I’ve used it, and it works just fine…
But…I don’t want to use buttons…or key presses (like at the end of the code)
I want a continuos loop…through all my pictures.
How do I do that?
Please Help…I need this yesterday!:sure:
Thanks
Here’s the current code.
[AS]
//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 = [“BO1.jpg”, “GeGe2.jpg”, “HEATHER3.jpg”, “JAMES4.jpg”, “JEN5.jpg”, “KENNIE6.jpg”, “MEL7.jpg”, “Nicole8.jpg”, “TAMMY9.jpg”, “TOM10.jpg”];
this.fadeSpeed = 10;
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);
[/AS]
myButton is the instance name of the button. of course you can change it to whatever you want.
if the instance name of your button is abc… then replace myButton with abc
where is it stated in the “AS” to load the movie into a movie clip?
myMovieClip.loadMovie(movies[pIndex]);
again… replace myMovieClip with the instance name of your movie clip.