};


}
Any ideas how to combine both the X and Y axis within the actionscript ?

Thanks.

Aaron

Interactive Image Panning Tutorial
Hope anyone can help with this problem.

I have implemented this very good tutorial in my site: http://www.kirupa.com/developer/flas..._image_pan.htm

I have changed the _x parameters to _y and _widths to _heights to create a vertical scrolling version of this.

I have then put the vertical slider within a masked area (a box) on the stage.

The problem is this; the script still uses the stage height so wherever my mouse is on the stage area the content of the scroller still scrolls. i would like the scroller to only scroll when the mouse is in the smaller boxed area, and to restrict the the content of the scrolling area within the boxed area.

Hope this is not too confusing.

Any help very much appreciated.

thanks

Senocular Preload Image Tutorial
Hi

I just tried to add a previous image button in this tutorial. But that attempt failed.

This is the url

http://www.senocular.com/flash/source.php?id=0.132


This is the code


Code:
// baseurl to use to locate images based on SWF url not HTML url
var baseurl = _url.substr(0,_url.lastIndexOf("/")+1);
// create and position empty clips for images
// one for visible image, one which will be
// used for preloading the next image
this.createEmptyMovieClip("one",2); // on top
this.createEmptyMovieClip("two",1);
one._x = two._x = 20;
one._y = two._y = 20;
// clips represents the clips with images
clips = [
one,
two
];
timeline = this; // allows reference to timeline from other clips
// images is an array of the names of the images being used
// this is for file referencing as well as status display
images = [
"lodge",
"ballet",
"chess",
"spinners",
"tennis",
"tribe"
];
// GetFileFor returns the file path for an image
// given its name
function GetFileFor(name){
return baseurl+"preloadnextimage/"+name+".jpg";
}
// Preload checks to see if a clip has been loaded
function Preload(clip){
var lod = clip.getBytesLoaded();
var tot = clip.getBytesTotal();
if (lod && tot){
var percent_loaded = lod/tot;
progress_mc._xscale = 100* percent_loaded;
if (lod == tot){
status_txt.text = "Preloading complete for "+images[0];
return true; // is complete
}
}
return false; // is not complete
}
// PreloadNext is used as an onEnterFrame event
// to check the loading of the current image and
// reorders the arrays so that the first element
// now represents the next image/clip
function PreloadNext(){
var is_complete = Preload(clips[0]);
if (is_complete){
clips.push(clips.shift()); // shift order of arrays
images.push(images.shift());
delete this.onEnterFrame;
}
}
// FirstLoad is like PreloadNext but loads the first image
// adding in a status message otherwise handled by the next button
// and starting the second image to load when complete.
function FirstLoad(){
var is_complete = Preload(clips[0]);
if (is_complete){
clips.push(clips.shift());
images.push(images.shift());
clips[0].loadMovie(GetFileFor(images[0]));
status_txt.text = "Preloading "+images[0];
this.onEnterFrame = PreloadNext;
}
}
// next_btn.onPress shows the next image if preloaded and starts
// preloading the next one using PreloadNext as an onEnterFrame event
next_btn.onPress = function(){
if (this.onEnterFrame){
status_txt.text = "Please wait for "+images[0]+" to complete";
return false;
}
clips[0].swapDepths(clips[1]); // move preloaded image to top
clips[0].loadMovie(GetFileFor(images[0]));
status_txt.text = "Preloading "+images[0];
timeline.onEnterFrame = PreloadNext;
}
// initiate loading of first image
clips[0].loadMovie(GetFileFor(images[0]));
status_txt.text = "Preloading "+images[0];
this.onEnterFrame = FirstLoad;
Any help will greatly appreciated

Liquify Image Tutorial Modification
The liquify image tutorial mentions, on page 2:


Quote:




What if: instead of empty space behind the masked image, there were another image behind it? That other image behind it would show through. And with some sneaky layering:




.

I'm wondering if it's possible to combine this with the liquify image effect so that, as you liquify the image, you discover new parts of the image ie: the image in the center circle is slightly different (say with a white area on it somewhere) than the main image.

I tried it, masked another image using that "sneaky layering" method, then tested the liquify script, and I got a circle that lagged behind all the others, sometimes catching up to the mouse, that displayed the image I wanted to show, while the rest of the effect worked as before.

So instead of that circle in the back, how can I make it show through the circle in the front? Is it even possible? Any suggestions are appreciated.

[tutorial] Flash 8 - Image Flood
I was looking around for a Flash 8 source for a nice image flood effect, but the only one I found you have to pay to download the source. So I decided to create my own and improve on it. The example uses a great picture of Miko.

