Hi there,
Haven't been working with Flash much since Flash5. Now I'm starting all over in MX2004 and I can't get things to work.
Here's the plan:
I've got a php script that reads a directory and returns the total of images; the image names (img0 = bababa.jpg); and the directory in which they are located.
I want to create a photoalbum in which I dynamically load these jpgs one at the time. I was thinking to create a holder for each jpg and then set the visibility of the others to 0 or swap depths. Another solution ofcourse is to load a different jpg in the same holder clip.
Well here is the script I've managed to script/copy/paste together:
I placed it in a frame of the main timeline. So the script automatically loads the vars onenterframe. Then on click I call the CC_loadJPG function which loads a jpg.Code:var mainTimeline = this; varSender = new LoadVars(); varSender.cacheKiller = new Date().getTime(); varReceiver = new LoadVars(); varReceiver.onLoad = function (success) { if (success) { mainTimeline.cc_status.text += (this.total); // this.total is a variable reveived thru the php file } else { //clearInterval(varPreloader); mainTimeline.cc_status.text = "load failed!" } } //varPreloader = setInterval(checkVarStatus,100); function checkVarStatus () { var kbLoaded = Math.floor(varReceiver.getBytesLoaded()/1024); var kbTotal = Math.floor(varReceiver.getBytesTotal()/1024); if (kbTotal == undefined) { kbTotal = "???"; } mainTimeline.cc_status.text = kbLoaded + " / " + kbTotal + "Kb"; } varSender.loaddirectory = "commissions"; varSender.sendAndLoad("http://localhost/pruigrok/load.php", varReceiver, "POST"); /////////// start jpg load ////////// MovieClip.prototype.loadjpg = function(picName, holderName) { var h = holderName==undefined ? "holder" : holderName; this.createEmptyMovieClip(h, 1); this._visible = false; this[h].loadMovie(picName); this.onEnterFrame = function() { if (this[h]._width > 0) { this._alpha = 99; //delete this.onEnterFrame; this._visible = true; this.onComplete(); } else { this.onLoading(); } } }; x = this.createEmptyMovieClip("xxx",1); x.onLoading = function() { if(this.hhh.getBytesLoaded()) { this._parent.cc_status.text = Math.round(this.hhh.getBytesLoaded()/this.hhh.getBytesTotal()*100)+"%"; } } x.onComplete = function() { this._parent.cc_status.text = Math.round(this.hhh.getBytesLoaded()/this.hhh.getBytesTotal()*100)+"%"; this._x = 100; this._y = 100; }; datum = new Date(); var count = 0; function CC_loadJPG() { if(count+1<=varReceiver.total) { x.loadjpg("http://localhost/"+varReceiver.imgfolder+varReceiver["img"+count]+'?'+datum.getTime(), 'jpg'+count); //varReceiver.imgfolder and varReceiver.img0 thru varReceiver.img10 are received thru the php file count++; } } stop();
I think it's the best solution to load the jpgs in different holder clips. But how would I do this? And still have the loading status work? And how would I best hide the other holder mc's when the new jpg is loaded?
Any hints?
Cheers,
Gekke_Hollander





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