Hmm.... I think I found the problem for both the 1. reference point and 2. the button dissapearance problems.
This is the code used for the picture slide show square after I tried deleting the actions layer:
1. the 2.swf loaded on the correct reference point and...
2. the buttons which dissappeared came back and is usable.
Here's the code I used ( this code is on an Actions layer in 2.swf):
//Code written by sbeener (suprabeener)
/*
i wrote this code, but you can use and abuse it however you like.
the methods are defined in the order which they occur to make it
easier to understand.
*/
// variables ------------------------------------------
// put the path to your pics here, include the slashes (ie. "pics/")
// leave it blank if they're in the same directory
this.pathToPics = "";
// fill this array with your pics
this.pArray = ["1.jpg", "2.jpg", "3.jpg", "4.jpg", "5.jpg", "6.jpg", "7.jpg", "8.jpg", "9.jpg", "10.jpg", "11.jpg", "12.jpg", "13.jpg", "14.jpg", "15.jpg", "16.jpg", "17.jpg", "18.jpg", "19.jpg", "20.jpg"];
this.fadeSpeed = 20;
this.pIndex = 0;
// MovieClip methods ----------------------------------
// d=direction; should 1 or -1 but can be any number
//loads an image automatically when you run animation
loadMovie(this.pathToPics+this.pArray[0], _root.photo);
MovieClip.prototype.changePhoto = function(d) {
// make sure pIndex falls within pArray.length
this.pIndex = (this.pIndex+d)%this.pArray.length;
if (this.pIndex<0) {
this.pIndex += this.pArray.length;
}
this.onEnterFrame = fadeOut;
};
MovieClip.prototype.fadeOut = function() {
if (this.photo._alpha>this.fadeSpeed) {
this.photo._alpha -= this.fadeSpeed;
} else {
this.loadPhoto();
}
};
MovieClip.prototype.loadPhoto = function() {
// specify the movieclip to load images into
var p = _root.photo;
//------------------------------------------
p._alpha = 0;
p.loadMovie(this.pathToPics+this.pArray[this.pIndex]);
this.onEnterFrame = loadMeter;
};
MovieClip.prototype.loadMeter = function() {
var i, l, t;
l = this.photo.getBytesLoaded();
t = this.photo.getBytesTotal();
if (t>0 && t == l) {
this.onEnterFrame = fadeIn;
} else {
trace(l/t);
}
};
MovieClip.prototype.fadeIn = function() {
if (this.photo._alpha<100-this.fadeSpeed) {
this.photo._alpha += this.fadeSpeed;
} else {
this.photo._alpha = 100;
this.onEnterFrame = null;
}
};
// Actions -----------------------------------------
// these aren't necessary, just an example implementation
this.onKeyDown = function() {
if (Key.getCode() == Key.LEFT) {
this.changePhoto(-1);
} else if (Key.getCode() == Key.RIGHT) {
this.changePhoto(1);
}
};
Key.addListener(this);
- //Code written by sbeener (suprabeener)
- /*
- i wrote this code, but you can use and abuse it however you like.
- the methods are defined in the order which they occur to make it
- easier to understand.
- */
- // variables ------------------------------------------
- // put the path to your pics here, include the slashes (ie. "pics/")
- // leave it blank if they're in the same directory
- this.pathToPics = "";
- // fill this array with your pics
- this.pArray = ["1.jpg", "2.jpg", "3.jpg", "4.jpg", "5.jpg", "6.jpg", "7.jpg", "8.jpg", "9.jpg", "10.jpg", "11.jpg", "12.jpg", "13.jpg", "14.jpg", "15.jpg", "16.jpg", "17.jpg", "18.jpg", "19.jpg", "20.jpg"];
- this.fadeSpeed = 20;
- this.pIndex = 0;
- // MovieClip methods ----------------------------------
- // d=direction; should 1 or -1 but can be any number
- //loads an image automatically when you run animation
- loadMovie(this.pathToPics+this.pArray[0], _root.photo);
- MovieClip.prototype.changePhoto = function(d) {
- // make sure pIndex falls within pArray.length
- this.pIndex = (this.pIndex+d)%this.pArray.length;
- if (this.pIndex<0) {
- this.pIndex += this.pArray.length;
- }
- this.onEnterFrame = fadeOut;
- };
- MovieClip.prototype.fadeOut = function() {
- if (this.photo._alpha>this.fadeSpeed) {
- this.photo._alpha -= this.fadeSpeed;
- } else {
- this.loadPhoto();
- }
- };
- MovieClip.prototype.loadPhoto = function() {
- // specify the movieclip to load images into
- var p = _root.photo;
- //------------------------------------------
- p._alpha = 0;
- p.loadMovie(this.pathToPics+this.pArray[this.pIndex]);
- this.onEnterFrame = loadMeter;
- };
- MovieClip.prototype.loadMeter = function() {
- var i, l, t;
- l = this.photo.getBytesLoaded();
- t = this.photo.getBytesTotal();
- if (t>0 && t == l) {
- this.onEnterFrame = fadeIn;
- } else {
- trace(l/t);
- }
- };
- MovieClip.prototype.fadeIn = function() {
- if (this.photo._alpha<100-this.fadeSpeed) {
- this.photo._alpha += this.fadeSpeed;
- } else {
- this.photo._alpha = 100;
- this.onEnterFrame = null;
- }
- };
- // Actions -----------------------------------------
- // these aren't necessary, just an example implementation
- this.onKeyDown = function() {
- if (Key.getCode() == Key.LEFT) {
- this.changePhoto(-1);
- } else if (Key.getCode() == Key.RIGHT) {
- this.changePhoto(1);
- }
- };
- Key.addListener(this);
This code is from the ' creating a slideshow ' tutorial from
http://www.kirupa.com located in the section ' FLASH MX '
Is there a way to still use this tutorial for my website with it working properly???