This is for a flash action script 2.0 file.
requires: http://laco.wz.cz/tween/to be installed to function
Note some aspects of this code:
– dynamically loads a directory full of images (jpgs specifically)
– fade aspects are definable.
– recursive function for looping through images.
– just a setInterval for the master loop.
#include "lmc_tween.as"
// Define a movie clip loader to load the images.
var mclLoader:MovieClipLoader = new MovieClipLoader();
var mcImage:MovieClip;
var fadeIn:Number;
var fadePause:Number;
var fadeOut:Number;
var fadeBetweenOut_In:Number;
var NumberOfImages:Number
var CycleTime:Number;
NumberOfImages = _root.number;
/* fadeIn = 1.5;
fadePause = 1;
fadeOut = 1.5;
fadeBetweenOut_In = 1;
*/
fadeIn = 1;
fadePause = 1;
fadeOut = 1;
fadeBetweenOut_In = 0;
mclLoader.addListener(oLoadListener);
for (var i = 1; i< =NumberOfImages; i++) {
mcImage = this.createEmptyMovieClip("mcImage"+i, this.getNextHighestDepth());
mcImage.createEmptyMovieClip("mcFrame", mcImage.getNextHighestDepth());
mcImage.createEmptyMovieClip("mcHolder", mcImage.getNextHighestDepth());
mclLoader.loadClip( _root.section + i +".jpg", mcImage.mcHolder);
mcImage._visible = false;
mcImage._x=0;
mcImage._y=0;
// Create a new color object that targets the movie clip. Add the color
// object as an element of the oColors associative array, using the
// movie clip's instance name as the key.
// oColors[mcImage._name] = new Color(mcImage.mcHolder);
// When the user clicks on the movie clip, set the selected reference,
}
var i:Number = 1;
function DelayFading(something:String):Void {
for (var j = 1; j<=NumberOfImages; j++) {
this["mcImage"+j]._visible = false;
this["mcImage"+j].colorTransformTo(100, 255, 100, 255, 100, 255, 100, 00, 0, "easeOutSine", 0);
}
with (this[something]) {
_visible = true;
colorTransformTo(100, 00, 100, 00, 100, 00, 100, 00, fadeIn, "easeOutSine", 0);
colorTransformTo(100, 255, 100, 255, 100, 255, 100, 00, fadeOut, "easeOutSine", fadeIn + fadePause);
}
};
CycleTime = (fadeIn + fadePause + fadeOut + fadeBetweenOut_In) * 1000;
StartSlide();
hmm = setInterval(StartSlide(), CycleTime * NumberOfImages);
function StartSlide(){
slideS();
argh = setInterval(slideS, _root.CycleTime);
}
function slideS(){
DelayFading("mcImage"+ i);
i++;
if (i > NumberOfImages) {
clearInterval(argh)
_root.i = 1;
};
}
Flash Burnin Effect
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Comments
One response to “Flash Burnin Effect”
-
Thanks mate, this is really useful. I love how you can still define fade with this code. Cheers
Jon
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