body
<title>body</title> </head>
<body> <div id="dot0" style="position: absolute; visibility:
hidden; height: 8; width: 9;"> <img src="http://www.ladylony.com/on18.gif"
height=8 width=9> </div> <div id="dot1" style="position:
absolute; height: 8; width: 9;"> <img src="http://www.ladylony.com/on18.gif"
height=8 width=9> </div> <div id="dot2" style="position:
absolute; height: 8; width: 9;"> <img src="http://www.ladylony.com/on18.gif"
height=8 width=9> </div> <div id="dot3" style="position:
absolute; height: 8; width: 9;"> <img src="http://www.ladylony.com/on18.gif"
height=8 width=9> </div> <div id="dot4" style="position:
absolute; height: 8; width: 9;"> <img src="http://www.ladylony.com/on18.gif"
height=8 width=9> </div> <div id="dot5" style="position:
absolute; height: 8; width: 9;"> <img src="http://www.ladylony.com/on18.gif"
height=8 width=9> </div> <div id="dot6" style="position:
absolute; height: 8; width: 9;"> <img src="http://www.ladylony.com/on18.gif"
height=8 width=9> </div>
<script LANGUAGE="JavaScript"> <!-- hide code
/* Elastic Trail script (By Philip Winston @ pwinston@yahoo.com, URL: http://www.geocities.com/pwinston/) Script
featured on Dynamicdrive.com For this and 100's more DHTML scripts, visit http://dynamicdrive.com */
var nDots = 7;
var Xpos = 0; var Ypos = 0;
// fixed time step, no relation to real time var DELTAT =
.01; // size of one spring in pixels var SEGLEN = 10; //
spring constant, stiffness of springs var SPRINGK = 10; // all the
physics is bogus, just picked stuff to // make it look okay var
MASS = 1; // Positive XGRAVITY pulls right, negative pulls left //
Positive YGRAVITY pulls down, negative up var XGRAVITY = 0; var YGRAVITY =
50; // RESISTANCE determines a slowing force proportional to velocity var
RESISTANCE = 10; // stopping criterea to prevent endless
jittering // doesn't work when sitting on bottom since floor
// doesn't push back so acceleration always as big // as
gravity var STOPVEL = 0.1; var STOPACC = 0.1; var DOTSIZE =
11; // BOUNCE is percent of velocity retained when //
bouncing off a wall var BOUNCE = 0.75;
var isNetscape = navigator.appName=="Netscape";
// always on for now, could be played with to // let dots
fall to botton, get thrown, etc. var followmouse = true;
var dots = new Array(); init();
function init() { var i = 0;
for (i = 0; i < nDots; i++) {
dots[i] = new dot(i); }
if (!isNetscape)
{ // I only know how to read the
locations of the // <LI>
items in IE //skip this for
now //
setInitPositions(dots) }
// set their positions for (i = 0;
i < nDots; i++) {
dots[i].obj.left = dots[i].X;
dots[i].obj.top = dots[i].Y; }
if (isNetscape)
{ // start right away since they
are positioned // at 0,
0
startanimate(); } else
{ // let dots sit there for a few
seconds // since they're hiding on
the real bullets
setTimeout("startanimate()", 1000); } }
function dot(i) { this.X =
Xpos; this.Y = Ypos; this.dx =
0; this.dy = 0; if (isNetscape)
{ this.obj =
eval("document.dot" + i); } else
{ this.obj = eval("dot" + i +
".style"); } }
function startanimate() {
setInterval("animate()", 20); }
// This is to line up the bullets with actual LI tags on the page //
Had to add -DOTSIZE to X and 2*DOTSIZE to Y for IE 5, not sure why // Still
