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Senior Member
[RESOLVED] AK Gallery Question
Here is a question about Necro's AK Gallery. First, a little background...
Using the Ak Gallery, I resized the screen and thumbnails so I could display the pictures I wanted on a movie 700 wide. everything worked and then I saved it.
Then I inserted this file into my existing movie at frames 7 and 8. I changed the code on the first action script from gotoandPlay (2) to gotoandPlay (8). (see below) When I play the movie I cannot get to frame 8 where the pictures are suppose to load but it shoots me back to key frame 2 and stops. Does anyone have an idea what I am missing?
here is the code for key frame 7
Code:
// Photo Gallery by Necromanthus
wdt = 1;
hgt = 1;
imgs = new XML();
imgs.ignoreWhite = true;
imgs.load("Images/images.xml");
gal = 0;
gallery = [" "];
imglst = function() {
for (i=0; i<imgs.firstChild.childNodes.length; i++) {
node = imgs.firstChild.childNodes[i];
atrb = node.attributes;
if (node.nodeName == "vars") {
wdt = atrb.wdt;
wdt++;
wdt--;
hgt = atrb.hgt;
hgt++;
hgt--;
}else if (node.nodeName == "img") {
if (gallery[gal] != atrb.gal){
gallery.push(atrb.gal);
gal += 1;
this["images"+gal] = new Array();
this["infos"+gal] = new Array();
}
this["images"+gal].push(atrb.file);
this["infos"+gal].push(atrb.info);
}
}
}
first = function() {
if (imgs.loaded) {
imglst();
gotoAndPlay(8);
}
}
init = setInterval(first, 33);
stop();
here is the code for key frame 8
Code:
clearInterval(init);
gal = 1;
info = "";
cgal = "";
scr._alpha = 0;
speed = 4;
pic = 0;
this.onEnterFrame = function() {
if(thmbs.hitTest(_xmouse,_ymouse,true)){
thmbs._x += (350 - _xmouse)/40;//half the width of movie, speed
if (thmbs._x > 200 ){
thmbs._x = 200;
}else if (thmbs._x < (224- thmbs._width)){
thmbs._x = 224 - thmbs._width;
}
}
if (scr._alpha>speed && fadeOut) {
scr._alpha -= speed;
}
if (scr._alpha<speed) {
if (pic > 0){
scr.loadMovie("Images/"+this["images"+gal][pic-1]);
info = "<font color='#ff8060'>Description : </font><b>"+this["infos"+gal][pic-1]+"</b>";
cgal = "<font color='#ff8060'>Gallery : </font><b>"+gallery[gal]+"</b>";
fadeOut = false;
fadeIn = true;
}
}
if (scr._alpha<100 && fadeIn && !fadeOut) {
if ((scr._alpha += speed) > 100){
scr._alpha = 100;
}else{
scr._alpha += speed;
}
} else {
fadeIn = false;
}
if (scr._width != wdt){
scr._width = wdt;
}
if (scr._height != hgt){
scr._height = hgt;
}
};
for(i=1;i<=this["images"+gal].length;i++){
if (i>1){
thmbs.thmb1.duplicateMovieClip("thmb"+i, i);
thmbs["thmb"+i]._x = 84*(i-1);
}
thmbs["thmb"+i].pic = i;
thmbs["thmb"+i].ldr.loadMovie("Images/thumbs/"+this["images"+gal][i-1]);
}
stop();
Could someone look over this code and tell me if I am missing something?
Also, does inserting a fun file present problems that may be related to this. It seems the code wants to continue going to key frame 2 as originally made.
Oh, forgot to mention that the info and gallery text boxes are not used but are still in the code.
Thanks
Last edited by etuom; 07-12-2009 at 04:34 PM.
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undead creature
Originally Posted by etuom
Then I inserted this file into my existing movie at frames 7 and 8. I changed the code on the first action script from gotoandPlay (2) to gotoandPlay (8). (see below) When I play the movie I cannot get to frame 8 where the pictures are suppose to load but it shoots me back to key frame 2 and stops. Does anyone have an idea what I am missing?
It works just fine, but you have to be sure the keyframes 1...6 do not have tweens.
Otherwise you need to calculate the current frame or to use frame labels.
cheers
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Senior Member
Originally Posted by necromanthus
... you have to be sure the keyframes 1...6 do not have tweens.
That was it!
Thanks, works great.
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