ActionScript 3.0 :: Gallery - Loading Thumbs From An Xml File And Placing Them Into One Container (sprite)
Jan 31, 2009
I am loading thumbs from an xml file and placing them into one container (sprite), which i later use for scrolling based on mouse position with this formula:
I was working with the XML Photo Gallery Thumbnail Tutorial on this site: http:[url]....
And I modified it for my own usage, making it a vertical gallery instead, and had no problems until I came upon the thumbnail images. When I replaced the original thumbs with my new thumbs (that I sized based on width, as it is a vertical gallery) it got all screwed up. The images are of all different shapes. So when it loads up, some of them had huge gaps in between them, and others were even overlapping. So I fixed it by making the heights of all the images the same, resulting in a working thumb gallery, but now half my thumbs are cropped off by the mask. I'm looking for a way to fix it where I still have the same spacing between the images, and that they are all the same width, but can vary in their height. Here's the section of the code I am using:
function thumbNailScroller() { // thumbnail code! this.createEmptyMovieClip("tscroller", 1000);[code]....
I'm also trouble figuring something out from the same tutorial, that I want to change. The tutorial uses these "Next" and "Previous" buttons. On the far right hand side, the half-circle buttons are what I assigned this to, but I don't really want them to have that function. I would rather have them function just like how the mouse functions when it rolls over the thumb gallery, except they scroll the thumbs up and down when clicked.
i have a xml gallery with a mouse hover scroll bar which loads up photos. I want to have this movie clip load into a container in my menu movie clip but whenever i try nothing shows up. I can load other movie clips fine. I am guessing its something to do with the xml.
What I want to do is to make a gallery based on the tutorial gallery here (thumbs), but I want the user to be able to choose different galleries from within the movie. I figured that I could make a loop to cycle through the galleries, then nest another loop inside it to cycle through the pics, captions and thumbs. While I wrote, I constantly tested the output with trace commands, but when I tried nesting the loop I lost all output.. I'm pretty new to both Flash and Actionscript, so if theres an obvious solution I havent been able to see it.. This is my temp XML file:
I have 3 containers on stage holding various buttons but these containers are created in seperate Class files....I want to place the 1 container over the top of another container similar to the way I use addChildAt to specify depths.....is there an easy way to do so?
I'm using an effect I found on the net which moves clips around randomly, works really nicely, however, Im having a problem with it when it's put inside another MC.I have a site setup that uses a navigation section which loads the separate sections into a container MC on the stage. When the section is loaded that contains this special effect, it doesn't work. I guess this is a target issue in the action script somewhere, but I'm not good enough with code to see it.he special effect file and a "container" file for it to simulate my problem are attached.[URL]
I'm creating a master movie that will load 4 external swf's. To do this, I made a container of sorts by having an animated screen that rises up. I created an empty movie clip and titled it empty_mc. I dragged it onto the "container screen" which I named movieScreenbut when I press any specific button to load one of the external swf's, they don't maintain the container size, they appear full screen on top of my master movie screen.So, how do I ensure when a button is pressed for a particular swf, that it stays within the confines of the container? To see what I'm trying to do, here is the site:URL...Some of the buttons aren't working yet. However, the Drag and Drop one does for sure...just way out of scale of the container.
I'm just experimenting with how to do this by this code by using loadMovie and loadMovieNum until someone helps me understand what I have to do. I believe I'm supposed to use loadMovie if I want it to be inside a container.[code]
I'm using the code below to create a simple gallery of thumbs in a line with space between each thumbnail.[code]I have a rollover/out function that scales up/down the thumb outwards from the centre of the thumb.I was expecting the scaling thumbnail to "push" the other thumbnails left and right as it scaled...but it only shifts the thumbs to the right of it and the thumbs to the left do not move.I need code to allow a scaling thumbnail to push aside the other thumbs in every direction.
I'm using the code below to create a simple gallery of thumbs in a line with space between each thumbnail.
ActionScript Code: onEnterFrame = function () { for (projIdx = 0; projIdx < projectsArray.length; projIdx++) { //space between photoThumbs
[Code].....