doesn't work great function setInitPositions(dots) {
// initialize dot positions to be on top // of the
bullets in the <ul> var startloc =
document.all.tags("LI"); var i = 0;
for (i = 0; i < startloc.length && i < (nDots - 1); i++)
{ dots[i+1].X =
startloc[i].offsetLeft
startloc[i].offsetParent.offsetLeft -
DOTSIZE; dots[i+1].Y =
startloc[i].offsetTop
+
startloc[i].offsetParent.offsetTop + 2*DOTSIZE;
} // put 0th dot above 1st (it is
hidden) dots[0].X = dots[1].X;
dots[0].Y = dots[1].Y - SEGLEN; }
// just save mouse position for animate() to use function
MoveHandler(e) { Xpos = e.pageX;
Ypos = e.pageY; return true; }
// just save mouse position for animate() to use function MoveHandlerIE()
{ Xpos = window.event.x +
document.body.scrollLeft; Ypos = window.event.y +
document.body.scrollTop; }
if (isNetscape) {
document.captureEvents(Event.MOUSEMOVE);
document.onMouseMove = MoveHandler; } else {
document.onmousemove = MoveHandlerIE; }
function vec(X, Y) { this.X =
X; this.Y = Y; }
// adds force in X and Y to spring for dot[i] on dot[j] function
springForce(i, j, spring) { var dx = (dots[i].X -
dots[j].X); var dy = (dots[i].Y -
dots[j].Y); var len = Math.sqrt(dx*dx +
dy*dy); if (len > SEGLEN)
{ var springF = SPRINGK * (len -
SEGLEN); spring.X += (dx / len) *
springF; spring.Y += (dy / len) *
springF; } }
function animate() { // dots[0] follows the
mouse, // though no dot is drawn
there var start = 0; if
(followmouse) { dots[0].X =
Xpos; dots[0].Y =
Ypos; start =
1; } for (i =
start ; i < nDots; i++ ) {
var spring = new vec(0,
0); if (i > 0)
{
springForce(i-1, i, spring);
} if (i < (nDots - 1))
{
springForce(i+1, i, spring);
}
// air
resisitance/friction var resist =
new vec(-dots[i].dx *
RESISTANCE,
-dots[i].dy * RESISTANCE);
// compute new accel, including
gravity var accel = new
vec((spring.X + resist.X)/MASS +
XGRAVITY,
(spring.Y + resist.Y)/ MASS +
YGRAVITY);
// compute new
velocity dots[i].dx += (DELTAT *
accel.X); dots[i].dy += (DELTAT *
accel.Y);
// stop dead so it doesn't jitter
when nearly still if
(Math.abs(dots[i].dx) < STOPVEL
&&
Math.abs(dots[i].dy) < STOPVEL
&&
Math.abs(accel.X) < STOPACC
&&
Math.abs(accel.Y) < STOPACC)
{
dots[i].dx =
0;
dots[i].dy = 0;
}
// move to new
position dots[i].X +=
dots[i].dx; dots[i].Y +=
dots[i].dy;
// get size of
window var height,
width; if (isNetscape)
{ height =
window.innerHeight +
window.pageYOffset;
width = window.innerWidth +
window.pageXOffset; } else
{
height = document.body.clientHeight +
document.body.scrollTop;
width = document.body.clientWidth +
document.body.scrollLeft;
}
// bounce off 3 walls (leave
ceiling open) if (dots[i].Y
>= height - DOTSIZE - 1)
{ if
(dots[i].dy > 0)
{
dots[i].dy = BOUNCE *
-dots[i].dy;
}
dots[i].Y = height - DOTSIZE - 1;
} if (dots[i].X >= width -
DOTSIZE) {
if (dots[i].dx > 0)
{
dots[i].dx = BOUNCE *
-dots[i].dx;
}
dots[i].X = width - DOTSIZE - 1;
} if (dots[i].X < 0)
{ if
(dots[i].dx < 0)
{
dots[i].dx = BOUNCE *
-dots[i].dx;
}
dots[i].X = 0;
}
// move img to new
position dots[i].obj.left =
dots[i].X;
dots[i].obj.top = dots[i].Y; } }
// end code hiding --> </script>
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