View the Image Flood example
View the breakdown of the example

This example uses the BitmapData object to copy a set of pixels (defined by a rectangle) to a new BitmapData object to achieve an image flood effect. To allow for a nice and smooth flood I tapped into the Flash Tween class. Right now the code isn't as optimized as it should be, but it will get you going.

Setup your file by importing an image to your library. Right-click on the bitmap in your library and select 'Linkage'. Click 'Export for ActionScript' and 'Export in first frame'. Give the bitmap an 'Identifier' value of "sourceImage". Then copy the actionscript below into the first frame.

ActionScript Code:
import flash.display.BitmapData
import flash.geom.Rectangle
import flash.geom.Point
import mx.transitions.Tween
 
//Creates MCs to hold the BitmapData
//Levels set manually to ensure right order
sourceContainer = createEmptyMovieClip("sourceContainer", 2);
copyContainer = createEmptyMovieClip("copyContainer", 1);
maskContainer = createEmptyMovieClip("maskContainer", 3);
 
//Create sourceBitmap and load in sourceImage from the library
sourceBitmap = BitmapData.loadBitmap("sourceImage");
//Attaches the created bitmap to the mc created eariler
this.sourceContainer.attachBitmap(sourceBitmap, this.getNextHighestDepth());
 
//Creates copyBitmap to hold all the bitmap information that is being copied over
copyBitmap = new BitmapData(sourceContainer._width, 1, false, 0x000000);
//Attaches BitmapData to copyContainer mc
copyContainer.attachBitmap(copyBitmap, this.getNextHighestDepth());
 
//Creates a bitmap for the mask **this could be optimized by using a vector instead
maskBitmap = new BitmapData(sourceContainer._width, sourceContainer._height, false, 0xFF0000);
maskContainer.attachBitmap(maskBitmap, this.getNextHighestDepth());
 
//Applies the mask to the source
sourceContainer.setMask(maskContainer);
 
//Stretches the copyContainer to the height of the sourceContainer
//otherwise it would be only 1px tall
copyContainer._height = sourceContainer._height;
 
//Setup tween to move the mask
var maskTween = new Tween(maskContainer, "_y", mx.transitions.easing.Strong.easeInOut, sourceContainer._height, 0, 50);
 
//Detect tween's onMotionChanged
maskTween.onMotionChanged = function() {
    //Gets the _y of maskContainer
    copyPosition = Math.round(this.position);
   
    //Defines the rectangle to use as a copy area
    //(x, y, width, height) - y is updated by copyPosition
    copyRect = new Rectangle(0, copyPosition, sourceContainer._width, 1);
    //Point to copy to
    copyPoint = new Point(0, 0);
    //Copy from sourceBitmap using copyRectange to the point copyPoint
    copyBitmap.copyPixels(sourceBitmap, copyRect, copyPoint);
}
 
//On finished - yoyo!
maskTween.onMotionFinished = function() {
    maskTween.yoyo();
};


Download Source

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I need a good flash image gallery tutorial, something simple, just thumbnails, description of image and the image when u click on a thumbnail. Possibly in just actionscript or PHP. Needs to be dynamic, i.e. images get extracted from /images folder or something. Can anyone help? Thanks

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I did however, find this Click here which is absolutely perfect to what i want to create, but have no knowledge at all on how to create something like this. I don't even know how to modify this one so that it shows my pictures!

Thanks!!!

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Hello,

I am looking for a zoom-in>blur>change image > blur > zoom-out example and/or tutorial to use for a transistion between images.

I know I have seen this somewhere.

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Hi All,

I apologize in advance for not posting an ActionScript 2.0 specific question; however, does anyone know of a good tutorial (or AS code) that shows how to create an XML-driven image gallery thumbnail grid without using any components?

I have a very tight deadline so any help would be greatly appreciated!

Thanks.

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Hi everybody,

I'm looking for one or more tutorials to help me with the following... I've designed a website for an art club. It's OK, but I think it's needs something dynamic. At the moment, it shows a random image on the homepage everytime the site gets loaded. But, what I would like is a banner running horiziontally along the bottom of the website, with thumbnails (all of which will be the same size) running slowly in a loop - they should be moving automatically as soon as the site loads, and each image should be clickable so that I can run some javascript to load whichever image is clicked into a specific region on the web site (I want to keep the image and the scrolling thumbnails separate on the page). I'd also like left/right arrows so that people can change the direction of the scroll...

The thumbnails are stored in a specific directory, and the flash file should either load every thumbnail and show them, or they could be loaded from a config file... Either way, I need to be able to add thumbnails without the need to recompile any flash files.

