IDE :: Xml Gallery With All The Pictures Visible And Stacked On Top Eachother?
Jul 13, 2009
I want a xml gallery with all the pictures visible and stacked on top eachother. And i also want to make every picture buttons s you can click on a picture and go to the html page with a big picture. is this possible and can someone help me with the code?
I'm having two problems. First of all, the gallery loads all pictures at once. The more pictures in the XML file, the slower they all load. Secondly, I wanted the pictures to scroll in its _y coordinate, similar to Sugar Rhyme's website portfolio (see url]...).
I recently decided I was going to feel my way through Flash and learn it on my own, so here I am. But I need some assistance. I am modifying this tutorial for my needs, but unfortunately the dimensions of the pictures I am using aren't the same as the ones here. I thought the code would still function the same way, but alas.. no. Anyway, is there any way to 'universalize' the code or could someone explain which attributes I would have to alter to fit different image dimensions?
The photos in my xml photogallery swf work fine. However, when I load the xml photogallery swf into my index swf, the pictures stop loading after picture 1
Code: import flash.events.MouseEvent; function loadXML(loaded) {
this is the first time I'm actully utlizing XML with a pix gallery. I exeprience problems when surfing the gallery in a browser, however, not when I'm just executing the swf file. The problem is that some of the pictures are not displayed correctly.
I'm running through the tutorial on this photo gallery, but I would like to modify the code some. Instead of loading the first picture in the XML array, I'd like to have it randomly load one of the pictures. Below is the code that loads the first movie:
Code: function firstImage() { if (loaded == filesize) { picture._alpha = 0; picture.loadMovie(image[0], 1);}}
I don't know much, but I'm thinking there should be some variant of "math.random" around the "loadMovie(image[0],1);"....
I was taking a look at this great site at the link interior Design. How it's done that gallery? I noticed that the pictures are loaded in order, before they are asked to be shown. When the user clicks on the number of the image, it has already been loaded by the swf.
I am making a site with a scrolling photo gallery. The site is located at [URL]I have a scrolling thumbnail gallery that is perfect for me. I am happy with it with one exception. I used the loadmovie function to make it and for some reason it takes a long time on slower internet for the movie to initially load. What i would like to do is have the movie open up fairly fast and the individual pictures can load once they are clicked. I want to use xml however i don't know how to do it.
I would like to keep the same setup on my photo page but i want to use xml because i think it would be better on loading. I am interested in this type of gallery. [URL] I found this online and put it on my server. I love this gallery I just want these effects and xml layout in my gallery. I dont even have to have the cool fade effects i just need the site to load faster and the pictures to load individually.
I'm doing my daily homework at Flashkit, in order to see how other people do certain thint was just the other day when I downloaded the "Fade script image gallery" by Ben Durman, when I stepped into an unsusual? behaviour that I can't get to understand.It's very simple, in the gallery there are 10 pictures. Everytime you click in one number, the previous image fades out and the new image fades in. The AS code is very simple and easy to understand. However, why I can't possibly understand is that when I create a new layer with another image, the whole movie starts to statter, transitions are not smooth any longer and some transitions are not even properly executed. The more layers/pictures I add, the worse it all gets (15 pics is almost impossible to handle)Part of the original code which makes transition between pictures happen is this:
[AS] onClipEvent (enterFrame) { // find alpha of new pic
Basically i want to have Album categories the same way the thumbnails work so their is a mask limiting 4 categories on screen and when you click < or > arrows next to the categories it shows the next 4 categories that you would be able to choose from.
Then I would want it to load whatever category you selected into the thumbnails and the larger pic.
Does anyone know how to do this ? Or if their is another tutorial that would show me how to add categories into something like a gallery with thumbnails?
Apologies for being stupid and the poor grammar I've been searching everywhere to find out how i can add in some categories and still have it linked to the thumbnail scroller and larger images, but i haven't found any luck at all I just want it so you could add in as many thumbs and categories as you wanted and have those masked and scrollable rather then a dropdown.
