Kod: |
<SCRIPT LANGUAGE="JavaScript" TYPE="text/javascript">
<!-- // JavaScript to interpolate random images into a page. var ic = 7; // Number of alternative images var xoxo = new Array(ic); // Array to hold filenames // Set up the images. These are GIFs, but they don't have to be. // You could also save space in your file by including the // unchanging part of the image filename (i.e. 'inline/imageSample' // and '.gif') in the 'writeln' statement below, and just storing // the part of the image name that actually changes. Used this way // you could reference a very large number of different images while // keeping the file size small. xoxo[0] = "tree.jpg"; xoxo[1] = "foto2.jpg"; xoxo[2] = "chmury.jpg"; xoxo[3] = "kwiatek.jpg"; xoxo[4] = "sun.jpg"; xoxo[5] = "rainbow.jpg"; xoxo[6] = "horizont.jpg"; // pickRandom - Return a random number in a given range. If we're running // on an older browser that doesn't support 'Math.random()', we can fake // it by using the current time. This isn't ideal for mission-critical // security applications, but it's fine here. Note that we divide the // current time by 1000 to get rid of the milliseconds which Navigator // doesn't seem to take into account. function pickRandom(range) { if (Math.random) return Math.round(Math.random() * (range-1)); else { var now = new Date(); return (now.getTime() / 1000) % range; } } // Write out an IMG tag, using a randomly-chosen image name. var choice = pickRandom(ic); // --> </SCRIPT> |
Kod: |
<SCRIPT LANGUAGE="JavaScript">document.writeln(''+'<IMG SRC="'+xoxo[choice]+'"'+'');</SCRIPT>
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Kod: |
(...) xoxo[0] = "tree.jpg"; xoxo[1] = "foto2.jpg"; xoxo[2] = "chmury.jpg"; xoxo[3] = "kwiatek.jpg"; xoxo[4] = "sun.jpg"; xoxo[5] = "rainbow.jpg"; xoxo[6] = "horizont.jpg"; (...) |