okay, i’ve used the code for the photo gallery on flash mx and i can seem to get my images to load, but the images are named right and are in the right places, someone help please. here is the code, can someone check it out and find out whats wrong? thanks
// 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 = [“adam.jpg”, “corey.jpg”, “group0.jpg”, “group1.jpg”, “group2.jpg”, “group3.jpg”, “shaun.jpg”, “travis.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[8], _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);