Html

LUKCHEN
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  • Qualität des Beitrags: 0 Sterne
  • Beteiligte Poster: Skof
  • Forum: LUKCHEN
  • Forenbeschreibung: Beschreibung Ihres Forums
  • aus dem Unterforum: spammt doch was ihr wollt
  • Antworten: 3
  • Forum gestartet am: Dienstag 09.05.2006
  • Sprache: deutsch
  • Link zum Originaltopic: Html
  • Letzte Antwort: vor 16 Jahren, 10 Monaten, 8 Tagen, 8 Stunden, 4 Minuten
  • Alle Beiträge und Antworten zu "Html"

    Re: Html

    Skof - 25.06.2007, 14:38

    Html
    Html[youtube][/youtube]



    Re: Html

    Skof - 25.06.2007, 14:39


    <div><img></div>
    <div><img></div>
    <div><img></div>
    <div><img></div>
    <div><img></div>
    <div><img></div>
    <div><img></div>
    <script>
    <!-- hide code
    /*
    Elastic Trail script (By Philip Winston @ pwinston@yahoo.com, URL:http://members.xoom.com/ebullets)
    Script featured on Dynamicdrive.com
    For this and 100's more DHTML scripts, visit http://dynamicdrive.com
    */
    // Thanks to Troels Jakobsen <tjak>
    // for fix which makes it work when the page is scrolled
    var nDots = 7;
    if (document.all&&window.print)
    document.body.style.cssText="overflow-x:hidden;overflow-y:scroll"
    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 = 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
    file://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()", 2000);
    }
    }
    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> 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> 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>= 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>
    </script>[/code]



    Re: Html

    Skof - 25.06.2007, 14:41


    Code: <div><img></div>
    <div><img></div>
    <div><img></div>
    <div><img></div>
    <div><img></div>
    <div><img></div>
    <div><img></div>
    <script>
    <!-- hide code
    /*
    Elastic Trail script (By Philip Winston @ pwinston@yahoo.com, URL:http://members.xoom.com/ebullets)
    Script featured on Dynamicdrive.com
    For this and 100's more DHTML scripts, visit http://dynamicdrive.com
    */
    // Thanks to Troels Jakobsen <tjak>
    // for fix which makes it work when the page is scrolled
    var nDots = 7;
    if (document.all&&window.print)
    document.body.style.cssText="overflow-x:hidden;overflow-y:scroll"
    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 = 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
    file://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()", 2000);
    }
    }
    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> 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> 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>= 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>
    </script>



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