hier hat motorocker89 für mich gemacht:
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<div id="dot0" style="position: absolute; visibility: hidden; height: 35; width: 35;"></div>
<div id="dot1" style="position: absolute; height: 35; width: 44;"><img src="http://dls3.myloads.de/upload/71724.gif" width="44" height="35" alt=""></div>
<div id="dot2" style="position: absolute; height: 35; width: 44;"><img src="http://dls3.myloads.de/upload/71724.gif" width="44" height="35" alt=""></div>
<div id="dot3" style="position: absolute; height: 35; width: 44;"><img src="http://dls3.myloads.de/upload/71724.gif" width="44" height="35" alt=""></div>
<div id="dot4" style="position: absolute; height: 35; width: 44;"><img src="http://dls3.myloads.de/upload/71724.gif" width="44" height="35" alt=""></div>
<div id="dot5" style="position: absolute; height: 35; width: 44;"><img src="http://dls3.myloads.de/upload/71724.gif" width="44" height="35" alt=""></div>
<div id="dot6" style="position: absolute; height: 35; width: 44;"><img src="http://dls3.myloads.de/upload/71724.gif" width="44" height="35" alt=""></div>
<script type='text/javascript'>
<!--
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 = 35;
// 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();
function init()
{
var i = 0;
for (i = 0; i < nDots; i++) {
dots[i] = new dot(i);
}
// set their positions
for (i = 0; i < nDots; i++) {
dots[i].obj.left = dots[i].X + "px";
dots[i].obj.top = dots[i].Y + "px";
}
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()", 20);
}
}
function dot(i)
{
this.X = Xpos;
this.Y = Ypos;
this.dx = 0;
this.dy = 0;
this.obj = eval("document.getElementById('dot" + i + "').style");
}
document.onmousemove = MoveHandler;
function startanimate() {
setInterval("animate()", 20);
}
// just save mouse position for animate() to use
function MoveHandler(e) {
if (!e) {
Xpos = window.event.x + document.body.scrollLeft;
Ypos = window.event.y + document.body.scrollTop;
} else {
Xpos = e.pageX;
Ypos = e.pageY;
}
}
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 (isNetscape) {
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 + "px";
dots[i].obj.top = dots[i].Y + "px";
}
}
//-->
</script>
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