If anyone can recommend some tutorials on this, I'd be very grateful.

Thanks

Help -error Loading Xml -in The Xml Image Gallery Tutorial
Works perfect locally - load everyrhing to my ISP server and up barfs an error .. my xml file isn't being loaded any ideas?-

Code:
function loadXML(loaded) {
if (loaded) {
xmlNode = this.firstChild;
swf = [];
name = [];
link = [];
total = xmlNode.childNodes.length;
for (i=0; i<total; i++) {
swf[i] = xmlNode.childNodes[i].childNodes[0].firstChild.nodeValue;
name[i] = xmlNode.childNodes[i].childNodes[1].firstChild.nodeValue;
link[i] = xmlNode.childNodes[i].childNodes[2].firstChild.nodeValue;
}
firstImage();
} else {
display_txt.text = "Error loading XML!";
display_txt._y = 380;
}
}
xmlData = new XML();
xmlData.ignoreWhite = true;
xmlData.onLoad = loadXML;
xmlData.load("swfs.xml");

Change Image In Color Tutorial Demo
Hello,

No doubt my querstion gives mne away as a newby!

I would like to know how to change the 'movie clip' images we named 'shapes' in the kirupa color change tutorial.

I am eventually thinking of a picture of a house whetre the rook will change color when chosen as in the tutorial.

Thank you

Oz

Loading A Random Image Tutorial Question
This post is refering to this tutorial on this site:
http://www.kirupa.com/web/random_image.php

I understand how to create and modify the php page, but I don't know what code I should
use in my flash movie to call the php file into my movie clip.

Can anyone help?
Thank you, Chris

Interactive Image Panning Tutorial Problem
hi
I have followed the image panning tutorial but my results are not as described in the tutorial. the image does not pan all the way to its left edge and it does pan past its right edge. although I tried to figure out myself why this is so, my AS knowledge is not enough to troubleshoot it.
my stage is 300w x 200h, my image movieclip is 1000w x 200h and is positioned on 0x and 0y on stage with its pivot point at the center. It would be great if someone could point me to my error. here is the code as I have pasted it from the tut into the 1st frame:


this.onMouseMove = function() {
constrainedMove(bg_mc, 4, 1);
};
function constrainedMove(target:MovieClip, speed:Number, dir:Number) {
var mousePercent:Number = _xmouse/Stage.width;
var mSpeed:Number;
if (dir == 1) {
mSpeed = 1-mousePercent;
} else {
mSpeed = mousePercent;
}
target.destX = Math.round(-((target._width-Stage.width)*mSpeed));
target.onEnterFrame = function() {
if (target._x == target.destX) {
delete target.onEnterFrame;
} else {
target._x += Math.ceil((target.destX-target._x)*(speed/100));
}
};
}

Quick Assistance On Image Gallery Tutorial
The gallery works fine, but when that .swf is loaded into my main timeline it does not work (I anticipated this). What I didn't anticipate is not being able to modify it to work , I can get the buttons to respond to the gallery, I verified this using trace statements but I can not get the gallery itself to work..this is the code that I am referring too, the gallery is loaded into an MC (mcloader2)...can someone point me in the right direction as to what needs to be modified and what doesn't? Thank you.

Here is the script
//Gallery script (not created by me)
//Code written by sbeener (suprabeener)
/*
i wrote this code, but you can use and abuse it however you like.
the methods are defined in the order which they occur to make it
easier to understand.
*/
// 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 = "gallery/";
// fill this array with your pics
this.pArray = ["1.jpg", "2.jpg", "3.jpg", "4.jpg", "5.jpg"];
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);
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;
} 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;
}
};
// Actions -----------------------------------------
// these aren't necessary, just an example implementation
this.onKeyDown = function() {
if (Key.getCode() == Key.LEFT) {
this.changePhoto(-1);
} else if (Key.getCode() == Key.RIGHT) {
this.changePhoto(1);
}
};
Key.addListener(this);

Changing Image Size In Xml Gallery Tutorial
Hi!
I just downloaded and followed the tutorial on creating an image gallery using an xml file to control the images. The tutorial is good and easy to follow. However, the images displayed are a little small for me. I like to display my images at 432 x 288(or 6x4). I can't figure out what property I need to change for this to take effect. Can someone help me?
Thanks,
Paul

Image Transition In Kirupa Gallery Tutorial
I worked through the Kirupa Gallery with Thumbnails tutorial. I am a novice, but quick learner. I would like to change the gallery so that when I click on a thumbnail, the large pictures also scroll into place--like this gallery: http://www.digicrafts.com.hk/components/fc_galerie.php

I imagine I have to change both the script that displays the large images, and the the thumbnail portion.

