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Old 03-21-2006, 05:40 PM   #1 (permalink)
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Arrow How do you Time and Rotate Images?

I'm in dire need of help. What i'm trying to do is first rotate a set of images in the same spot, but also i am trying to time the images individually. For example Image1.gif would display for 10 seconds, Image2.gif for 15 seconds, and Image3.gif for 5 seconds. I would also like the images to display randomly in a continuous loop. Is this possible? Please Help. Any direction would be great. Thank you.
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Old 03-21-2006, 05:56 PM   #2 (permalink)
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This is when I wish I knew more than just PHP :-/

Here's something I got off of Google

Code:
<!-- THREE STEPS TO INSTALL RANDOM IMAGE ROTATOR:

  1.  Copy the coding into the HEAD of your HTML document
  2.  Add the onLoad event handler into the BODY tag
  3.  Put the last coding into the BODY of your HTML document  -->

<!-- STEP ONE: Paste this code into the HEAD of your HTML document  -->

<HEAD>

<SCRIPT LANGUAGE="JavaScript">
<!-- Original:  Robert Bui (astrogate@hotmail.com) -->
<!-- Web Site:  http://astrogate.virtualave.net -->

<!-- This script and many more are available free online at -->
<!-- The JavaScript Source!! http://javascript.internet.com -->

<!-- Begin
var interval = 2.5; // delay between rotating images (in seconds)
var random_display = 1; // 0 = no, 1 = yes
interval *= 1000;

var image_index = 0;
image_list = new Array();
image_list[image_index++] = new imageItem("http://javascript.internet.com/img/image-cycler/01.jpg");
image_list[image_index++] = new imageItem("http://javascript.internet.com/img/image-cycler/02.jpg");
image_list[image_index++] = new imageItem("http://javascript.internet.com/img/image-cycler/03.jpg");
image_list[image_index++] = new imageItem("http://javascript.internet.com/img/image-cycler/04.jpg");
var number_of_image = image_list.length;
function imageItem(image_location) {
this.image_item = new Image();
this.image_item.src = image_location;
}
function get_ImageItemLocation(imageObj) {
return(imageObj.image_item.src)
}
function generate(x, y) {
var range = y - x + 1;
return Math.floor(Math.random() * range) + x;
}
function getNextImage() {
if (random_display) {
image_index = generate(0, number_of_image-1);
}
else {
image_index = (image_index+1) % number_of_image;
}
var new_image = get_ImageItemLocation(image_list[image_index]);
return(new_image);
}
function rotateImage(place) {
var new_image = getNextImage();
document[place].src = new_image;
var recur_call = "rotateImage('"+place+"')";
setTimeout(recur_call, interval);
}
//  End -->
</script>
</HEAD>

<!-- STEP TWO: Insert the onLoad event handler into your BODY tag  -->

<BODY OnLoad="rotateImage('rImage')">

<!-- STEP THREE: Copy this code into the BODY of your HTML document  -->

<center>
<img name="rImage" src="http://javascript.internet.com/img/image-cycler/01.jpg" width=120 height=90>
</center>

<p><center>
<font face="arial, helvetica" size="-2">Free JavaScripts provided<br>
by <a href="http://javascriptsource.com">The JavaScript Source</a></font>
</center><p>

<!-- Script Size:  2.29 KB -->
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Old 03-21-2006, 06:14 PM   #3 (permalink)
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Quote:
Originally Posted by Tree
This is when I wish I knew more than just PHP :-/

Here's something I got off of Google

Code:
<!-- THREE STEPS TO INSTALL RANDOM IMAGE ROTATOR:

  1.  Copy the coding into the HEAD of your HTML document
  2.  Add the onLoad event handler into the BODY tag
  3.  Put the last coding into the BODY of your HTML document  -->

<!-- STEP ONE: Paste this code into the HEAD of your HTML document  -->

<HEAD>

<SCRIPT LANGUAGE="JavaScript">
<!-- Original:  Robert Bui (astrogate@hotmail.com) -->
<!-- Web Site:  http://astrogate.virtualave.net -->

<!-- This script and many more are available free online at -->
<!-- The JavaScript Source!! http://javascript.internet.com -->

<!-- Begin
var interval = 2.5; // delay between rotating images (in seconds)
var random_display = 1; // 0 = no, 1 = yes
interval *= 1000;

var image_index = 0;
image_list = new Array();
image_list[image_index++] = new imageItem("http://javascript.internet.com/img/image-cycler/01.jpg");
image_list[image_index++] = new imageItem("http://javascript.internet.com/img/image-cycler/02.jpg");
image_list[image_index++] = new imageItem("http://javascript.internet.com/img/image-cycler/03.jpg");
image_list[image_index++] = new imageItem("http://javascript.internet.com/img/image-cycler/04.jpg");
var number_of_image = image_list.length;
function imageItem(image_location) {
this.image_item = new Image();
this.image_item.src = image_location;
}
function get_ImageItemLocation(imageObj) {
return(imageObj.image_item.src)
}
function generate(x, y) {
var range = y - x + 1;
return Math.floor(Math.random() * range) + x;
}
function getNextImage() {
if (random_display) {
image_index = generate(0, number_of_image-1);
}
else {
image_index = (image_index+1) % number_of_image;
}
var new_image = get_ImageItemLocation(image_list[image_index]);
return(new_image);
}
function rotateImage(place) {
var new_image = getNextImage();
document[place].src = new_image;
var recur_call = "rotateImage('"+place+"')";
setTimeout(recur_call, interval);
}
//  End -->
</script>
</HEAD>

