0 Replies Latest reply on Mar 29, 2007 10:04 AM by Gunga_Galunga

    [F8]Need to turn this gallery into a slide show

    Gunga_Galunga Level 1
      I have some code from a "how to" used to create a photo gallery. This gallery was meant to be used with buttons but, what I need is for the images to fade in and out automatically. Not sure what code would allow that to happen.

      Im using this type of gallery becuase I will have approx 300 images to fade in and out. I plan on having four of these objects on the stage running at the same time.

      Here is the code I am working with:

      //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 = "";
      // fill this array with your pics
      this.pArray = ["small8-05-1.jpg", "small8-05-2.jpg", "small8-05-3.jpg", "small8-05-4.jpg", "small8-05-5.jpg", "small8-05-6.jpg", "small8-05-7.jpg", "small8-05-8.jpg", "small8-05-9.jpg", "small8-05-10.jpg","small8-05-11.jpg","small12-22-05-12.jpg","small12-22-05-13.jpg","smal l12-22-05-14.jpg","small12-22-05-15.jpg","small12-22-05-16.jpg","small12-22-05-17.jpg","sm all12-22-05-18.jpg","smallCommonEntrance-19.jpg"];
      this.fadeSpeed = 50;
      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);