sorry again, here is non-revered code:
class ImageViewerMain extends MovieClip {
// Constants:
public static var CLASS_REF = ImageViewerMain;
// Public Properties:
// Private Properties:
// var to pass from constructor func to loadImage func
private var newlyCreatedImgHolder_mc:MovieClip;
// Initialization:
// set constructor func
public function ImageViewerMain(targetImg_mc:MovieClip,
targetThumb_mc:MovieClip, depth) {
// create the empty movie holder with a unique instnace name
and depth
for (var i = 0; i<_level0.numOfItems; i++) {
// use the array previously created to set the
imageToLoad var
var newImageToLoad = _level0.imageArray[i];
var newThumbToLoad = _level0.thumbArray[i];
// create as many empty movieClips as there are images
in the XML with unique instance names
makeImageMovieClips(i, newImageToLoad, targetImg_mc);
}
}
// Public Methods:
// Semi-Private Methods:
// Private Methods:
private function makeImageMovieClips(i, newImageToLoad, targetImg_mc) {
// create movieClip name
var imgMovieClip = ["img_"+i];
trace('creating empty movie clip called '+imgMovieClip);
_level0.createEmptyMovieClip(imgMovieClip,i);
// run the loadMovie func
loadImage(newImageToLoad, imgMovieClip);
}
// func to load image into newly created movieClip
private function loadImage(newImageToLoad:String, imgMovieClip):Void {
trace('trying to load '+newImageToLoad+' into '+imgMovieClip)
imgMovieClip.loadMovie(newImageToLoad)
}
}
But it does not work and I feel that it is a scope issue but I am not sure why.
Thanks, V
-- Original Message --
From: "vic " <[EMAIL PROTECTED]>
Reply-To: Flashcoders mailing list
Date: Tue, 26 Sep 2006 00:30:08 -0700
>Shoot, that is reverted code...hold a tick and I will reprise it the way it
>was when it was looking tight and NOT working. Sorry, V
>
>
>-- Original Message --
>From: "vic " <[EMAIL PROTECTED]>
>Reply-To: Flashcoders mailing list
>Date: Tue, 26 Sep 2006 00:24:56 -0700
>
>>I have a Class, I am trying to create an empty movieClip on the stage, that
>>is going well because I see this when i hit ctl+alt+v:
>>
>>Variable _level0.imgViewer = [object #8] {}
>>Movie Clip: Target="_level0.emptyViewerContainer_mc"
>>Movie Clip: Target="_level0.emptyThumbContainer_mc"
>>Movie Clip: Target="_level0.img_0"
>>Movie Clip: Target="_level0.img_1"
>>Movie Clip: Target="_level0.img_2"
>>Movie Clip: Target="_level0.img_3"
>>Movie Clip: Target="_level0.img_4"
>>Movie Clip: Target="_level0.img_5"
>>
>>So I know I am doing that right, but then I want to loadMovie ( a JPG) into
>>it. that is where I am falling short. Anyone see the problem? Below is the
>>Class code...thanks in advace, Victor
>>//
>>class ImageViewerMain extends MovieClip {
>> // Constants:
>> public static var CLASS_REF = ImageViewerMain;
>> // Public Properties:
>> // Private Properties:
>> // var to pass from constructor func to loadImage func
>> private var newlyCreatedImgHolder_mc:MovieClip;
>> // Initialization:
>> // set constructor func
>> public function ImageViewerMain(targetImg_mc:MovieClip,
>> targetThumb_mc:MovieClip, depth) {
>> // create the empty movie holder with a unique instnace name
>> and depth
>> for (var i = 0; i<_level0.numOfItems; i++) {
>> // use the array previously created to set the
>> imageToLoad var
>> var newImageToLoad = _level0.imageArray[i];
>> var newThumbToLoad = _level0.thumbArray[i];
>> // create as many empty movieClips as there are images
>> in the XML with unique instance names
>> makeImageMovieClips(i, newImageToLoad, targetImg_mc);
>> }
>> }
>> // Public Methods:
>> // Semi-Private Methods:
>> // Private Methods:
>> private function makeImageMovieClips(i, newImageToLoad, targetImg_mc) {
>> // create movieClip name
>> var imgMovieClip = ["img_"+i];
>> trace('creating empty movie clip called '+imgMovieClip);
>> _level0.createEmptyMovieClip(imgMovieClip,i);
>> // run the loadMovie func
>> loadImage(newImageToLoad, imgMovieClip,i);
>> }
>> // func to load image into newly created movieClip
>> private function loadImage(img:String, imgMovieClip:MovieClip,i):Void {
>> trace(img)
>> }
>>}
>>
>>___
>>Flashc