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    Forum » Web Javascript » Hearts following mouse » Hearts following mouse
    Hearts following mouse
    faxuhiDate: Sunday, 07.24.2011, 10:58 AM | Message # 1
    Colonel
    Group: Administrators
    Messages: 189
    Reputation: 0
    Status: Offline
    Code
    <!-- this script got from www.javascriptfreecode.com-->

    <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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    Forum » Web Javascript » Hearts following mouse » Hearts following mouse
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