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Inspiring
August 7, 2009
Question

Issue with setInterval

  • August 7, 2009
  • 1 reply
  • 378 views

Hi,

     I implemented an image gallery with transition. The transition given in a movieclip and I calle \d to play each time when an image on teh thimbnail is clicked. Everything working well, when i run it in cs3 IDE. When i try to run the swf published on the folder, the transition is not working. I am using a setInterval in the method of transition. I think the issue is with setInterval. The portion of code for transition and image loading is given below.

function transition() {
   
    openImg._alpha = 0;
    this._parent.Selected._alpha = 100;
//    clearInterval(intervalID);
    for(i=0;i<tempArray.length;i++){
        tempArray.enabled = false;
    }
    openImg = this._parent.Selected;
    var indx = this._parent.name;
    link = imgThumbs[indx].img;
    obj = Holder2;   
    loadImageMain(link, obj);
    Holder1.setMask(trans);
    trans.gotoAndPlay(1);
    obj = Holder1;
    //clearInterval(intervalID);
    intervalID = setInterval(_load, 1700);   
};
function _load(){
    timerTxt.text = getTimer();
    loadImageMain(link, obj);
    clearInterval(intervalID);
    //thumbs_hldr.enabled = true;
}

function loadImageMain(link, obj) {
    var my_mcl_i:MovieClipLoader = new MovieClipLoader();
    var mclListnri:Object = new Object();
    mclListnri.onLoadInit = function(target_mc:MovieClip):Void  {               
    };
    my_mcl_i.addListener(mclListnri);
    my_mcl_i.loadClip(link,obj);
}

I want to give this gallery today itself. So anybody , please help me.

Thank in advance

Regards,

         Sreelash

This topic has been closed for replies.

1 reply

kglad
Community Expert
Community Expert
August 7, 2009

it looks like you have a timeline transition and the setinterval is only used allow time for the transition to complete before loading the next image.  you should remove that setInterval() and call _load() when your transition completes.

you also should not be creating mcl's and listeners:


function loadImageMain(link, obj) {
   my_mcl_i.addListener(mclListnri);
   my_mcl_i.loadClip(link,obj);
}
var my_mcl_i:MovieClipLoader = new MovieClipLoader();
var mclListnri:Object = new Object();
mclListnri.onLoadInit = function(target_mc:MovieClip):Void  {
};