John,
I built a simplified version that works just fine (see below).
HTH
// Button component
next_btn.addEventListener(MouseEvent.CLICK, doNext);
var big_container:Sprite = new Sprite();
big_container.x = big_container.y = 100;
addChild(big_container);
var container_left:Sprite = new Sprite();
big_container.addChild(container_left);
var imageArr:Array = ["images/01.jpg", "images/02.jpg", "images/03.jpg",
"images/04.jpg", "images/05.jpg", "images/06.jpg", "images/07.jpg",
"images/08.jpg", "images/09.jpg", "images/10.jpg", "images/11.jpg",
"images/12.jpg", "images/13.jpg"];
var index:uint = 0;
function doNext(e:MouseEvent = null):void{
trace("\ndoNext():: index =",index);
var path:String = imageArr[index];
var req:URLRequest = new URLRequest(path);
var loader:Loader = new Loader();
loader.addEventListener(IOErrorEvent.IO_ERROR,
function(e:IOErrorEvent):void{ trace(e) });
loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
nextLoaded);
loader.load(req);
// manage the index
if(index < imageArr.length - 1){
// increment index by one
index++;
}else{
// set index back to zero
index = 0;
}
}
function nextLoaded(evt:Event):void{
trace("\nnextLoaded()");
var loaderInfo:LoaderInfo = evt.target as LoaderInfo;
var displayObject:DisplayObject = loaderInfo.content;
container_left.addChildAt(displayObject, 0);
trace(" - container_left.numChildren
=",container_left.numChildren);
if(container_left.numChildren > 1){
container_left.removeChildAt(1);
}
trace(" - container_left.numChildren
=",container_left.numChildren);
}
// load the first image
doNext();
Regards,
Keith Reinfeld
Home Page: http://keithreinfeld.home.comcast.net
> -----Original Message-----
> From: [email protected] [mailto:flashcoders-
> [email protected]] On Behalf Of John Singleton
> Sent: Thursday, May 20, 2010 7:03 AM
> To: Flash Coders List
> Subject: Re: [Flashcoders] Flashing Flash
>
> ----- Original Message ----
>
> > From: Keith Reinfeld <[email protected]>
> > To: Flash Coders List <[email protected]>
> > Sent: Wed, May 19, 2010 1:53:06 PM
> > Subject: RE: [Flashcoders] Flashing Flash
> >
> > Don't remove container_middle at all. Instead add/remove its
> > children:
>
> > container_middle.addChildAt(newImage,
> > 0);
> > container_middle.removeChildAt(1);
>
> Well I thought that was a pretty slick idea, and cleaner code all the
> way around. However, no cigar. I had to place the new code further
> down. Here's what I ended up with:
>
> function LoadLeft():void
> {
> if(start_flag == true)
> {
> container_left = new Sprite();
> big_container.addChild(container_left)
> } else {
> big_container.removeChild(container_left2);
> }
> var path:String = "images/left" + i + ".png";
> var req:URLRequest = new URLRequest(path);
> var loader:Loader = new Loader();
> loader.load(req);
> loader.addEventListener(IOErrorEvent.IO_ERROR,
> function(e:IOErrorEvent):void{ trace(e) });
> loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
> LoadLeftLoaded);
> }
>
> function LoadLeftLoaded(evt:Event):void
> {
> var loaderInfo:LoaderInfo = evt.target as LoaderInfo;
> var displayObject:DisplayObject = loaderInfo.content;
> displayObject.width = 319;
> displayObject.height = 502;
> container_left.addChildAt(displayObject, 0);
> if(start_flag == false)
> {
> container_left.addChildAt(displayObject, 0);
> try
> {
> container_left.removeChildAt(1);
> } catch(error: Error) {
> trace('Error in removwChildAt(1)');
> }
> } else {
> container_left.addChild(displayObject);
> }
> if(start_flag2 == true)
> {
> container_left.x = 1000;
> container_left.y = 20;
> } else {
> container_left.x = 30;
> container_left.y = 20;
> }
> var timeline:TimelineLite = new
> TimelineLite({onComplete:SpinLeft});
> timeline.append(new TweenLite(container_left, 1, {x:30,
> y:20}));
> }
>
> Nonetheless, it still blinks at me as before :(
> TIA,
> John
>
>
>
>
>
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