📄 14-4.txt
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<!-- The image that will be animated. Give it a name for convenience. --><IMG SRC="images/0.gif" NAME=animation><SCRIPT>// Count how many images have been loaded. When we reach 10, start animating.function count_images() { if (++num_loaded_images == 10) animate(); }var num_loaded_images = 0;// Create the off-screen images and assign the image URLs.// Also assign an event handler so we can count how many images have been// loaded. Note that we assign the handler before the URL, because otherwise// the image might finish loading (e.g., if it is already cached) before// we assign the handler, and then we'll lose count of how many have loaded!var images = new Array(10);for(var i = 0; i < 10; i++) { images[i] = new Image(); // Create an Image object. images[i].onload = count_images; // Assign the event handler. images[i].src = "images/" + i + ".gif"; // Tell it what URL to load.}function animate() // The function that does the animation.{ document.animation.src = images[frame].src; frame = (frame + 1)%10; timeout_id = setTimeout("animate()", 250); // Display next frame later.}var frame = 0; // Keep track of what frame of the animation we're on.var timeout_id = null; // This allows us to stop the animation.</SCRIPT><!-- Buttons to control the animation. Note that we don't let the user -- start the animation before all the images are loaded. --><FORM> <INPUT TYPE=button VALUE="Start" onClick="if (timeout_id==null && num_loaded_images==10) animate()"> <INPUT TYPE=button VALUE="Stop" onClick="if (timeout_id) clearTimeout(timeout_id); timeout_id=null;"></FORM>
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