I have a rollover/out function that scales up/down the thumb outwards from the centre of the thumb.
I was expecting the scaling thumbnail to "push" the other thumbnails left and right as it scaled...but it only shifts the thumbs to the right of it and the thumbs to the left do not move.
Imagine a 3 thumbnails in a horizontal line, I want the middle thumbnail (thumbnail 2) to scale from the centre and push thumbnail 1 to the left and thumbnail 3 to the right. But obviously I want this to work for x amount of thumbs.
this has to be an array, so that I can give all thumbnails together an order. I thought this was an array, but I can't get control over this. When I trace 'thumbHolder', I get back only the last thumb. If I trace 'this', than I get the right one. i.e:
_level0.thumbnails.thumbnail4) */ thumbHolder._y = i * spacing; thumbHolder.title = picHolder.attributes.title;[code].....
How would you defer loading of other graphics on the page until after the images in a Flash gallery's images.xml file are finished loading?Is there any way to detect for this, or would I only be able to check if the flash swf object is finished loading? I'm pretty sure the swf object would be loaded/ready as with document.getElementById('flashobject').onload = function(){}; before the corresponding images have loaded though, instead of after.
i'm currently re-using a code snippet of xml gallery with scrolling thumbs, but i got a problem : my mask is stagewidth and my pictures holder depend of thumbs numbers, sometimes after resizing windows browser, while scrolling to the browser sides limit i cannot see the end of the last pic or the start of the first pic
I've downloaded and slightly modified the Photo Gallery with Thumbnails .fla file. It works fine, except when you mouse over the right side, it keeps scrolling until all of the thumbnails are off the screen. Going to the left, it works fine, stopping when you reach the first thumbnail. On the original, it works as it should.
I am having an issue with my photo gallery thumbs not showing up.When you first land on the page the thumnails do not appear with the flash photo gallery. However, if you refresh the page, they show up.
XML loading code frame 1
Code: photo_filename = new Array(); photo_thumbnail = new Array(); photo_description = new Array();
i'm currently re-using a code snippet of xml gallery with scrolling thumbs, but i got a problem : my mask is stagewidth and my pictures holder width depend of thumbs numbers, sometimes after resizing windows browser, while scrolling to the browser sides limit i cannot see the end of the last pic or the start of the first pic, how to fix that ?
tha'ts part of a bigger project, but i've isolated the bug in this source : [URL]
the fix i would like :
-seeing the whole first pic and whole last pic when scrolling to the border left and right
-placing the first pic at x:70 at start, and enter fullscreen
if someone may have a look on this , that's only a 2 mn fix for a skilled as3 programmer, but for me a headache
This is sort of a repost, but because this thread is in the AS3 section the subject is inherently different because this board doesn't have anything to do with Flex.So, I want to put a bunch of assets within one file (SWF maybe) and load it at runtime. Then I want to be able to access these assets after I've loaded the file.As is visible by my previous thread, I have no idea where to begin, but I know it's "absolutely" possible and obviously very useful.
Even if the loaded file isn't an SWF file, I'm fine with it. I would prefer to be able to store vector graphics in it though, maybe even produced in CS3/4/5 (because that's what my friend's using to draw said graphics).Looking forward to hearing from some of you over here--now that the thread has a more general subject.
I have this code: var loadText = new loadVars(); loadText.onLoad = function(success) { if (success) { myVar = this.myVar; [Code] ..... To load an external variable to load one movie, on the data.txt I have myVar=video1. My problem is that It is not loading video1.swf to container mc, but the trace to the variable name is correct.
I am creating an image gallery and it has a set of scrolling thumbs at the bottom and when clicked it opens an image that is the large version of it. What i would like to do is have the scrolling thumbs inside a black stroked box using the drawing API and when clicked it opens that image larger with another black box around that image. I know you have to use the drawing API but I have no idea on how to implement it at all. Also is there any chance each image could have a preloader on it.[code]...
