[ChainTrailer]

Grafiken, wie auf einer Perlenkette aufgereiht, verfolgen den Mauszeiger.

[Kompatibilität]

[zwischen <BODY> und </BODY>]

<div id="dot0" style="position: absolute; visibility: hidden; height: 15; width: 15;"><img SRC="bullet.gif" height=15 width=15></div>
<div id="dot1" style="position: absolute; height: 15; width: 15;"><img SRC="bullet.gif" height=15 width=15></div>
<div id="dot2" style="position: absolute; height: 15; width: 15;"><img SRC="bullet.gif" height=15 width=15></div>
<div id="dot3" style="position: absolute; height: 15; width: 15;"><img SRC="bullet.gif" height=15 width=15></div>
<div id="dot4" style="position: absolute; height: 15; width: 15;"><img SRC="bullet.gif" height=15 width=15></div>
<div id="dot5" style="position: absolute; height: 15; width: 15;"><img SRC="bullet.gif" height=15 width=15></div>
<div id="dot6" style="position: absolute; height: 15; width: 15;"><img SRC="bullet.gif" height=15 width=15></div>

<script language="JavaScript">

<!--// Author: James DeZego. JJD228@AOL.COM // modified by N8i (www.nightfire.ch)
var nDots = 7; // Anzahl der "Perlen"
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;
var GRAVITY = 50;
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 = 15;

// BOUNCE is percent of velocity retained when
// bouncing off a wall

var BOUNCE = 0.75;

// browser sniffer
var ns4up = (document.layers) ? 1 : 0;
var ie4up = (document.all) ? 1 : 0;
var mozup = (!document.all && document.getElementById) ? 1 : 0;



// 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 (!ns4up) {
// 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 (ns4up) {
// 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()", 3000);
}
}

function dot(i)
{
this.X = Xpos;
this.Y = Ypos;
this.dx = 0;
this.dy = 0;
if (ns4up) {
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;
}

// Eventhandling of mousecursor
function handlerMM(e) {
Xpos = (ns4up || mozup) ? e.pageX : document.body.scrollLeft+event.clientX
Ypos = (ns4up || mozup) ? e.pageY : document.body.scrollTop+event.clientY
flag=1
}

if (ns4up) {
document.captureEvents(Event.MOUSEMOVE);
document.onMouseMove = handlerMM;
} else {
document.onmousemove = handlerMM;
}

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,
(spring.Y + resist.Y)/ MASS + GRAVITY);
// 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 (ns4up) {
height = window.innerHeight + document.scrollTop;
width = window.innerWidth + document.scrollLeft;
} else {
height = document.body.clientHeight + document.body.scrollTop;
width = document.body.clientWidth + document.body.scrollLeft;
}
// bounce of 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;
}
}
//-->
</script>

[Autor]

James DeZego

modified by N8i (www.nightfire.ch)

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