Buzz, first of all thank's for the help, but If I could understand right,
the code doesn't do any kind of delay until changes the image to the hi-res.
This won't make things slower, i mean since it will try to show the hi-res
everytime the user do a key up?? There's a way to put a little delay before
it change the image, so if the user change his mind and press the key again
the project jumps to next quickly, or Am I worng??? :-/
Thank's in advance
Rodrigo
on 5/19/02 5:04 PM, Buzz Kettles at [EMAIL PROTECTED] wrote:
> Here's a way (it sequences through at the key repeat rate)
>
> global whichImage
> -- the image counter = the member
> -- within castLib("images") or castLib("lowres")
> global numImages
> -- the number of images in each of these casts
>
> on startMovie
> whichImage = 1
> numImages = the number of members of castLib("images")
> end
>
> on keyDown
> case the keyCode of
> 123 : put "left arrow"
> -- decrement the image counter, then show it lowres
> if whichImage > 1 then whichImage = whichImage-1
> else whichImage = 1
> showLowRes (whichImage)
> 124 : put "right arrow"
> --increment the image counter, then show it lowres
> if whichImage < numImages then whichImage = whichImage+1
> else whichImage = numImages
> showLowRes (whichImage)
> end case
> end
>
> on keyup
> -- display the full res version of the current image
> sprite(1).member = member (whichImage, "images")
> end
>
> on showLowRes whichImage
> -- display the lowRes version
> sprite(1).member = member (whichImage, "lowres")
> end
>
> hth
>
> -Buzz
>
> At 3:25 PM -0300 5/19/02, you wrote:
>> Hi list,
>>
>> I'm in a project that will deal if BIG images and the user will
>> navigate to view them using the arrow keys. To reduce the time I
>> thought in use low-res images (preview) and when the user stops
>> pressing and stays in the preview for 10 secs the image switchs to
>> the hi-res one. Is it possible to do it??Someone has ideas in how to
>> implement this or steps?
>>
>> Thank's in advance
>>
>> Rodrigo Peres
>>
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