# Create a Photo Gallery tutorial

**URL:** https://forum.kirupa.com/t/create-a-photo-gallery-tutorial/93669
**Category:** Uncategorized
**Created:** [November 3, 2003, 5:34pm UTC](https://forum.kirupa.com/t/create-a-photo-gallery-tutorial/93669 "2003-11-03T17:34:08Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![jbsykes](https://avatars.discourse-cdn.com/v4/letter/j/f19dbf/32.png) [@jbsykes](https://forum.kirupa.com/u/jbsykes)
#### Post date: [November 3, 2003, 5:34pm UTC](https://forum.kirupa.com/t/create-a-photo-gallery-tutorial/93669/1 "2003-11-03T17:34:08Z")

</div>

I used this tutorial [http://www.kirupa.com/developer/mx/photogallery.htm](http://www.kirupa.com/developer/mx/photogallery.htm)

I ahve everything working, but the images are loading in the bottom left corner of my swf. It does not seem like it is loading into my movieclip. Any thoughts?

J

HERE IS THE CODE FOR THE MOVIECLIP: the instance name of my clip is “photo”

//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 = “animation/”;  
// fill this array with your pics  
this.pArray = [“image0.jpg”, “image1.jpg”, “image2.jpg”, “image3.jpg”, “image4.jpg”, “image5.jpg”, “image6.jpg”, “image7.jpg”, “image8.jpg”, “image9.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);
