| ¦n°´e§r£á 
 
 <div id="dot0" style="position: absolute; visibility: hidden; height: 13; width: 43; left: 47; top: 45"></div>
 <div id="dot1" style="position: absolute; height: 11; width: 11;">
 <dd><font size="-1" color="#FF0000">¡¸</font></dd>
 </div>
 <div id="dot2" style="position: absolute; height: 11; width: 11;">
 <dd><font size="-1" color="#FFCC00">¹q</font></dd>
 </div>
 <div id="dot3" style="position: absolute; height: 11; width: 11;">
 <dd><font size="-1" color="#FFFF00">¸£</font></dd>
 </div>
 <div id="dot4" style="position: absolute; height: 11; width: 11;">
 <dd><font size="-1" color="#99FF00">ºë</font></dd>
 </div>
 <div id="dot5" style="position: absolute; height: 11; width: 11;">
 <dd><font size="-1" color="#0000FF">«~</font></dd>
 </div>
 <div id="dot6" style="position: absolute; height: 11; width: 11;">
 <dd><font size="-1" color="#6699FF">¤p</font></dd>
 </div>
 <div id="dot7" style="position: absolute; height: 11; width: 11;">
 <dd><font size="-1" color="#CC00FF">çE</font></dd>
 </div>
 <div id="dot8" style="position: absolute; height: 11; width: 11;">
 <dd><font size="-1" color="#FF99FF">.</font></dd>
 </div>
 
 <script LANGUAGE="JavaScript">
 <!-- hide code
 
 var nDots = 9;
 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 = 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.obj.left = dots.X;
 dots.obj.top = dots.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 - 1); i++) {
 dots[i+1].X = startloc.offsetLeft
 startloc.offsetParent.offsetLeft - DOTSIZE;
 dots[i+1].Y = startloc.offsetTop +
 startloc.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 on dot[j]
 function springForce(i, j, spring)
 {
 var dx = (dots.X - dots[j].X);
 var dy = (dots.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.dx * RESISTANCE,
 -dots.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.dx += (DELTAT * accel.X);
 dots.dy += (DELTAT * accel.Y);
 
 // stop dead so it doesn't jitter when nearly still
 if (Math.abs(dots.dx) < STOPVEL &&
 Math.abs(dots.dy) < STOPVEL &&
 Math.abs(accel.X) < STOPACC &&
 Math.abs(accel.Y) < STOPACC) {
 dots.dx = 0;
 dots.dy = 0;
 }
 
 // move to new position
 dots.X += dots.dx;
 dots.Y += dots.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.Y >= height - DOTSIZE - 1) {
 if (dots.dy > 0) {
 dots.dy = BOUNCE * -dots.dy;
 }
 dots.Y = height - DOTSIZE - 1;
 }
 if (dots.X >= width - DOTSIZE) {
 if (dots.dx > 0) {
 dots.dx = BOUNCE * -dots.dx;
 }
 dots.X = width - DOTSIZE - 1;
 }
 if (dots.X < 0) {
 if (dots.dx < 0) {
 dots.dx = BOUNCE * -dots.dx;
 }
 dots.X = 0;
 }
 
 // move img to new position
 dots.obj.left = dots.X;
 dots.obj.top = dots.Y;
 }
 }
 
 // end code hiding -->
 </script>
 
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