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  • Page 1 of 11
    Forum » HTML Codes » Romantic hearts following mouse cursor » Romantic hearts following mouse cursor
    Romantic hearts following mouse cursor
    faxuhiDate: Monday, 07.25.2011, 4:23 PM | Message # 1
    Colonel
    Group: Administrators
    Messages: 189
    Reputation: 0
    Status: Offline
    Code
    <div id="dot0" style="position: absolute; visibility: hidden; height: 11; width: 11;">
      <img src="http://www.javascriptfreecode.com/images/heart.gif" height=11 width=11>
    </div>
    <div id="dot1" style="position: absolute; height: 11; width: 11;">
      <img src="http://www.javascriptfreecode.com/images/heart.gif" height=11 width=11>
    </div>
    <div id="dot2" style="position: absolute; height: 11; width: 11;">
      <img src="http://www.javascriptfreecode.com/images/heart.gif" height=11 width=11>
    </div>
    <div id="dot3" style="position: absolute; height: 11; width: 11;">
      <img src="http://www.javascriptfreecode.com/images/heart.gif" height=11 width=11>
    </div>
    <div id="dot4" style="position: absolute; height: 11; width: 11;">
      <img src="http://www.javascriptfreecode.com/images/heart.gif" height=11 width=11>
    </div>
    <div id="dot5" style="position: absolute; height: 11; width: 11;">
      <img src="http://www.javascriptfreecode.com/images/heart.gif" height=11 width=11>
    </div>
    <div id="dot6" style="position: absolute; height: 11; width: 11;">
      <img src="http://www.javascriptfreecode.com/images/heart.gif" height=11 width=11>
    </div>

    <script LANGUAGE="JavaScript">
    <!-- hide code

    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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