first... I would try to update your approach to loading images.. to using a clipLoader instance instead (link in my footer if you need it)
that being said.. I dont think you can 'check' what image has been loaded into a movieClip...
but you should be able to track it with your own system/code..
by setting a variable to the image name loaded each time..
I would do this on the onLoadInit() callback when using a clipLoader() instance..
do you ONLY need to keep track of what image was loaded into 'EMPTY'? or do you need to also track/know what is loaded into 'movie' (although I dont think anything can? as it will replace the empty clip?)
Code:
var imageInEmptyClip:String = "";
// create our MovieClipLoader instance (called: imageLoader)
var imageLoader:MovieClipLoader = new MovieClipLoader();
//create an object to handle the data available form the MovieClipLoader() object.
var imageListener:Object = new Object();
// create function that fires/executes when the content starts loading
imageListener.onLoadStart = function(target_mc:MovieClip):Void {
trace(">> imageListener.onLoadStart()");
};
// create function that fires/executes each time a byte/potion is loaded (preloader)
imageListener.onLoadProgress = function(target_mc:MovieClip, bytesLoaded:Number, bytesTotal:Number):Void {
trace(">> imageListener.onLoadProgress()");
};
// create function that fires/executes when the content is complete
imageListener.onLoadComplete = function(target_mc:MovieClip, httpStatus:Number):Void {
trace(">> imageListener.onLoadComplete()");
};
// create function that fires/executes when the content has initialized and is ready for manipulation
imageListener.onLoadInit = function(target_mc:MovieClip):Void {
trace(">> imageListener.onLoadInit()");
};
// add our 'listener' object to our MovieClipLoader instance
imageLoader.addListener(imageListener);
//to load some in there initially
someButton.onPress = function() {
imageInEmptyClip = "Scroll.png";
// finally, make the call to load whatever content we want.. this is just an on-line image (but can be whatever, .swf, .jpg, clips in library..etc)
imageLoader.loadClip("Scroll.png",_root.photo.empty);
};
//all other consecutive loads
anotherButton.onPress = function() {
if (imageInEmptyClip == "Scroll.png") {
imageInEmptyClip = "Photo1.jpg";
imageLoader("Assets/Photo1.jpg",_root.photo.empty);
} else if (imageInEmptyClip == "Assets/images.jpg") {
imageInEmptyClip = "design.jpg";
imageLoader("Assets/design.jpg",_root.photo.empty);
//gotoAndPlay(6); this will affect main timeline
}
};