Tutorials » Actionscripting: Loading a different image each time using Local Shared Objects - Page 2
ActionScript
Having the images stored in an array for ease of access seems the obvious choice.
Even if the images came from an external XML file, for instance, the logic would be exactly the same.
var images:Array = new Array("800px-Wintersports_terrain_park_S-rail_GP1393.jpeg", "snowboard2.jpg", "snowboard12.jpg", "snowboarding15_800.jpg", "xtreme-snowboarding.jpg");
First of all you have to create the LSO by calling SharedObject.getLocal():
var lso:SharedObject = SharedObject.getLocal("unique");
unique, is the name I chose for this LSO.
The next step is verifying whether it's the first visit or not, i.e., whether there's data stored in the LSO or not:
if (lso.data.current != undefined)
{
// the lso contains data already, lets use it
var current:uint = lso.data.current;
}
Storing data in the LSO is done by adding properties to the data property:
lso.data.current = current;
Another example is
lso.data.myName = "John Doe";
or
lso.data.mute = true;
The data can be of several types: Number, String, Array, Boolean...
You can write the data to the computer manually, using flush() or when the application closes, it will do it automatically for you.
Just like you have the possibility to create LSOs you also have the possibility to delete them. This is done using clear():
lso.clear();
For testing purposes you could have a button that triggers this code. The next time you visited the website or tested the movie, lso.data.current (and all the other properties) would be undefined.
| » Level Intermediate |
|
Added: 2011-03-17 Rating: 0 Votes: 0 |
| » 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. |
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| Download the files used in this tutorial. |
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