Help with as3 picture overlay with transition

hi to all

i’m a new bird for as3 and flash…

i get some refrance form web…

but i need to do change it with transition.

can someboday help me look over the code…

thx !!@ for help sory for my broken english…


import gs.*;
//hides the description box until the image is loaded
//hides the image until it is loaded
infoBox.alpha=0;
theImage.alpha=0;
loadingBar.visible = false;
//variables to hold the final coordinates of the image tween
var finalX:Number;
var finalY:Number;
//variable to hold the number of images in the XML
var listLength:Number;
//keeps track of what image should be displayed
var currPainting:Number=0;
//arrays to hold the contents of the XML, using this to allow
//for the random order of the images
var imageArray:Array = new Array();
var painterArray:Array = new Array();
var titleArray:Array = new Array();
var dateArray:Array = new Array();
//Loader event for the XML
var loader:URLLoader = new URLLoader();
loader.addEventListener(Event.COMPLETE, onLoaded);
var xml:XML;
loader.load(new URLRequest("paintings.xml"));
function onLoaded(e:Event):void {
 //load XML
 xml=new XML(e.target.data);
 var il:XMLList=xml.images;
 listLength=il.length();
 populateArray();
}
function populateArray():void {
 //takes the properties defined in the XML and stores them 
 //into arrays
 var i:Number;
 for (i = 0; i < listLength; i++) {
  imageArray*=xml.images*.pic;
  titleArray*=xml.images*.title;
  painterArray*=xml.images*.painter;
  dateArray*=xml.images*.date;
 }
 beginImage();
}
function beginImage():void {
 //grabs a random number between 0 and the number
 //of images in the array
 currPainting=Math.floor(Math.random()*imageArray.length);
 //load description
 infoBox.theArtist.text=painterArray[currPainting];
 infoBox.theTitle.text=titleArray[currPainting];
 infoBox.theDate.text=dateArray[currPainting];
 theImage.scaleX=1;
 theImage.scaleY=1;
 var imageLoader = new Loader();
 //catches errors if the loader cannot find the URL path
 imageLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, catchFunction);
 //actually loads the URL defined in the image array
 imageLoader.load(new URLRequest(imageArray[currPainting]));
 //adds a listener for while the image is loading
 imageLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, imgLoading);
 //adds a listener for what to do when the image is done loading
 imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imgLoaded);
 
 function catchFunction(e:IOErrorEvent) {
  trace("Bad URL: " + imageArray[currPainting] + " does not exist");
  //take out the bad URL from the array
  imageArray.splice(currPainting,1);
  titleArray.splice(currPainting,1);
  painterArray.splice(currPainting,1);
  dateArray.splice(currPainting,1);
  //check to see if there are images left,
  //else restart the slideshow
  if (imageArray.length==0) {
   populateArray();
  } else {
   beginImage();
  }
 }
 
 function imgLoading(event:ProgressEvent):void{
  //show the loading bar, and update the width
  //based on how much is loaded
  loadingBar.visible = true;
  loadingBar.bar.width = (event.bytesLoaded/event.bytesTotal)*100;
 }
 function imgLoaded(event:Event):void {
  loadingBar.visible = false;
 
  //add the image and get the dimensions to center the image
  theImage.addChild(imageLoader);
  //take the contents of the loaded image and cast it as bitmap data
  //to allow for bitmap smoothing
  var image:Bitmap = imageLoader.content as Bitmap;
  image.smoothing=true;
  theImage.x = (stage.stageWidth/2) - (imageLoader.content.width / 2);
  theImage.y = (stage.stageHeight/2) - (imageLoader.content.height / 2);
  finalX = (stage.stageWidth/2) - (imageLoader.content.width * .8 / 2);
  finalY = (stage.stageHeight/2) - (imageLoader.content.height * .8 / 2);
  //start tween function
  easeIn();
 }
}
function easeIn():void {
 TweenLite.to(theImage, 8, {scaleX:.8, scaleY:.8, x:finalX, y:finalY, onComplete:hideStuff});
 TweenLite.to(theImage, 1, {alpha:1, overwrite:0});
 TweenLite.to(infoBox, 1, {alpha:1, delay:5});
}
function hideStuff():void {
 TweenLite.to(theImage, 1, {alpha:0, onComplete:nextImage});
 TweenLite.to(infoBox, 1, {alpha:0});
}
function nextImage():void {
 //take out the image that was just displayed
 imageArray.splice(currPainting,1);
 titleArray.splice(currPainting,1);
 painterArray.splice(currPainting,1);
 dateArray.splice(currPainting,1);
 //remove the picture
 //theImage.removeChildAt(0);
 //start over
 if (imageArray.length==0) {
  populateArray();
 } else {
  beginImage();
 }
}