I'm making a dynamic gallery that loads images from an xml file, first load the thumbs of each collection and click on the thumb will display the corresponding collection. I want to make that the thumbs are a little animation in the rollover, I have tried several ways and can't do it, referenceThe code has many comments that are evidence I've been doing.
ActionScript Code: System.useCodepage = true; _global.datos = new XML();
First of all I've only registered recently but read a lot of the pages on this forum. It's great!I've been working with the xml gallery with thumbs to get to a cool flash gallery. A lot worked out for me and I think I came very far. There's just one thing. I want a popup in it. BUT, not just a regular popup; i figured that out as well. I would like a popup in "Thickbox" style. Don't know if you know it.
With Thickbox [URL] you can open a new window with content that seems to float.I've been trying to get this working with my Flash gallery. Normally you just add a class=thickbox attribute to the link, but in this case it's in actionscript. And that;s the prob. I can't seem to get this to work.
For the life of me I can't work out why this script is not working: In the library are two movieclips: pink_sprite and green_sprite each of which has a attached class pinkSprite and greenSprite. These classes in turn are extenders of the hitTest.as class below.
I'm trying to make a site with a photogallery that has sliding thumbs in the bottom corner ("slidingOut_mc"). I've got them sliding from right to left with a simple tween that is infinite. The problem is that I have a left arrow and right arrow that I want to slide the thumbs in reverse (left arrow i.e. "back_btn") or at double speed (right arrow i.e. "forward_btn") on a roll over of the button. I used the ENTER_FRAME thing to get the mc to reverse with prevFrame when rolling over the "back_btn" but I can't get it to stop when I roll out.
This is what I have so far... back_btn.addEventListener(MouseEvent.ROLL_OVER, backF); function backF(event:MouseEvent):void{ slidingOut_mc.addEventListener(Event.ENTER_FRAME, everyFrame); function everyFrame(event:Event):void{ slidingOut_mc.prevFrame(); [Code] .....
It tells me the "everyFrame" is an undefined property. I think and hope the problem should be obvious to those who know more than me. Do I need some sort of import at the very start of it all?
I was working with the XML Photo Gallery Thumbnail Tutorial on this site: [URL] And I modified it for my own usage, making it a vertical gallery instead, and had no problems until I came upon the thumbnail images. When I replaced the original thumbs with my new thumbs (that I sized based on width, as it is a vertical gallery) it got all screwed up. The images are of all different shapes. So when it loads up, some of them had huge gaps in between them, and others were even overlapping. So I fixed it by making the heights of all the images the same, resulting in a working thumb gallery, but now half my thumbs are cropped off by the mask. I'm looking for a way to fix it where I still have the same spacing between the images, and that they are all the same width, but can vary in their height. Here's the section of the code I am using:
I've built an xml gallery with thumbnails only, layed out in a grid, and am trying to link each thumb to a centered popup. I'm getting a centered popup when clicking the image, but instead of the page loading inside, I'm getting an error message: Not Found. The requested URL /tas-dp_new/undefined was not found on this server.Here is my actionscript:
i have an xml driven photogallery with thumbs and the slideshow starts automatically and is cross fading and it has a next/play/pause/for buttons. Everything is fine but i don't like the way the thumbs scroller operates, it's way to mechanical and i would love to add an easing effect to it. How do i do that? this is the code of the whole gallery:
I have started putting together a flash based website to present my works. I am dynamically loading thumbnails and the larger companions using an XML file. Everything seems to work fine on my comp but when I upload it to my host sever the larger images do not want to load and on occasion a page of thumbnails doesnt want to load. My address is [URL]. Also the code I am using only places one image atop another, so when I click on a thumbnail it will place the larger image on top of the last it does not take the previous one away. which can be a problem if one image is smaller than the last. or if I wanted to load movie clips.
Here is the AS of one page. //XML Trails stuff //var to hold Tween; var fadeTweenPhotoP1:Tween // Creating image txtfield var imageTextPhotoP1:TextField = new TextField(); // Instance of loader class var imageLoaderPhotoP1:Loader; [Code] ....