XML photo Layering

Does anyone know how to layer photos imported via an external
source (XML) with other art elements?
The imported XML photos always seem to arrive on top of
anything else no matter what layer your XML code keyframe is
on.

You could create an empty movieclip on stage that will hold
the pics, then when you add the pics, add them as children of that
empty movieclip.
So, create an empty movieclip on stage at the right layering
and call the movieclip: picHolder or something.
Then, in your code above, change addChild(thisBmp) to:
picHolder.addChild(thisBmp);

Similar Messages

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    Hi, I'm new to flash so this might seem like a dumb question, but I'm right in the middle of designing a photography site and need some help.  I have 4 buttons in my timeline that go to the corresponding frame labels when clicked, above each frame label is a keyframe with actionscript applied to it, that will load an external XML photo gallery. I need the current photo gallery that's on the screen to disappear when I click on a new button to load the new XML photo gallery.  this is the code that will be above each frame label with a few changes, then below this is the code for my buttons. Any help is greatly appreciated. Thank you  Code: Select all var imageX:XML; var imageList:XMLList;  var canvas:MovieClip = new MovieClip(); var picLoader:Loader; addChild(canvas); canvas.x = -155; canvas.y = 160;   var req:URLRequest = new URLRequest("gallery.xml"); var imageLoader:URLLoader = new URLLoader(); imageLoader.addEventListener(Event.COMPLETE, onComplete); imageLoader.load(req);  function onComplete(e:Event):void { imageX = new XML(imageLoader.data); imageList = imageX.image; picLoader = new Loader(); picLoader.contentLoaderInfo.addEventListener(Event .COMPLETE, imageLoaded); picLoader.load(new URLRequest (imageList[0].url)); }  function imageLoaded(e:Event):void  { canvas.addChild(picLoader); }    Code for the buttons in different keyframe.  Code: Select all stop();  kids_btn.addEventListener(MouseEvent.CLICK,onKidsClick); couples_btn.addEventListener(MouseEvent.CLICK,onCouplesClick); portraits_btn.addEventListener(MouseEvent.CLICK,onPortraitsClick); bellies_btn.addEventListener(MouseEvent.CLICK,onBelliesClick);  function onKidsClick(e:MouseEvent):void { gotoAndStop("kids"); }  function onCouplesClick(e:MouseEvent):void { gotoAndStop("couples"); }  function onPortraitsClick(e:MouseEvent):void { gotoAndStop("portraits"); }  function onBelliesClick(e:MouseEvent):void { gotoAndStop("bellies"); }

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  • AS2 xml photo gallery

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    ***

    you want to use:
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  • Need help with a xml photo gallery

