http://forums.adobe.com/community/flash/flash_general
Salve, sto provando a creare un sito web che fino ad adesso che sembra perfettamente funzionante.
Ho provato poi ad inserire una galleria immagini file swf esterno, ma riesco a vedere solo la maschera con i pulsanti mentre delle immagini assolutamente niente. Dove sbaglio?
Il codice che carico è quello fornito da flash :
My Gallery.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_3);
import fl.display.ProLoader; var fl_ProLoader_3:ProLoader;
var fl_ToLoad_3:Boolean = true;
function fl_ClickToLoadUnloadSWF_3(event:MouseEvent):void
{ if(fl_ToLoad_3)
{
fl_ProLoader_3 = new ProLoader();
fl_ProLoader_3.load(new URLRequest("C:\Documents and Settings\Administrator\Desktop\sito\gallery_Gallery.swf"));
addChild(fl_ProLoader_3);
}
else
{
fl_ProLoader_3.unload();
removeChild(fl_ProLoader_3);
fl_ProLoader_3 = null;
}
// Indica se volete caricare o scaricare il file SWF
fl_ToLoad_3 = !fl_ToLoad_3;
}
Ringrazio
Ugo
Hi, I'm trying to create a website and so far everything works perfectly.
I then tried to insert an image gallery swf file outside, placed on a frame of the movie, but I can see only the mask with the buttons while the images of the gallery, absolutely nothing. What's wrong?
The code that load is provided by flash:
gallery_Gallery.addEventListener (MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_3);
import fl.display.ProLoader; var fl_ProLoader_3: ProLoader;
var fl_ToLoad_3: Boolean = true;
fl_ClickToLoadUnloadSWF_3 function (event: MouseEvent): void
{If (fl_ToLoad_3)
{
fl_ProLoader_3 = new ProLoader ();
fl_ProLoader_3.load (new URLRequest ("C: \ Documents and Settings \ Administrator \ Desktop \ website \ gallery_Gallery.swf"));
addChild (fl_ProLoader_3);
}
else
{
fl_ProLoader_3.unload ();
removeChild (fl_ProLoader_3);
fl_ProLoader_3 = null;
}
/ / Indicates whether you want to load or unload the SWF
fl_ToLoad_3 =! fl_ToLoad_3;
}
Thanks in advance
Ugo
For starters: where do you get the gallery.swf (you have obviously no access to the source code)?
The gallery.swf might be AS1/AS2 so it won`t work at all inside an AS3 swf or L: the gallery uses realtive paths/global variables that might not work inside another swf.
There are really dozens of possibilities that prevent this image gallery from working inside your own application.
Hello moccamaximum,
sorry for requesting help.
I created the image gallery, everything is working correctly, the picture number 1, the zoom works correctly except zoom images 2,3 and 4. why?
Also, the image number1 after reduction does not disappear and remains visible.
What's wrong?
thank you very much
Ugo
stop();
import flash.events.MouseEvent;
My_img_btn1.addEventListener(MouseEvent.CLICK, play1);
function play1 (event:MouseEvent):void {
gotoAndStop(1);
}
My_img_btn2.addEventListener(MouseEvent.CLICK, play2);
function play2 (event:MouseEvent):void {
gotoAndStop(2);
}
My_img_btn3.addEventListener(MouseEvent.CLICK, play3);
function play3(event:MouseEvent):void {
gotoAndStop(3);
}
My_img_btn4.addEventListener(MouseEvent.CLICK, play4);
function play4 (event:MouseEvent):void {
gotoAndStop(4);
}
import fl.transitions.Tween;
my_img1_mc.addEventListener(MouseEvent.ROLL_OVER, roll);
my_img1_mc.addEventListener(MouseEvent.ROLL_OUT, roll);
my_img2_mc.addEventListener(MouseEvent.ROLL_OVER, roll);
my_img2_mc.addEventListener(MouseEvent.ROLL_OUT, roll);
my_img3_mc.addEventListener(MouseEvent.ROLL_OVER, roll);
my_img3_mc.addEventListener(MouseEvent.ROLL_OUT, roll);
my_img4_mc.addEventListener(MouseEvent.ROLL_OVER, roll);
my_img4_mc.addEventListener(MouseEvent.ROLL_OUT, roll);
function roll (e:MouseEvent) {
if (e.type == MouseEvent.ROLL_OVER) {
e.target.parent.swapChildren(e.target,
e.target.parent.getChildAt(e.target.parent.numChildren-1));
var ingrandisciX:Tween = new Tween (e.target, "scaleX", null,
e.target.scaleX, 1.8, 1, true)
var ingrandisciY:Tween = new Tween (e.target, "scaleY", null,
e.target.scaleY, 2.2, 1, true)
} else {
var riduciX:Tween = new Tween (e.target, "scaleX", null,
e.target.scaleX, 1,2, true)
var riduciY:Tween = new Tween (e.target, "scaleY", null,
e.target.scaleY, 1,2, true)
}
}
since you are jumping to different frames I suspect that the images 2-4 are not available when you assign the eventlisteners to them?
you should get an error
Also the condition
if (e.type == MouseEvent.ROLL_OVER) {
}
seems unnecessary
also the whole roll function is very complicated try to rewrite it like this
to make it better readable
function roll (e:MouseEvent) {
switch(e.currentTarget.name){
case "my_img1_mc": doSomething();break;
...
case "my_img4_mc":doSomethingElse();break;
}
}
you can use the same pattern to combine all your 4 play-functions into one.
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