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Trái tim "lãng mạn" sau con trỏ chuột
NhuQuynhNgày: Thứ Năm, 2011-09-15, 5:24 AM
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Code
           <div id="dot0" style="position: absolute; visibility: hidden; height: 11; width: 11;">    <img src="http://24giokinhdoanh.tk/diendan/CodeWeb/JavaScript/heart.gif" height=11 width=11> </div> <div id="dot1" style="position: absolute; height: 11; width: 11;">    <img src="http://24giokinhdoanh.tk/diendan/CodeWeb/JavaScript/heart.gif" height=11 width=11> </div> <div id="dot2" style="position: absolute; height: 11; width: 11;">    <img src="http://24giokinhdoanh.tk/diendan/CodeWeb/JavaScript/heart.gif" height=11 width=11> </div> <div id="dot3" style="position: absolute; height: 11; width: 11;">    <img src="http://24giokinhdoanh.tk/diendan/CodeWeb/JavaScript/heart.gif" height=11 width=11> </div> <div id="dot4" style="position: absolute; height: 11; width: 11;">    <img src="http://24giokinhdoanh.tk/diendan/CodeWeb/JavaScript/heart.gif" height=11 width=11> </div> <div id="dot5" style="position: absolute; height: 11; width: 11;">    <img src="http://24giokinhdoanh.tk/diendan/CodeWeb/JavaScript/heart.gif" height=11 width=11> </div> <div id="dot6" style="position: absolute; height: 11; width: 11;">    <img src="http://24giokinhdoanh.tk/diendan/CodeWeb/JavaScript/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>
   
   
   
   
   
   
2011-07-15

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