    First, hello to everyone. My name is Tudor , i'm from Romania and i have a flash project which implies building an XML driven scrolling photo galery. Very sorry if my english will slip in some phrases. Well , the question for which i must get an answer is: I already built the gallery, everything works ok.... but ... when i want to make some changes when the pictures load .... well here is the problem. I will print the code and briefly explain and ask at the end....
    import com.greensock.TweenLite;
    import com.greensock.TweenMax;
    import fl.transitions.Tween;
    import fl.transitions.easing.*;
    import fl.transitions.*;
    import fl.containers.UILoader;
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    var menuHolder:MovieClip = new MovieClip();
    //menuHolder.x = myMask_mc.x;
    //menuHolder.y = myMask_mc.y;
    addChild(menuHolder);
    var mouseIsOver:Boolean = false;
    var oldX:Number = menuHolder.x;
    menuHolder.mask = myMask_mc;
    import flash.filters.ColorMatrixFilter;
    import fl.motion.AdjustColor;
    var color : AdjustColor;
    var colorMatrix : ColorMatrixFilter;
    var matrix : Array;
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    color = new AdjustColor();
    color.brightness = 20;
    color.contrast = 20;
    color.hue = 0;
    color.saturation = -100;
    matrix = color.CalculateFinalFlatArray();
    colorMatrix = new ColorMatrixFilter(matrix);
    filterBW = [colorMatrix];
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    xmlData = new XML(e.target.data);
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    var firstPictures:Array = new Array();
    var secondPictures:Array = new Array();
    var thirdPictures:Array = new Array();
    var forthPictures:Array = new Array();
    var dimensiuniArray:Array = new Array();
    var heightArray:Array = new Array();
    var eyeColorArray:Array = new Array();
    var hairColorArray:Array = new Array();
    var numeArray:Array = new Array();
    var mainPicturesList:XMLList = input.fata.pozaPrincipala;
    var firstPicturesList:XMLList = input.fata.poza1;
    var secondPicturesList:XMLList = input.fata.poza2;
    var thirdPicturesList:XMLList = input.fata.poza3;
    var forthPicturesList:XMLList = input.fata.poza4;
    var dimensiuniList:XMLList = input.fata.dimensiuni;
    var heightList:XMLList = input.fata.inaltime;
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    var hairColorList:XMLList = input.fata.culoare_par;
    var numeList:XMLList = input.fata.nume;
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    for each (var element2:XML in numeList)
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       /////////// HERE I LOAD THE PICTURES ...... i must say that menuItem is a mc - exported as a class , which basically has inside a textfield, a UILoader and a preloader - also movieclip. Also i need the pictures to be black and white when they are displayed and when the mouse is over to color
    for (var i=0; i < mainPictures.length; i++)
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    menuItem = new MenuItem();
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    menuItem.x =(i * (menuItem.width+1))+150;
    menuItem.itemLoader.filters = filterBW;
    menuItem.itemText.text = numeArray[i];
    menuItem.itemLoader.source = mainPictures[i];
    menuItem.itemLoader.maintainAspectRatio = false;
    menuItem.itemLoader.addEventListener(Event.COMPLETE, completeHandler);
    //menuItem.itemLoader.addEventListener(Event.COMPLETE,uiLoaded, false, 0, true);
    //menuItem.itemLoader.addEventListener(ProgressEvent.PROGRESS, progressHandler);
    //menuItem.itemLoader.load();
    //menuItem.preloader_mc.visible = true;
    function completeHandler(event:Event)
         //trace(menuItem.itemText.text);
    menuItem.mouseChildren = false;
    menuItem.buttonMode = true;
      menuItem.addEventListener(MouseEvent.MOUSE_OVER, mouseOverItem);
      menuItem.addEventListener(MouseEvent.MOUSE_OUT, mouseOutItem);
      //Add the menuItem to the menuHolder
      menuHolder.addChild(menuItem);
    menuHolder.addEventListener(MouseEvent.MOUSE_OVER, mouseOverMenu);
    menuHolder.addEventListener(MouseEvent.MOUSE_OUT, mouseOutMenu);
    function mouseOverMenu(e:Event):void
    mouseIsOver = true;
    //Calculate the vertical distance of how far the mouse is from
    //the topleft  of the mask.
    var distance:Number = mouseX - myMask_mc.x;
    //Calculate the distance in percentages
    var percentage:Number = distance / MASK_WIDTH;
    //Save the holder's old y coordinate
    oldX = menuHolder.x;
    var targetX:Number = -((menuHolder.width - MASK_WIDTH +150) * percentage) + myMask_mc.x;
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    TweenMax.to(menuHolder, 5, {x: Math.round(targetX)});
    //This function is called when the mouse is out of the menu
    function mouseOutMenu(e:Event):void
    mouseIsOver = false;
    var tw1:Tween;
    var tw2:Tween;
    function mouseOverItem(e:Event):void
    var item:MenuItem = e.target as MenuItem;
    menuHolder.addChild(item);
    item.itemLoader.filters = [];
    //trace(item.itemText.text);
    tw1 = new Tween(item,"scaleX", Strong.easeInOut,1, 1.25,0.25,true);
    tw2 = new Tween(item,"scaleY", Strong.easeInOut,1, 1.25,0.25,true);
    //This function is called when mouse moves out of the item
    function mouseOutItem(e:Event):void
    var item:MenuItem = e.target as MenuItem;
    item.itemLoader.filters = filterBW;
    tw1 = new Tween(item,"scaleX", Strong.easeInOut,1.25, 1,0.25,true);
    tw2 = new Tween(item,"scaleY", Strong.easeInOut,1.25, 1,0.25,true);
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                                                                                                                                                                    REGARDS, Tudor

    If you are using a "for" loop to do the loading, it can process thru the entire set of loops before the first image is loaded.  If you want to have control over the loading you should load things sequencially.
    So instead of using a for loop, build a pseudo loop using an array of the files to load, a counter variable, a loading function, and a loadComplete function.  Have the loading function load just one image using the counter variable to identify which image in the array to load.  Have the loadComplete function process the one image that was just kloaded, increment the counter, and call the loading function if the counter value does not equal the length of the array.

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