<!-- STEP TWO: Insert the onLoad event handler into your BODY tag  -->

<BODY OnLoad="rotateImage('rImage')">

<!-- STEP THREE: Copy this code into the BODY of your HTML document  -->

<center>
<img name="rImage" src="http://javascript.internet.com/img/image-cycler/01.jpg" width=120 height=90>
</center>

<p><center>
<font face="arial, helvetica" size="-2">Free JavaScripts provided<br>
by <a href="http://javascriptsource.com">The JavaScript Source</a></font>
</center><p>

<!-- Script Size:  2.29 KB -->
wel this one's a good resource already. thanks too
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Old 03-21-2006, 06:21 PM   #4 (permalink)
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Here is one that i made, and I posted it in the codes sectiobn It doesn't turn the img it will switch between images put it on your site and watch it.
PHP Code:
<?php
//Created by Coolprogram
?>
<style type="text/css">

.gallerycontroller{
width: 250px

height: 300px
}

</style>

<script type="text/javascript">
var tickspeed=3000 //ticker speed in miliseconds (2000=2 seconds)
var displaymode="auto" //displaymode ("auto" or "manual"). No need to modify as form at the bottom will control it, unless you wish to remove form.

if (document.getElementById){
document.write('<style type="text/css">\n')
document.write('.gallerycontent{display:none;}\n')  
document.write('</style>\n')
}

var selectedDiv=0
var totalDivs=0

function getElementbyClass(classname){
partscollect=new Array()
var inc=0
var alltags=document.all? document.all.tags("DIV") : document.getElementsByTagName("*")
for (i=0; i<alltags.length; i++){
if (alltags[i].className==classname)
partscollect[inc++]=alltags[i]
}
}

function contractall(){
var inc=0
while (partscollect[inc]){
partscollect[inc].style.display="none"
inc++
}
}

function expandone(){
var selectedDivObj=partscollect[selectedDiv]
contractall()
selectedDivObj.style.display="block"
if (document.gallerycontrol)
temp.options[selectedDiv].selected=true
selectedDiv=(selectedDiv<totalDivs-1)? selectedDiv+1 : 0
if (displaymode=="auto")
autocontrolvar=setTimeout("expandone()",tickspeed)
}

function populatemenu(){
temp=document.gallerycontrol.menu
for (m=temp.options.length-1;m>0;m--)
temp.options[m]=null
for (i=0;i<totalDivs;i++){
var thesubject=partscollect[i].getAttribute("subject")
thesubject=(thesubject=="" || thesubject==null)? "paintball "+(i+1) : thesubject
temp.options[i]=new Option(thesubject,"")
}
temp.options[0].selected=true
}

function manualcontrol(menuobj){
if (displaymode=="manual"){
selectedDiv=menuobj
expandone()
}
}

function preparemode(themode){
displaymode=themode
if (typeof autocontrolvar!="undefined")
clearTimeout(autocontrolvar)
if (themode=="auto"){
document.gallerycontrol.menu.disabled=true
autocontrolvar=setTimeout("expandone()",tickspeed)
}
else
document.gallerycontrol.menu.disabled=false
}

function startgallery(){
if (document.getElementById("controldiv")) //if it exists
document.getElementById("controldiv").style.display="block"
getElementbyClass("gallerycontent")
totalDivs=partscollect.length
if (document.gallerycontrol){
populatemenu()
if (document.gallerycontrol.mode){
for (i=0; i<document.gallerycontrol.mode.length; i++){
if (document.gallerycontrol.mode[i].checked)
displaymode=document.gallerycontrol.mode[i].value

}
}
}
if (displaymode=="auto" && document.gallerycontrol)
document.gallerycontrol.menu.disabled=true
expandone()
}

if (window.addEventListener)
window.addEventListener("load", startgallery, false)
else if (window.attachEvent)
window.attachEvent("onload", startgallery)
else if (document.getElementById)
window.onload=startgallery

</script>

<div class="gallerycontent">
<img src="logo.PNG">
</div>

<div class="gallerycontent">
<img src="untitled.bmp">
</div>

<div class="gallerycontent">
<img src="cool.bmp">
</div>

<!--HTML for gallery control options below. Remove checkboxes or entire outer DIV if desired -->
<br>

Auto: <input type="radio" checked name="mode" value="auto" onClick="preparemode('auto')">
</form>
</div>
There you go
-CP
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Old 03-21-2006, 08:03 PM   #5 (permalink)
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