<DIV id=dot0  style="LEFT: 0px; VISIBILITY: hidden; WIDTH: 32px; POSITION: absolute; TOP: 0px; HEIGHT: 32px"><IMG  height=32 src="//gportal.hu/portal/honlapepito/image/gallery/maci2.jpg"  width=32> </DIV> <DIV id=dot1  style="LEFT: 135px; WIDTH: 32px; POSITION: absolute; TOP: 49px; HEIGHT: 32px"><IMG  height=32 src="//gportal.hu/portal/honlapepito/image/gallery/maci2.jpg"  width=32> </DIV> <DIV id=dot2  style="LEFT: 150px; WIDTH: 32px; POSITION: absolute; TOP: 96px; HEIGHT: 32px"><IMG  height=32 src="//gportal.hu/portal/honlapepito/image/gallery/maci2.jpg"  width=32> </DIV> <DIV id=dot3  style="LEFT: 161px; WIDTH: 32px; POSITION: absolute; TOP: 138px; HEIGHT: 32px"><IMG  height=32 src="//gportal.hu/portal/honlapepito/image/gallery/maci2.jpg"  width=32> </DIV> <DIV id=dot4  style="LEFT: 166px; WIDTH: 32px; POSITION: absolute; TOP: 171px; HEIGHT: 32px"><IMG  height=32 src="//gportal.hu/portal/honlapepito/image/gallery/maci2.jpg"  width=32> </DIV> <DIV id=dot5  style="LEFT: 168px; WIDTH: 32px; POSITION: absolute; TOP: 197px; HEIGHT: 32px"><IMG  height=32 src="//gportal.hu/portal/honlapepito/image/gallery/maci2.jpg"  width=32> </DIV> <DIV id=dot6  style="LEFT: 169px; WIDTH: 32px; POSITION: absolute; TOP: 215px; HEIGHT: 32px"><IMG  height=32 src="//gportal.hu/portal/honlapepito/image/gallery/maci2.jpg"  width=32> </DIV> <SCRIPT language=JavaScript> <!-- hide code 
/* Elastic Trail script (By Philip Winston @ pwinston@yahoo.com, URL: http://www.geocities.com/pwinston/) Script featured on Dynamicdrive.com For this and 100's more DHTML scripts, visit http://dynamicdrive.com */ 
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>  |