Thanks!

Is There Such A Thing As A Tutorial For An Image Editor In Flash?
I have been searching everywhere and I dont know if it exists but im looking for a tutorial on how to make your own image editor to host on my site. Has anyone out there seen something like this?

[F8] Patrick Gunderson's Dynamic Image Gallery Tutorial...
I've followed the tutorial on this site to build a dynamic image gallery, which looks great and minimises the file size which is perfect.

However, instead of using the tween class as he has used I really would like to integrate the laco tween class, particularly "brightOffsetTo" as this has a much nicer transition.

I have tried placing this inside the onLoadInit function so it reads like this:


Code:
MCLListener.onLoadInit = function(targetMC){
var brightnessTween:Tween = new Tween(targetMC, "_ct_", 100, 4, "easeInOut", 5);
brightnessTween.onMotionFinished = function(){
removeLastImage();
}
It doesn't work and I am SURE that I have the syntax wrong, but a bit confused about how to change this.

This is the kind of effect I'm trying to acheive : http://www.ffiles.com/flash/image_ef...a_glow_effect/

But need to make it dynamic because the file size on this movie is HUGE!

Any pointers about where to start please?

Dynamic Text With Scrollbar Tutorial: Image Problem
Hi,

Thanks for the great tutorials! Ive followed the Dynamic text with scrollbar tutorial which has worked fine and I have intergated it into the site I am building.... The site is AS2 flash 8.

However the dynamic text needs to include images. I am able to successfully render simple HTML tags, but for some reason I am unable to include images using the <img> tag. Then to make things even muddier, when I run the site locally, the text wraps itself around the missing/invisable images, but when I run the site online it does not.

I cant think what the problem is.

Thanks in advance,

Julian

3D Object Rotate + Drag Detailed Image (Tutorial?)
Hi,

I want to learn how to create a 360 view of a shoe that you can drag the mouse left and right and the shoe rotates left and right. I would want to use a sequence of photos of the shoe rotating to do this. It's supposed to be easy to do, but I haven't found much of anything online about how to do this.

here is an example: http://www.yofla.com/flash/3d-rotate/examples.php?exampleId=8

The other thing would be dragging a detailed image around in the window.

this is similar, but i want to drag the actual image: http://flashwanted.com/cl/samples/37915/index.html

if you go to this site and click down on a gym shoe image (it'll take a little to navigate there) they have the detail shoe image the way i would like to be able to do it. http://www.adidas.com/campaigns/women/content/stella/

in general does anyone know a good book or video tutorial to learn cool animation effects like this stuff?? even like nike or adidas stuff. most the books out there are really too basic. and i feel like i'm hitting a wall on where to learn this stuff from.

thanks.

best.
andy

Photo Gallery Tutorial Problem - Image Positioning
First off, excellent tutorial, the only one of its type that actually worked for me.

I have a main movie, whose image gallery is an external SWF file, the mainframe of which is Kirupa's tute.

I've called in the external SWF using:

this.createEmptyMovieClip("workSWF", 14);
workSWF.loadMovie("work/catagories/Catagories_Advertising.swf", 14);
workSWF._x = 15
workSWF._y = 15

Unfortunately, the linked images are off center from what I position them. Even the _x, _y trick isn't working. Registration point has been moved as well, still nothing.

Also, the buttons to flip through the images don't work. But all this works well if I use loadMovieNum () function.

I would post the website up, but its pretty large considering this company I'm interning at has a huge portfolio. The total file is about 30 megs (including movie clips, images, and false starts.)

Thanks in advance!

How To Incorporate The Loading Random Image Into The AS Preloader Tutorial?
How can I incorporate the loading a random image into this tutorial: http://www.kirupa.com/developer/acti...cliploader.htm

I've tried already, but can't get it to work. Could someone tell me how to do this, by modifying the AS in that tutorial?
Thanks!

Poor Image Quality Using The Xml Photo Gallery Tutorial... Please Help
Hi I'm having some major issues with my images. I modified a version of the xml photo gallery tutorial featured on this website, and am using that. But when my images pop up the quality is horrible. I've gone through and checked everything I know to look at. Then I decided to build my flash site twice as big, and use pictures that were twice as big to get some quality. This didn't work either.. It actually looked slightly worse! So I'm not sure what to do here. I'm open to any ideas, and all help is GREATLY appreciated!

Thanks!

-patrick

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