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  1. POflash as3 Fadein fadeout xml slideshow
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    <p>I am new to as3.0 and want to complete my project.</p> <p>I am using the below code for my xml slideshow but I want the pictures to fade into each other it should never fade to complete white. Hope any expert can help me.</p> <pre><code>import gs.*; import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.Event; import fl.transitions.easing.*; stage.scaleMode = StageScaleMode.NO_SCALE; stage.align = StageAlign.TOP_LEFT; //hides the description box until the image is loaded //hides the image until it is loaded theImage.alpha=0; loadingBar.visible = false; //variables to hold the final coordinates of the image tween var finalX:Number; var finalY:Number; //variable to hold the number of images in the XML var listLength:Number; //keeps track of what image should be displayed var currPainting:Number=0; //arrays to hold the contents of the XML, using this to allow //for the random order of the images var imageArray:Array = new Array(); //Loader event for the XML var loader:URLLoader = new URLLoader(); loader.addEventListener(Event.COMPLETE, onLoaded); var xml:XML; loader.load(new URLRequest("galleries/xml/maingallery.xml")); function onLoaded(e:Event):void { //load XML xml=new XML(e.target.data); var il:XMLList=xml.images; listLength=il.length(); populateArray(); } function populateArray():void { //takes the properties defined in the XML and stores them //into arrays var i:Number; for (i = 0; i &lt; listLength; i++) { imageArray[i]=xml.images[i].pic; } beginImage(); } function beginImage():void { //grabs a random number between 0 and the number //of images in the array //load description var imageLoader = new Loader(); //catches errors if the loader cannot find the URL path imageLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, catchFunction); //actually loads the URL defined in the image array imageLoader.load(new URLRequest(imageArray[currPainting])); //adds a listener for while the image is loading imageLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, imgLoading); //adds a listener for what to do when the image is done loading imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imgLoaded); function catchFunction(e:IOErrorEvent) { trace("Bad URL: " + imageArray[currPainting] + " does not exist"); //take out the bad URL from the array imageArray.splice(currPainting,1); //check to see if there are images left, //else restart the slideshow if (imageArray.length==0) { populateArray(); } else { beginImage(); } } function imgLoading(event:ProgressEvent):void{ //show the loading bar, and update the width //based on how much is loaded loadingBar.visible = true; loadingBar.bar.scale = (event.bytesLoaded/event.bytesTotal)*100; loadingBar.x = stage.stageWidth/2; loadingBar.y = stage.stageHeight - 400; } var widthRatio:Number; var heightRatio:Number; function imgLoaded(event:Event):void { loadingBar.visible = false; //add the image and get the dimensions to center the image theImage.addChild(imageLoader); if (imageLoader.width &gt; stage.stageWidth){ widthRatio=imageLoader.width/stage.stageWidth; trace(widthRatio) trace(imageLoader.width); } if (imageLoader.height &gt; stage.stageHeight - 207){ heightRatio=imageLoader.height/(stage.stageHeight - 207) ; trace(heightRatio) trace(imageLoader.height) } if (widthRatio &gt; heightRatio){ imageLoader.width = stage.stageWidth; imageLoader.height = imageLoader.height/widthRatio; } else { imageLoader.height = stage.stageHeight - 207; imageLoader.width = imageLoader.width/heightRatio; } imageLoader.x = (imageLoader.stage.stageWidth / 2) - (imageLoader.width / 2); imageLoader.y = 0 //take the contents of the loaded image and cast it as bitmap data //to allow for bitmap smoothing var image:Bitmap = imageLoader.content as Bitmap; image.smoothing=true; //start tween function easeIn(); } } function easeIn():void { TweenLite.to(theImage, 5, {onComplete:hideStuff}); TweenLite.to(theImage, 1, {alpha:1, overwrite:0}); } function hideStuff():void { TweenLite.to(theImage, 1, {alpha:0, onComplete:nextImage}); } function nextImage():void { //take out the image that was just displayed imageArray.splice(currPainting,1); //remove the picture theImage.removeChildAt(0); //start over if (imageArray.length==0) { populateArray(); } else { beginImage(); } } </code></pre>
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