I paid for some silly pdfs to explain it better to me but they did it in a way that I didn't like and turned out just to be a waste of money. Learnt my lesson and signed up here to ask the pros! I want to create something that can be updated from just an xml file.
[URL]. It's a tutorial that shows how to create a photo gallery and load the pictures and comments via XML. My problem is the following, the gallery and everything works well, but I when I try to load it into a container then everything messes up. Here's what I have: I have a main movie (the main .swf file) with a container in it, when clicking on one of the buttons from that movie the gallery.swf loads into the container (the gallery is the exact gallery from the tutorial) and it works well, until I press the button to load it again.
It seems that it messes up the value of "p". I tried tracking it, on the first load it tracks normally p=1, 2, 3, 4.... but on the second load it reacts as if it's double tracking it p=0 1, 2 2, 3 3, 2 4 ... It seems that Flash somehow keeps the old value of "p" in mind. I tried reseting it somehow or something but I can't seem to make it work (or maybe I have to rebuild the whole thing?).
It works perfectly if I load it only once but if I load the gallery.swf twice or more times then it goes crazy (or since I have more buttons on the stage, after pressing one and coming back to the gallery, it does the same, it's messed up). How can I "reset" the value of 0 on every load or something? I even tried playing around with unloadMovie but can't figure out how to use it.
how to make the gallery/pictures stop scrolling 20 or 30px to the right of the webbrowser. I think something has to be added in the end of the code under IMAGES DRAGGING FUNCTION.
This is the page: [URL]
Heres the code for the scroller:
//FUNCTION UPDATE IMAGES SCROLL WHILE PRELOADING function updateScroll() { //SCROLL ACTIVE OR NOT
A couple days I started a topic about how to load a folder of pictures into a flash movie(photo gallery).
With some tutorials I almost got it but something is not working very good.The images are displayed to big. They apear out of the box they should be in.
I dont know where to look anymore... is there someone that can take a look at my files?
I will attach them in a .zip file. (the "img" map is empty because the file was to big)
I am attempting to make a small gallery of pictures that slide in from the right when i press the relevent button - which functions perfectly as it stands, here's the code structure on the main timelines 'actions' layer, but1, but2 etc are actual buttons and not MC's:
Am using the XML Photo Gallery tutorial (with grid thumbnails) - it was a slight modification by a Kirupa user here:
[URL]
I have a problem though. I have several sections that you visit from the main page, and one of these is the photo gallery. However, when I visit this page and then goto any other section of the site, the thumbnails remain visible.Thumbs still visible when going to other sections:My guess is that the actionscript needs to say somewhere - hide or get rid off thumbnails when moving out of the gallery?
I want to say that the code I am working with is the same found here: [URL] The code is working perfectly (pictures are displaying) when opening the file, work_diesel.swf by itself. However, my problems occur when I open default.swf, and then navigating to the section work. From there I hit advertising, and in that section DIESEL. HERE is where the problem is visible. The pictures are not loading AT ALL when doing it this way (the correct and final way).
I am just wondering if anyone can pin point the problem for me so I can change it. It must be said that the work_diesel.swf is loading from an external source into default.swf.
im fairly new to actionscript 3 and i am trying to make a xml photo gallery for my father. It's nowhere near done but I am trying to load the pictures from xml and i keep getting this error
I found a polaroid flash picture gallery where you can move the pictures around in the flash.I want to stick this flash in a flash I am currently making, where I have 4 different link buttons, and when you click on each, the current page slides out and that page slides in. I want to incorporate this polaroid flash so that when you click on one of the buttons, this polaroid flash will slide in.
The tutorials on the site are fantastic kudos to the developers of the site and the tutorials. On Creating 3D Carousels would anyone know a way to stack the rings? Also additional images to be called in each new ring via the XML file.
