# Quick Assistance on Image Gallery Tutorial

**URL:** <https://forum.kirupa.com/t/quick-assistance-on-image-gallery-tutorial/209950>\
**Category:** flash\
**Created:** [December 13, 2006, 4:24pm UTC](https://forum.kirupa.com/t/quick-assistance-on-image-gallery-tutorial/209950 "2006-12-13T16:24:01Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![dynastyjp](https://avatars.discourse-cdn.com/v4/letter/d/34f0e0/32.png) [@dynastyjp](https://forum.kirupa.com/u/dynastyjp)\
**Post date:** [December 13, 2006, 4:24pm UTC](https://forum.kirupa.com/t/quick-assistance-on-image-gallery-tutorial/209950/1 "2006-12-13T16:24:01Z")

</div>

The gallery works fine, but when that .swf is loaded into my main timeline it does not work (I anticipated this). What I didn’t anticipate is not being able to modify it to work :), I can get the buttons to respond to the gallery, I verified this using trace statements but I can not get the gallery itself to work…this is the code that I am referring too, the gallery is loaded into an MC (mcloader2)…can someone point me in the right direction as to what needs to be modified and what doesn’t? Thank you.

Here is the script  
//Gallery script (not created by me)  
//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 = “gallery/”;  
// fill this array with your pics  
this.pArray = [“1.jpg”, “2.jpg”, “3.jpg”, “4.jpg”, “5.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.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);
