| JavaScript: Lake Sample01 |
| Written by Andreas Berger |
| Sunday, 07 December 2008 10:36 |
|
The first sample shows the most common use of the script. A part of an image gets rippled. The file names "lake.html" and "lake.js" correspond with the file names in the sample that comes with the download of the script at JavaScript: lake. The following explanatory notes also refer to these files and show how to integrate the script from the HTML-page and set the parameters in the downloaded JavaScript lake.js. lake.html - the pageThe first step always is to reference the script from the HEAD section of your page:<script language="JavaScript" type="text/javascript" src="lake.js"></script> The sample assumes that the script is located in the same directory as your page, otherwise the path has to be adjusted. <div id="lake" style="margin:25px;"> <img src="image.jpg" style="width:400px;height:267px;" /> </div> That´s all as far as the webpage is concerned. lake.js - the scriptfileNow we adjust the parameters in the scriptfile "lake.js" to fit our needs. The sample shown above uses the following setting://*****parameters to set***** var divid="lake"; //The parameter "divid" points to the div-container to display the image. var imagea='image.jpg'; //The path to your image. var pwidth=400; //Set this to the width of your image in pixel. var pheight=267; //Set this to the height of your image in pixel. var wavetop=108; //"wavetop" defines where to start the waves //measured from the top of your image (in pixel). var wavebot=pheight; //"wavebot" defines the bottom end of the waves //measured from the top of your image (in pixel). //Usually this is the bottom of your image and you will do fine with the default of "pheight". //If you want your waves to end above the bottom end of your image set this to a //value (eg: var wavebot="220";). var reverse=0; //"reverse" defines if the set part of your images gets rippled (0) //or if the above part gets mirrored down (1). //The sample above moves the given part, therefore: reverse=0; var opaz=100; //If you use a second image to shimmer through the waves, //"opaz" defines the transparency. //The values are from 100 (opaque) to 0 (transparent). var underlay=0; //If you use a second image to shimmer through the waves, //set this to the path to your image (eg: var underlay="image2.jpg"). //Otherwise set this to 0. var overlay=0; //If you use a partially transparent overlay, //set this to the path to your image (eg: var overlay="image2.png"). //Otherwise set this to 0. var uwidth=pwidth; //"uwidth" allows to set a different width for the optional //underlay (in pixel). //Usually you will do fine with the default setting. var uheight=wavebot-wavetop; //"uheight" allows to set a different height for the optional //underlay (in pixel). //Usually you will do fine with the default setting. var steps=30; //"steps" defines the height of one wave in pixel. var range=2; //"range" defines the maximum excursion of a wave. //A value of 10 means that the maximum way to the left and //to the right is 10 pixel. //If you have set "reverse" to 1 to mirror down the upper part of //your image, the displayed image gets clipped automatically at both sides //by the value you set for "range" to prevent the background from been seen. var tim=90; //"tim" defines the timeout between to moves in milliseconds. //Setting this too low may cause errors (stack overflow). var autostart=1; //Having set "autostart" to 1 the script starts at pageload. //If you want to start the script by link, set "autostart" to 0 and //integrate a link in your page: //eg: <a href="javascript:firstmove()">start now!</a> //*****nothing more to do, have fun :) That´s all. The effect you achieve depends beside the choice of the image a lot from the values you set here and you should take the time to experiment with different values. Often a small change creates a large impact. |
| Last Updated on Thursday, 26 November 2009 19:19 |


Sorry, the comments only allow plain text, therefore I only got the parameters from your comment (I removed the comment-lines, they are available one the page anyway) which are not really helpful in this case.
If your site is online, you may post a link and I will have a look at it.
If you are testing offline - one tip: Get it running the way it is meant (external scriptfile) and then start adopting it to fit your needs step by step. Testing after every change is very helpful to target errors.
Best regards
Andreas
First, I put the js script in the page instead of a separate file.
it looks like this:
{
//*****parameters to set*****
var divid="lake";
var imagea='image.jpg';
var pwidth=972;
var pheight=234;
var wavetop=108;
var wavebot=pheight;
var reverse=0;
var opaz=100;
var underlay=0;
var overlay=0;
var uwidth=pwidth;
var uheight=wavebot-wavetop;
var steps=60;
var range=6;
var tim=90;
var autostart=1;
//*****nothing more to do, have fun :)
}
however the image does not move.
What am I doing wrong?
email: armenianworldwide AT email DOT com