3 Replies Latest reply on Apr 22, 2007 10:03 AM by Nickuwo

    Getting sample imagegallery to work as a function

      I'm trying to use flash's sample image gallery in my own page, but instead of it coming up at the start, I want it to come up when the user presses a button. Here's the code;

      function imageGallery()

      trace("called it");

      //Begin Image gallery code by macromedia
      //Copyright (C) 2005 Macromedia, Inc. All Rights Reserved.
      //The following is Sample Code and is subject to all restrictions on
      //such code as contained in the End User License Agreement accompanying
      //this product.

      Dynamic Movie Clips Example
      The Flash gallery is created at runtime from an XML file.
      Images are scaled to 20% of their original size,
      but you can see the full size image by clicking an image and keeping the mouse button pressed.

      // Import the transitions classes so you can add a fading effect when the images load to the Stage.
      import mx.transitions.*;

      // Set the starting X and Y positions for the gallery images.
      _global.thisX = 30;
      _global.thisY = 70;

      /* Set static values for the Stage's width and height.
      Using Stage.width and Stage.height within the code results in
      strangely positioned full images when testing in the Flash environment
      (but the problem doesn't exist when published to a SWF file). */
      _global.stageWidth = 600;
      _global.stageHeight = 400;

      // Create and configure the XML instance which is used to load the list of gallery images on the fly.
      var gallery_xml:XML = new XML();
      gallery_xml.ignoreWhite = true;
      gallery_xml.onLoad = function(success:Boolean) {
      try {
      /* if you are able to successfully load and parse the gallery from a remote XML file,
      parse out the image names and add them to an array. */
      if (success) {
      var images:Array = this.firstChild.childNodes;
      var gallery_array:Array = new Array();
      for (var i = 0; i<images.length; i++) {
      gallery_array.push({src:images .firstChild.nodeValue});

      /* call the displayGallery function which handles loading in each
      of the gallery images and placing them on the Stage. */
      } else {
      throw new Error("Unable to parse XML");
      } catch (e_err:Error) {
      } finally {
      delete this;

      // load the gallery.xml file from the current directory.

      /* create a function which loops through the images in an array,
      and creates new movie clips on the Stage. */
      function displayGallery(gallery_array:Array) {
      var galleryLength:Number = gallery_array.length;
      // loop through each of the images in the gallery_array.
      for (var i = 0; i<galleryLength; i++) {
      /* create a movie clip instance which holds the image. We'll also set a variable,
      thisMC, which is an alias to the movie clip instance. */
      var thisMC:MovieClip = this.createEmptyMovieClip("image"+i+"_mc", i);

      /* load the current image source into the new movie clip instance,
      using the MovieClipLoader class. */

      var good:Boolean = mcLoader_mcl.loadClip(gallery_array .src, thisMC);
      // attach the preloader symbol from the Library onto the Stage.
      preloaderMC = this.attachMovie("preloader_mc", "preloader"+i+"_mc", 5000+i);

      /* set the preloader's bar_mc's _xscale property to 0%
      and set a default value in the progress bars text field. */
      preloaderMC.bar_mc._xscale = 0;
      preloaderMC.progress_txt.text = "0%";

      // set the _x and _y coordinates of the new movie clip.
      thisMC._x = _global.thisX;
      thisMC._y = _global.thisY;

      // set the position of the image preloader.
      preloaderMC._x = _global.thisX;
      preloaderMC._y = _global.thisY+20;

      // if you've displayed 5 columns of images, start a new row.
      if ((i+1)%5 == 0) {
      // reset the X and Y positions
      _global.thisX = 20;
      _global.thisY += 80;
      } else {
      _global.thisX += 80+20;

      // define the MovieClipLoader instance and MovieClipLoader listener Object.
      var mcLoader_mcl:MovieClipLoader = new MovieClipLoader();
      var mclListener:Object = new Object();
      mclListener.onLoadStart = function() {

