# Photo gallery woe

**URL:** <https://forum.kirupa.com/t/photo-gallery-woe/187494>\
**Category:** Uncategorized\
**Created:** [April 29, 2006, 7:14pm UTC](https://forum.kirupa.com/t/photo-gallery-woe/187494 "2006-04-29T19:14:02Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![openface](https://avatars.discourse-cdn.com/v4/letter/o/5f8ce5/32.png) [@openface](https://forum.kirupa.com/u/openface)\
**Post date:** [April 29, 2006, 7:14pm UTC](https://forum.kirupa.com/t/photo-gallery-woe/187494/1 "2006-04-29T19:14:02Z")

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hi, i followed the photo gallery tutorial yesterday on kirupa ([http://www.kirupa.com/developer/mx/photogallery.htm](http://www.kirupa.com/developer/mx/photogallery.htm)) except that the photo gallery is part of a swf file that i’m loading into another swf file (and besides that it’s inside a movie clip called Symbol1 and then loaded into another called gallery3. i think the script for the photo gallery should still work, i think that it doesn’t know what it’s loading into. this was evidenced by opening the photo gallery swf by itself, in which the images loaded, and then opening it as part of the main movie, in which the images did not load. any help would be greatly appreciated as i need to have the site up by monday… btw. here’s the action script that’s calling the images into the photo gallery. thanks a lot.  
//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 = “[http://www.mocada.org/new2/pix/](http://www.mocada.org/new2/pix/)”;  
// fill this array with your pics  
this.pArray = [“air1.jpg”, “air2.jpg”, “air3.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.Symbol1.gallery3.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);
