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)
}
}
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