I would recommend load images on demand, for animation use some tweening engine(in my example It's TweenLite), and dispose previous frames, It's mobile device you should honour memory. Most of other comments in the code, I don't have ability to test in on the device, also It's not complete code, It's only carcass ;)
package {
import com.greensock.TweenLite;
import flash.display.Bitmap;
import flash.display.Loader;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.TransformGestureEvent;
import flash.net.URLRequest;
import flash.ui.Multitouch;
import flash.ui.MultitouchInputMode;
public class StackOverflow extends Sprite {
private var _loader:Loader;
private var _images:Array;
private var _position:int;
private var _currentFrame:Sprite;
public function StackOverflow() {
addEventListener(Event.ADDED_TO_STAGE, onAdded);
}
private function setup():void {
_loader = new Loader();
_images = ["1.jpg", "2.jpg", "3.jpg"];
_currentFrame = new Sprite();
_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadImage);
stage.addEventListener(TransformGestureEvent.GESTURE_SWIPE, onSwipe);
addChild(_currentFrame);
loadImageAtPosition(_position);
}
private function disposeFrame(frame:Sprite):void {
//You can cache loaded bitmaps, or dispose them
removeChild(frame);
var bitmap:Bitmap = frame.getChildAt(0) as Bitmap;
bitmap.bitmapData.dispose();
}
private function loadImageAtPosition(index:int):void {
//By using one loader for all tasks, you will have only last requested image
_loader.load(new URLRequest(_images[index]));
}
private function offsetScreenOn(direction:Number):void {
var offset:int;
var start:int;
if (direction > 0) {
//Direction to the right side
offset = stage.stageWidth;
} else {
//Direction to the left side
offset = -stage.stageWidth;
}
//Starting position for new frame
start = -offset;
//TweenLite is great for such task
if (_currentFrame != null) {
//Remove previous frame
TweenLite.to(_currentFrame, 0.8, {x: offset, onComplete: disposeFrame, onCompleteParams: [_currentFrame]});
}
//Initialise new frame, fill them, decor them...
_currentFrame = new Sprite();
if (_currentFrame != null) {
addChild(_currentFrame);
_currentFrame.x = start;
//Animate in new frame
TweenLite.to(_currentFrame, 0.8, {x: (start + offset)});
}
}
private function onLoadImage(e:Event):void {
if (_currentFrame != null) {
var image:Bitmap = _loader.content as Bitmap;
if (image != null) {
image.smoothing = true;
_currentFrame.addChild(image);
//Resize, displace image for your needs
//Add appear animation if you want
}
}
}
//If you want, you can postpone swipe, while in state of transition
private function onSwipe(e:TransformGestureEvent):void {
//Left to Right swipe
if (e.offsetX == 1) {
if (--_position < 0) {
_position = _images.length;
}
offsetScreenOn(e.offsetX);
loadImageAtPosition(_position);
}
//Right to Left swipe
if (e.offsetX == -1) {
if (++_position >= _images.length) {
_position = 0;
}
offsetScreenOn(e.offsetX);
loadImageAtPosition(_position);
}
}
private function onAdded(e:Event):void {
removeEventListener(Event.ADDED_TO_STAGE, onAdded);
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
Multitouch.inputMode = MultitouchInputMode.GESTURE;
setup();
}
}
}