Help with loading multiple images via LoadVars

Hello everybody.
I need a hand loading multiple images using the LoadVars
method with a text file. I can get it to load 1 image but not
anymore than that. I am aware of other methods like using
components but I am looking for a method where I can access and
change all data from 1 text file (there will be text variable text
within the file aswell to, but I am more concerned with the images
at the moment).
Anyway on to the issue. I have created a much simple .fla
file that outlines my problem.
The movie contains 3 layers:
- top layer contains AS
- middle layer contains an empty movie clip with the
instance name of mcImage1
- bottom layer contains an empy movie clip with the instance
name of mcImage2
The AS layer contains the following code:
imagedata = new LoadVars()
imagedata.load("data.txt")
imagedata.onLoad = function(ok){
if(ok){
mcImage1.loadMovie(this.Image1)
mcImage2.loadMovie(this.Image2)
} else trace("Problem Loading")
In the same folder of my .swf file I have a text file called
data.txt which contains the following
&Image1=image1.gif
&Image2=image2.gif
Also in the same folder of my .swf file I have two images
image1.gif and image2.gif.
When I run the flash the image2.gif is imported correctly.
image1.gif does not appear.
You can download my source files and all images here
http://www.myrealpage.com/projects/var_test/var_test.zip
Any help that can be shed on this problem is much
appreciated.
Thanks
Matt

Glad to help. It is just that I see so many folks who have
two different parts of a problem smushed together – each
problem isn't so hard on its own, but together they are difficult
to wrap your head around. Always try and break down each step of
the problem and it will help you in the end.
That being said, I'm not quite so sure on this next problem.
I don't do so much timeline stuff along with the Actionscript. I
can get tricky. So this I don't quite have as much of clear mental
picture of what you are describing. But here are some questions
that I would ask – either of myself if I was doing it or of
you.
Is there a stop() on frame one to wait for the
LoadVars.onLoad? Does the onLoad then say to play?
If not, what happens if we get to Frame 10 before the
LoadVars has even finished? That could be a problem.
Remember that the LoadVars object is an actual object that
will exist until it is deleted or removed in various ways. You can
access it at any time after it is loaded. The onLoad event handler
is just that thing you want to happen immediately after it is
loaded.
So my design would probably be.
LoadVars on Frame 1.
Where I am stopped.
In the onLoad handler load the first image and tell the
timeline to play
On frame 10, the LoadVars object will still exist (unless
you've deleted it)
Get the variable out of the LoadVars and load the image.
If you want to check this. Put a stop() in frame 10 and run
it in the testing environment. When it gets to that frame, go to
the debug menu and List Variables. You should see that your
LoadVars object is still there.
Does that answer your question or am I totally missing the
point?

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