      // while the content is preloading, modify the width of the progress bar.
      mclListener.onLoadProgress = function(target_mc, loadedBytes, totalBytes) {
      var pctLoaded:Number = Math.round(loadedBytes/totalBytes*100);
      // create a shortcut for the path to the preloader movie clip.
      var preloaderMC = target_mc._parent["preloader"+target_mc.getDepth()+"_mc"];
      preloaderMC.bar_mc._xscale = pctLoaded;
      preloaderMC.progress_txt.text = pctLoaded+"%";

      // when the onLoadInit event is thrown, you're free to position the instances
      mclListener.onLoadInit = function(evt:MovieClip) {
      /* set local variables for the target movie clip's width and height,
      and the desired settings for the image stroke and border. */

      var thisWidth:Number = evt._width;
      var thisHeight:Number = evt._height;
      var borderWidth:Number = 2;
      var marginWidth:Number = 8;
      evt.scale = 20;
      // draw a white rectangle with a black stroke around the images.
      evt.lineStyle(borderWidth, 0x000000, 100);
      evt.beginFill(0xFFFFFF, 100);
      evt.moveTo(-borderWidth-marginWidth, -borderWidth-marginWidth);
      evt.lineTo(thisWidth+borderWidth+marginWidth, -borderWidth-marginWidth);
      evt.lineTo(thisWidth+borderWidth+marginWidth, thisHeight+borderWidth+marginWidth);
      evt.lineTo(-borderWidth-marginWidth, thisHeight+borderWidth+marginWidth);
      evt.lineTo(-borderWidth-marginWidth, -borderWidth-marginWidth);

      /* scale the target movie clip so it appears as a thumbnail.
      This allows users to quickly view a full image without downloading it every time,
      but unfortunaltey also causes a large initial download. */
      evt._xscale = evt.scale;
      evt._yscale = evt.scale;
      // rotate the current image (and borders) anywyhere from -5 degrees to +5 degrees.
      //evt._rotation = Math.round(Math.random()*-10)+5;
      /* when the target_mc movie clip instance is pressed, begin to drag the current movie clip
      and set some temporary variables so once you are finished rescaling and positioning
      the full image, you can return the instance to its original position. */
      evt.onPress = function() {
      // start dragging the current clip.
      /* set the _xscale and _yscale properties back to 100% so the image appears full sized.
      You're also storing the original X and Y coordinates so you can return the image where you found it. */
      this._xscale = 100;
      this._yscale = 100;
      this.origX = this._x;
      this.origY = this._y;
      // find the depth of the current movie clip, and store it within the movie clip.
      this.origDepth = this.getDepth();
      /* :TRICKY: swap the depth of the current movie clip, with the next highest movie clip of the _parent.
      Effectively this makes the current movie clip the top of the "stack". */
      // try and center the current movie clip on the Stage.
      this._x = (_global.stageWidth-evt._width+30)/2;
      this._y = (_global.stageHeight-evt._height+30)/2;
      // apply a transition to the movie clip which makes the movie clip flicker for a split second.
      //mx.transitions.TransitionManager.start(this, {type:mx.transitions.Photo, direction:0, duration:1, easing:mx.transitions.easing.Strong.easeOut, param1:empty, param2:empty});
      /* when the movie clip instance is released, stop dragging the movie clip.
      Reset the _xscale and _yscale properties as well as the _x and _y coordinates. */
      evt.onRelease = function() {
      this._xscale = this.scale;
      this._yscale = this.scale;
      this._x = this.origX;
      this._y = this.origY;
      // if the mouse cursor was released outside of the movie clip, call the onRelease handler.
      evt.onReleaseOutside = evt.onRelease;
      mclListener.onLoadError = function(target_mc:MovieClip, errorCode:String, status:Number) {
      trace("Error loading image: " + errorCode + " [" + status + "]");


      I've added a few trace statements as you can see to try and narrow down the problem and it seems that it rests in the line
      var good:Boolean = mcLoader_mcl.loadClip(gallery_array
      .src, thisMC);
      in the displayGallery function since good always returns false. I have a sneaking suspicion that it has something to do with loadClip not working unless the url specified is relative to the movie at level 0. Unfortunately I am somewhat new to flash and I don't really understand what that means.
      Any help would be appreciated.