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22Jul/090

How to make hearts following the mouse pointer trail on your webpage

Here is how you can make hearts following the mouse pointer trail on your webpage. Brighten your webpage by adding this trail to the mouse pointer on your site.

Put the code below within your site's source code. If you dont know how to implement this code into your site, please goto how to implement the code to your website

Code:

<!-- this script is from www.manycodes.com -->

<div id="dot0" style="position: absolute; visibility: hidden; height: 11; width: 11;">
 <img src="http://www.javascriptfreecode.com/heart.gif" height=11 width=11>
</div>
<div id="dot1" style="position: absolute; height: 11; width: 11;">
 <img src="http://www.javascriptfreecode.com/heart.gif" height=11 width=11>
</div>
<div id="dot2" style="position: absolute; height: 11; width: 11;">
 <img src="http://www.javascriptfreecode.com/heart.gif" height=11 width=11>
</div>
<div id="dot3" style="position: absolute; height: 11; width: 11;">
 <img src="http://www.javascriptfreecode.com/heart.gif" height=11 width=11>
</div>
<div id="dot4" style="position: absolute; height: 11; width: 11;">
 <img src="http://www.javascriptfreecode.com/heart.gif" height=11 width=11>
</div>
<div id="dot5" style="position: absolute; height: 11; width: 11;">
 <img src="http://www.javascriptfreecode.com/heart.gif" height=11 width=11>
</div>
<div id="dot6" style="position: absolute; height: 11; width: 11;">
 <img src="http://www.javascriptfreecode.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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