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[CS3] Gallery minor issue AS2
hi people
got a small problem with a photo gallery im making. everything is sweet apart from this..
have buttons for previous and next. i have a preloader in frame one. the code i used for the previous button is
on (release, keyPress "<Left>") {
_parent.updateFrame(-1);
}
now obviously its gonna minus 1 all the way back to frame one where my preloader is. how do i get it to stop at frame 2?
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aargh this is killing me! does anyone know the answer
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Ryan Thomson
if the parent timelines current frame does not equal 2 go back one, else do nothing.
on (release, keyPress "<Left>") {
if(_parent._currentframe != 2){
_parent.updateFrame(-1);
}
}
good luck!
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Hi
Its still not working! i found some more code in the gallery which could be causing the issue. I didnt make the gallery so I dont know if you can make sense of it??? Happy to post fla if you need it. anyway here is the code
function updateFrame (inc) {
// send slides to new frame
newFrame = _root._currentFrame + inc;
_root.gotoAndStop(newFrame);
updateStatus();
if (_root._currentFrame == 1) {
prevBtn.gotoAndStop(2);
} else {
prevBtn.gotoAndStop(1);
}
if (_root._currentFrame == _root._totalFrames) {
nextBtn.gotoAndStop(2);
} else {
nextBtn.gotoAndStop(1);
}
}
function updateStatus () {
_root.statusField = _root._currentFrame + " of " + _root._totalFrames;
}
function autoplayInit () {
startTime = getTimer();
hideControls();
updateStatus();
}
function autoplay () {
if (autoplayStatus != 0) {
// get the current time and elapsed time
curTime = getTimer();
elapsedTime = curTime-startTime;
// update timer indicator
indicatorFrame = int(4/(delay/(elapsedTime/1000)));
indicator.gotoAndStop(indicatorFrame+1);
// if delay time if met, goto next photo
if (elapsedTime >= (delay*1000)) {
if (_root._currentframe == _root._totalframes) {
_root.gotoAndStop(1);
} else {
_root.nextFrame();
}
autoplayInit();
}
}
}
function hideControls () {
nextBtn.gotoAndStop(2);
prevBtn.gotoAndStop(2);
}
updateFrame();
autoplayStatus = 0;
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