I'm trying to eventually reach an end result in which you control an object with your mouse (which has worked so far) and other objects on the stage gravitate towards you as you move near them, just like they would in real life with physics and whatnot in space. Basically at the moment I'm just trying it with a single object gravitating towards an object anchored to the cursor. It is sort of working, but not really, when the x and y positions of object2 get near those of object1 it breaks and flips everywhere.
Here is my code thus far:
ActionScript Code: onEnterFrame = function (){ Mouse.hide(); startDrag(atom,true);
[code]....
note the ax and ay variables could be avoided entirely probably and you could just do atom2._x -= 1 / dx; but i had created them when experimenting earlier and left them.It is very important that the object accelerates as it gets closer to the cursor, and that it is hardly affected when it is far away (again just like it would be in space).
I have a button over the top of an image that performs an action upon rollover. I placed an arrow button over the top of this button to allow the user to scroll through the images, but when I rollover the arrow button it cancels out the rollover underneath it. What I need is for the first rollover action to remain while the user hovers over the arrow. I am using Flash 8, ActionScript 2.
I've got a function here that spawns an enemy for me and I'm calling it in a loop every few seconds or so that it creates a new enemy every second. This all works great.What I want to do though, is to make the enemies collide with each other. How would I go about doing this? I've tried using hitTestm but it detects that each enemy is hitting itself which is always.I've attached my code.
at the end of this tutorial it talks about adding links to the buttons created. I did what it said to do but the two buttons keep canceling themselves out if I place them on top of eachother.
I have 2 objects, a bouncing ball and a barrier. How do i make it so that the ball may not pass the barrier? It seems that no matter what I do, there are circumstances in which the ball does pass the barrier.
Problem is that the sound is played twice overlapping eachother (some of the mp3 is played first,interrupted, and then restarted again to finish fully).
I have a four groups of images which are stacked one above the other. the images which are under the top image won't be seen.I need to drag an image which is on top and drop it on target movieclips(10)I need to validate each target movielcips will contain max 3 images which should be from different groups. No two same groups's images should bedropped on any target, doing so it will go to it's original position.I am facing a problem handling depths of the images/movieclips. Whenever I try to drag an image(placed at the top) the bottom-most image gets dragged. I don't know why is it happening
i'm trying to develop a simple isometric flash game using AS3, but i have run into a small problem.
let's say i create a new movieclip (let's call it "ground") for the terrain base hexes (the ones that the character stands on) and populate that with more movieclip objects that represent each of the squares.since i want the game to be mouse-based, i want these hexes/movieclips to be clickable.
now, i will create a new movieclip (let's call it "objects") on top of the previous one that holds all the objects in a given map + your character and all the monsters. i want to do this, because then i can arrange the order (the z-depth) of the sprites according to their position on the map using swapChildren, etc (so that if your character is in a row in front of a tree, he is displayed on top, but if in a row behind the tree, he is displayed behind)
since the trees (or whatever other objects) can have clickable hexes behind them, i don't want them to get in the way of the mouse being able to detect the hexes themselves. the easiest way would be to make them mouseEnabled = false. but that would mean that i also have to make the whole "objects" clip mouseEnabled = false. at the same time if there are monsters inside the same "objects" movieclip i would want them to be clickable (for example to attack them), which means i cannot make "objects" mousEnabled = false.
hence my question. you can only change the depths of movieclips using swapChildren if they are in the same parent container, but you cannot make only part of that container's child movieclips invisible to the mouse. am i understanding something wrong and there is a different way to do this, or is this an actual and un-overcomeable limitation of AS3?
This bounces the ball off each 'wall'. how to add more balls (using actionscript - ie not copying and pasting on the stage) and to make the balls bounce off eachother too?
I'm running a HitTestPoint to detect when two of my mc's collide, but I don't want them to be able to go right through each other. Someone suggested I find the x,y coords of the moving object when the collision occurs, then update that mc's coords to this x,y each time a collision occurs. I've been Googling but came up empty. Below is my code
private function __checkHit($evt:Event):void { if (this.coin_mc.hitTestObject(target)) { if (!hitting) {[code].....