I have this image gallery that basically puts one image next another in 3 columns 8 rows. The images are selected randomly and so on…
The problem is I have no problem when the code is written without the bezierSlideTo…The images appear next to each other. When I add a simple animation the images appear on top of each other. I can’t seem to find where I am making the mistake.
Any help would be great!
function gallery () {
for (var i = 101; i < numberOfPaintings; i++) {
this.attachMovie ("paintingMC", "paintingMC" + i, i);
this["paintingMC" + i].ivar = ij;
myIdentifier = Math.round (Math.random () * 10000);
//this.myMCL.loadClip ("Galleries/forSale/tn_forSale/tn_paintingMC" + myarray[ij] + ".jpg?uniq=" + myIdentifier, this["paintingMC" + i].painting);
this.myMCL.loadClip ("Galleries/forSale/tn_forSale/tn_paintingMC" + myarray[ij] + ".jpg", this["paintingMC" + i].painting);
//var t1:Tween = new Tween (this["paintingMC" + i].painting, "_alpha", Normal.easeOut, 0, 75, 5, true);
////this["paintingMC" + i]._alpha = 100;
//
//
[COLOR=Red]//this["paintingMC" + i].bezierSlideTo (xCenter, yCenter, xCenter - 460, yCenter - 250, 3, "easeOutElastic");[/COLOR]
//
//
//var t1:Tween = new Tween (this["paintingMC" + i].painting, "_alpha", Normal.easeOut, 0, 75, 5, true);
this["paintingMC" + i]._x = xCenter - 460;
this["paintingMC" + i]._y = yCenter - 250;
ij++;
if (this["paintingMC" + (i - 1)]._x > xCenter - 325) {
//
[COLOR=Red]//this["paintingMC" + i].bezierSlideTo (xCenter, yCenter, xCenter - 460, this["paintingMC" + (i - 1)]._y + 75, 3, "easeOutElastic");[/COLOR]
//
this["paintingMC" + i]._y = this["paintingMC" + (i - 1)]._y + 75;
this["paintingMC" + i]._x = xCenter - 460;
} else {
//
[COLOR=Red]//this["paintingMC" + i].bezierSlideTo (xCenter, yCenter, this["paintingMC" + (i - 1)]._x, this["paintingMC" + (i - 1)]._y + 75, 3, "easeOutElastic");[/COLOR]
//
this["paintingMC" + i]._x = this["paintingMC" + (i - 1)]._x + 75;
this["paintingMC" + i]._y = this["paintingMC" + (i - 1)]._y;
}
currentPainting = this["paintingMC" + i];
applyDropShadow (currentPainting);
detectID (currentPainting);
}
}