# Fw: Loading png files from external folder in flash

**URL:** <https://forum.kirupa.com/t/fw-loading-png-files-from-external-folder-in-flash/289559>\
**Category:** flash\
**Created:** [June 1, 2009, 9:51pm UTC](https://forum.kirupa.com/t/fw-loading-png-files-from-external-folder-in-flash/289559 "2009-06-01T21:51:12Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![pepemetzer](https://avatars.discourse-cdn.com/v4/letter/p/7bcc69/32.png) [@pepemetzer](https://forum.kirupa.com/u/pepemetzer)\
**Post date:** [June 1, 2009, 9:51pm UTC](https://forum.kirupa.com/t/fw-loading-png-files-from-external-folder-in-flash/289559/1 "2009-06-01T21:51:12Z")

</div>

Hi,

I recently got the following code from one of your tutorials and am wondering why  
it is that when I try to change the .jpg images to .png images, the images no longer  
appear in the swf file. Does flash no allow .png files to be loaded.

The reason that I need the files to be png is because the have to have a transparent  
backgroung.

Please let me know if I am missing something.  
THan you very much,

Pepe

/\*  
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 [COLOR=“red”]= [“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);
