# Create a Photo Gallery

**URL:** <https://forum.kirupa.com/t/create-a-photo-gallery/277762>\
**Category:** Uncategorized\
**Created:** [December 17, 2008, 12:36am UTC](https://forum.kirupa.com/t/create-a-photo-gallery/277762 "2008-12-17T00:36:45Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![haiderbydesign](https://avatars.discourse-cdn.com/v4/letter/h/eb9ed0/32.png) [@haiderbydesign](https://forum.kirupa.com/u/haiderbydesign)\
**Post date:** [December 17, 2008, 12:36am UTC](https://forum.kirupa.com/t/create-a-photo-gallery/277762/1 "2008-12-17T00:36:45Z")

</div>

To whom can answer this question:

I keep getting errors after following the following tutorial:  
[http://www.kirupa.com/developer/mx/photogallery.htm](http://www.kirupa.com/developer/mx/photogallery.htm)

Errors I see:

**Error** Scene=Scene 1, layer=Layer 2, frame=1:Line 2: Syntax error.  
written by sbeener (suprabeener)

**Error** Scene=Scene 1, layer=Layer 2, frame=1:Line 21: Syntax error.  
falls within pArray.length this.pIndex =

**Error** Scene=Scene 1, layer=Layer 2, frame=1:Line 30: Syntax error.  
to load images into var p = \_root.photo;

Total ActionScript Errors: 3 Reported Errors: 3

The code i got from KIRUPA site:

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

\*\*\*\*\*\*\*Everything (Pictures and flash file) are in the same folder called (pictures).

Thanks
