<!-- This example is from the book _JavaScript: The Definitive Guide_. --> <!-- Written by David Flanagan. Copyright (c) 1996 O'Reilly & Associates. --> <!-- This example is provided WITHOUT WARRANTY either expressed or implied.--> <!-- You may study, use, modify, and distribute it for any purpose. --> <!-- The image that will be animated. Give it a name for convenience --> <IMG SRC="images/0.gif" NAME=animation> <SCRIPT> // Create a bunch of off-screen images, and get them started // loading the images we're going to animate. images =index.html new Array(10); for(var i = 0; i < 10; i++) { images[i] =index.html new Image(); // Create an Image object images[i].src = "images/" + i + ".gif"; // tell it what URL to load } // Later, when we want to perform our animation, we can use these URLs, // knowing that they've been loaded into the cache. Note that we perform // the animation by assigning the URL, not the Image object itself. // Also note that we call the image by name, rather than as document.images[0] function animate() { document.animation.src = images[frame].src; frame = (frame + 1)%10; timeout_id = setTimeout("animate()", 250); // display next frame later } var frame = 0; // keep track of what frame of the animation we're on. var timeout_id = null; // allows us to stop the animation. </SCRIPT> <FORM> <!-- Buttons to control the animation --> <INPUT TYPE=button VALUE="Start" onClick="if (timeout_id ==index.html null) animate()"> <INPUT TYPE=button VALUE="Stop" onClick="if (timeout_id) clearTimeout(timeout_id); timeout_id=null;"> </FORM>
file: /Techref/language/java/SCRIPT/definitive/examples/16.1.txt, 1KB, , updated: 1997/4/4 10:59, local time: 2024/11/29 14:37,
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