First time here? First time here? Newsletter Signup Newsletter
Search tutorials
Author: Nuno Mira | Website: http://www.nunomira.com/

Unique image

For the unique image approach you'll store the value of current in the LSO so that the next time, you can increase this value, and load the next image in the array. If you've reached the last element of the array, you have to start over again.
When you have the correct value, load the corresponding image:

var current:uin = lso.data.current;


if (current >= total)
current = 0;


Here's the complete code (Main.as):

	import flash.display.Bitmap;
	import flash.display.Loader;
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.net.SharedObject;
	import flash.net.URLRequest;
	public class Main extends Sprite 
		private var images:Array;
		private var total:uint;
		private var loader:Loader;
		public function Main():void 
			if (stage) init();
			else addEventListener(Event.ADDED_TO_STAGE, init);
		private function init(e:Event = null):void 
			images = new Array("800px-Wintersports_terrain_park_S-rail_GP1393.jpeg", "snowboard2.jpg", "snowboard12.jpg", "snowboarding15_800.jpg", "xtreme-snowboarding.jpg");
			total = images.length;
		 * find the current image that should be loaded
		private function getImage():void 
			// create a LSO identified by "unique"
			var lso:SharedObject = SharedObject.getLocal("unique");
			var current:uint;
			// does "current" exist already			
			if (lso.data.current != undefined)
				// grab it
				current = lso.data.current;
				// increase it
				// reset it if required
				if (current >= total)
				current = 0;				
			// if it doesn't, initialize it
				current = 0
			// store current in the LSO
			lso.data.current = current;
			// load the appropriate image
		 * load the current image
		 * @param	current
		private function loadImage(current:uint):void 
			loader = new Loader();
			var img:String = images[current];
			var request:URLRequest = new URLRequest("images/" + img);
			loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadImgComplete);
		 * when the image finishes loading
		 * add it to the display list
		 * @param	e
		private function loadImgComplete(e:Event):void 
			var bm:Bitmap = Bitmap(loader.content);
» Level Intermediate

Added: 2011-02-28
Rating: 1 Votes: 1
» Author
Nuno Mira has been a Flash Developer for 9 years. He loves teaching, and learning. When he isn't coding he may be surfing or snowboarding.
» Download
Download the files used in this tutorial.
» Forums
More help? Search our boards for quick answers!
Featured Flash FLA
» Author: Inocreato
» Title: RaiseTheBlocks
» Description: Raise all the blocks to win the game
Featured Sound Loops
Image for equalize

Audio Player

» Author: TomCat Carty
» Title: The Wood
» Description: Just a little game ending or it can maybe be looped. Recorders with music box and percussion to give the feel of well, I don't know, the woods? Free to use, just credit me. thank you
Latest Font
» Author: Fábio FAFERS
» Description: I created this font for free use. Everyone can apply it in personal or business texts. Its free, but I want to be communicated in case of business use. Donations are accepted to keep the project of free fonts alive! Thank you all
Featured Sound Fx
Image for equalize

Audio Player

» Author: Davisigner
» Description: Hmm... what to say about this one? It's reminiscent of the closing notes of the opening music from the Three Stooges done in a church organ style with a closing cymbal crash. I'll give this one away gratis, but feel free to check out my free loops and potential upcoming license-mandated ones over in the respective part of Flashkit.