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شروع موضوع توسط (̅(َ_̅_̅(َ)ڪے ‏9/6/11 در انجمن ابزار وبلاگ

  1. آفلاین

    (̅(َ_̅_̅(َ)ڪے پیشکسوت انجمن

    تاریخ عضویت:
    ‏12/11/10
    ارسال ها:
    17,701
    تشکر شده:
    5,521
    امتیاز دستاورد:
    113
    محل سکونت:
    Yardımcısı kalp
    وب سایت:
    کدهای را کپی کنید و درجای مناسبی از قالب خود قرار دهید

    کد:
    <!-- this script got from www.ParseCoders.com-->
         
    <div id="dot0" style="position: absolute; visibility: hidden; height: 11; width: 11;">
        <img src="http://java.parsecoders.com/heart.gif" height=11 width=11>
    </div>
    <div id="dot1" style="position: absolute; height: 11; width: 11;">
        <img src="http://java.parsecoders.com/heart.gif" height=11 width=11>
    </div>
    <div id="dot2" style="position: absolute; height: 11; width: 11;">
        <img src="http://java.parsecoders.com/heart.gif" height=11 width=11>
    </div>
    <div id="dot3" style="position: absolute; height: 11; width: 11;">
        <img src="http://java.parsecoders.com/heart.gif" height=11 width=11>
    </div>
    <div id="dot4" style="position: absolute; height: 11; width: 11;">
        <img src="http://java.parsecoders.com/heart.gif" height=11 width=11>
    </div>
    <div id="dot5" style="position: absolute; height: 11; width: 11;">
        <img src="http://java.parsecoders.com/heart.gif" height=11 width=11>
    </div>
    <div id="dot6" style="position: absolute; height: 11; width: 11;">
        <img src="http://java.parsecoders.com/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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