Create a Flash slideshow

Hello community,

Can someone explain briefly how to create a Flash slideshow in a HTML Document? Let's say I have 5 images with logo and wants them to change every 10 seconds. Should I work with JavaScript?

Kind regards
MC

Your best bet is to Google search using terms such as 'AS3 slideshow tutorial' (or use 'AS2' if that's your preference).

A flash slideshow will be unlikely to use javascript from Flash mainly use actionscript.

Tags: Adobe Animate

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    package
    {
         import caurina.transitions.*;
    
         import flash.display.Bitmap;
         import flash.display.SimpleButton;
         import flash.display.Sprite;
         import flash.events.MouseEvent;
    
         [SWF(backgroundColor="#000000", frameRate="31", width="800", height="300")]
    
         public class Main2 extends Sprite
         {
    
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              //
              //  EMBED ASSETS
              //
              //--------------------------------------------------------------------------
    
              [Embed(source='assets/rightArrow.png')]
              private var rightArrowClass:Class;
    
              [Embed(source='assets/leftArrow.png')]
              private var leftArrowClass:Class;
    
              [Embed(source='assets/IMG_0001.JPG')]
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              [Embed(source='assets/IMG_0002.JPG')]
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              [Embed(source='assets/IMG_0003.JPG')]
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              [Embed(source='assets/IMG_0004.JPG')]
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              [Embed(source='assets/IMG_0005.JPG')]
              private var img0005Class:Class;
    
              [Embed(source='assets/IMG_0006.JPG')]
              private var img0006Class:Class;
    
              [Embed(source='assets/IMG_0007.JPG')]
              private var img0007Class:Class;
    
              //--------------------------------------------------------------------------
              //
              //  PRIVATE VARIABLES
              //
              //--------------------------------------------------------------------------
    
              // Layout Properties
              private var imgPad:Number = 5;
              private var imgScale:Number = 2.5;
              private var btnSize:Number = 25;
              private var imgCounter:Number = 0;
    
              private var middleImgX:Number = 400;
              private var leftImgX:Number = 100;
              private var rightImgX:Number = 700;
              private var leftImgTransX:Number = leftImgX - (middleImgX - leftImgX);
              private var rightImgTransX:Number = rightImgX + (rightImgX - middleImgX);
              private var imgY:Number = 150;
    
              private var imgLeft:Sprite;
              private var imgMid:Sprite;
              private var imgRight:Sprite;
              private var imgTransIn:Sprite;
              private var imgTransOut:Sprite;
    
              // Image Array
              private var classList:Array = new Array(img0001Class,img0002Class,img0003Class,img0004Class,img0005Class,img0006Class,img0007Class);
              private var spriteList:Array;
    
              private var currImages:Array;
    
              //--------------------------------------------------------------------------
              //
              //  CONSTRUCTOR
              //
              //--------------------------------------------------------------------------
    
              public function Main2()
              {
                   init();
              }
    
              //--------------------------------------------------------------------------
              //
              //  PRIVATE METHODS
              //
              //--------------------------------------------------------------------------
    
              private function init():void
              {
                   initSpriteList();
                   updateInterface(imgCounter);
              }
    
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               * Creating an array of sprites so that my registration point
               * will be in the center of the image instead of the upper left
               */
              private function initSpriteList():void
              {
                   spriteList = new Array();
                   var tSprite:Sprite;
                   var tBmp:Bitmap;
                   for (var i:uint=0; i maxPos) midPos = minPos;
                   if (midPos < minPos) midPos = maxPos;
    
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                   imgCounter = midPos;
    
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                   leftPos = midPos - 1;
                   if (leftPos < minPos) leftPos = maxPos;
    
                   // Set right array position
                   rightPos = midPos + 1;
                   if (rightPos > maxPos) rightPos = minPos;
    
                   switch(direction)
                   {
                        case "L":
                             currImages[0].removeEventListener(MouseEvent.MOUSE_DOWN, moveRight);
                             currImages[2].removeEventListener(MouseEvent.MOUSE_DOWN, moveLeft);
    
                             // Add transition in img
                             transInSprite = spriteList[rightPos];
                             transInSprite.x = rightImgTransX;
                             transInSprite.y = imgY;
                             transInSprite.scaleX = transInSprite.scaleY = .05;
                             transInSprite.alpha = 0;
                             addChild(transInSprite);     
    
                             Tweener.addTween(transInSprite, {x:rightImgX, alpha:1, scaleX:1, scaleY:1, time:0.5});
                             Tweener.addTween(currImages[0], {x:leftImgTransX, scaleX:.5, scaleY:.5, alpha:0, time:0.5, onComplete:removeImage, onCompleteParams:[currImages[0]]});
                             Tweener.addTween(currImages[1], {x:leftImgX, scaleX:1, scaleY:1, alpha:1, time:0.5});
                             Tweener.addTween(currImages[2], {x:middleImgX, scaleX:imgScale, scaleY:imgScale, alpha:1, time:0.5});
    
                             break;
    
                        case "R":
                             currImages[0].removeEventListener(MouseEvent.MOUSE_DOWN, moveRight);
                             currImages[2].removeEventListener(MouseEvent.MOUSE_DOWN, moveLeft);
    
                             // Add transition in img
                             transInSprite = spriteList[leftPos];
                             transInSprite.x = leftImgTransX;
                             transInSprite.y = imgY;
                             transInSprite.scaleX = transInSprite.scaleY = .05;
                             transInSprite.alpha = 0;
                             addChild(transInSprite);     
    
                             Tweener.addTween(transInSprite, {x:leftImgX, alpha:1, scaleX:1, scaleY:1, time:0.5});
                             Tweener.addTween(currImages[2], {x:rightImgTransX, scaleX:.5, scaleY:.5, alpha:0, time:0.5, onComplete:removeImage, onCompleteParams:[currImages[2]]});
                             Tweener.addTween(currImages[1], {x:rightImgX, scaleX:1, scaleY:1, alpha:1, time:0.5});
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                             break;
    
                        default:
                             // Add left img
                             spriteList[leftPos].x = leftImgX;
                             spriteList[leftPos].y = imgY;
                             spriteList[leftPos].scaleX = spriteList[leftPos].scaleY = 1;
                             addChild(spriteList[leftPos]);                         
    
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                             spriteList[midPos].y = imgY;
                             spriteList[midPos].scaleX = spriteList[midPos].scaleY = imgScale;
                             addChild(spriteList[midPos]);
    
                             // Add right img
                             spriteList[rightPos].x = rightImgX;
                             spriteList[rightPos].y = imgY;
                             spriteList[rightPos].scaleX = spriteList[rightPos].scaleY = 1;
                             addChild(spriteList[rightPos]);
                   }
    
                   spriteList[leftPos].addEventListener(MouseEvent.MOUSE_DOWN, moveRight);
                   spriteList[rightPos].addEventListener(MouseEvent.MOUSE_DOWN, moveLeft);
                   currImages = [spriteList[leftPos], spriteList[midPos], spriteList[rightPos]];
    
              }
    
              private function removeImage(spriteRef:Sprite):void
              {
                   removeChild(spriteRef);
              }
    
              //--------------------------------------------------------------------------
              //
              //  EVENT HANDLERS
              //
              //--------------------------------------------------------------------------
    
              private function moveRight(e:MouseEvent):void
              {
                   imgCounter--;
                   updateInterface(imgCounter,"R");
              }
    
              private function moveLeft(e:MouseEvent):void
              {
                   imgCounter++;
                   updateInterface(imgCounter,"L");
              }
         }
    }
    
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