Concerning Photo Galleries

I tried using the tutorial here for creating a photo gallery using a folder and flash reads them and “imports” them into the swf. however for some reason i cannot get this to work.

Is there an simplier one around anywhere for a moron like me?

Thanks, Roman

why don’t you work on the same one and post your questions on any specific part that you may have. There are alot of people here willing to help. This is just a suggestion.

ok ok, thanks for bearing with me so far fellas,

i have it loading like half an image however only

http://filebox.vt.edu/users/rdalicho/gallery.html
you can see what i mean.

i made the movie and clip the same size as my image, so technically shouldnt it show the whole thing? here is the code i am using:

this.pathToPics = “Pictures/Spring 2004/VDay Party/”;
// fill this array with your pics
this.pArray = [“IMG_0346.JPG”, “IMG_0347.JPG”, “IMG_0348.JPG”, “IMG_0349.JPG”, “IMG_0350.JPG”, “IMG_0351.JPG”, “IMG_0352.JPG”, “IMG_0353.JPG”, “IMG_0354.JPG”, “IMG_0355.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], this.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 = this.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);

Any more insight?

Roman