# Problem with gallery

**URL:** https://forum.kirupa.com/t/problem-with-gallery/54259
**Category:** flash
**Created:** [June 12, 2004, 3:15pm UTC](https://forum.kirupa.com/t/problem-with-gallery/54259 "2004-06-12T15:15:07Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![chenu](https://yyz1.discourse-cdn.com/flex011/user_avatar/forum.kirupa.com/chenu/32/562_2.png) [@chenu](https://forum.kirupa.com/u/chenu)
#### Post date: [June 12, 2004, 3:15pm UTC](https://forum.kirupa.com/t/problem-with-gallery/54259/1 "2004-06-12T15:15:07Z")

</div>

I’ve been experimenting with full flash sites and i have come up with one. This one has a main.swf that loads everything and then content.swfs to load all the content. Now one of my content is a photo gallery. But i’m having some trouble with getting it to work. You can check it out here [http://abstract-design.uni.cc/](http://abstract-design.uni.cc/content_portfolio.swf)

I got the first image to load but the rest don’t load. Here’s the AS I’m using.

//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 = “portfolio/”;  
// fill this array with your pics  
this.pArray = [“image0.jpg”, “image1.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.container.bob.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.container.bob.photo.\_alpha\>this.fadeSpeed) {  
this.container.bob.photo.\_alpha -= this.fadeSpeed;  
} else {  
this.loadPhoto();  
}  
};  
MovieClip.prototype.loadPhoto = function() {  
// specify the movieclip to load images into  
var p = \_root.container.bob.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.container.bob.photo.getBytesLoaded();  
t = this.container.bob.photo.getBytesTotal();  
if (t\>0 && t == l) {  
this.onEnterFrame = fadeIn;  
} else {  
trace(l/t);  
}  
};  
MovieClip.prototype.fadeIn = function() {  
if (this.container.bob.photo.\_alpha\<100-this.fadeSpeed) {  
this.container.bob.photo.\_alpha += this.fadeSpeed;  
} else {  
this.container.bob.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);
