I posted this a few days back and didn’t get any suggestions so, I thought I’d try again.
This is from the gallery tutorial. Can I make this gallery advance on its own without a external button? I just want the images to automatically fade in and out with the user having to interact. This will be used for a large slide show.
In a bind here so, any suggestions would be greatly appreciated.
This is the gallery tutorial code:
//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”,“small12-22-05-14.jpg”,“small12-22-05-15.jpg”,“small12-22-05-16.jpg”,“small12-22-05-17.jpg”,“small12-22-05-18.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);