I am using a javascript to make uploaded jpgs into a movie (weather radar) I would like to enlarge the image movie size. Each time I try to change the code an error occurs. Wondered if one of you pros could highlight the line to correctly modify the image size. I am not locked into the code, it is borrowed already. My desire it to view the images in better resolution!
Currently the image size uploaded is either 1240X1240 or 1000X1000.
Any help is greatly appreaciated!
Thanks!
I am not locked into the table look either. It keeps it clean but could opt for another view. If you could direct me to a better look or more up to date code that would be great!
<SCRIPT LANGUAGE=”JavaScript”>
//********* SET UP THESE VARIABLES – MUST BE CORRECT!!!
modImages = new Array();
modImages[0] = “
modImages[1] = “
modImages[2] = “
modImages[3] = “
modImages[4] = “
modImages[5] = “
modImages[6] = “
modImages[7] = “
modImages[8] = “
modImages[9] = “
first_image = 1;
last_image = 10;
//=== THE CODE STARTS HERE – no need to change anything below ===
//=== global variables ====
theImages = new Array(); //holds the images
imageNum = new Array(); //keeps track of which images to omit from loop
normal_delay = 100;
delay = normal_delay; //delay between frames in 1/100 seconds
delay_step = 30;
delay_max = 6000;
delay_min = 30;
dwell_multipler = 3;
dwell_step = 1;
end_dwell_multipler = dwell_multipler;
start_dwell_multipler = dwell_multipler;
current_image = first_image; //number of the current image
timeID = null;
status = 0; // 0-stopped, 1-playing
play_mode = 0; // 0-normal, 1-loop, 2-sweep
size_valid = 0;
//===> Make sure the first image number is not bigger than the last image number
if (first_image > last_image)
{
var help = last_image;
last_image = first_image;
first_image = help;
}
//===> Preload the first image (while page is downloading)
theImages[0] = new Image();
theImages[0].src = modImages[0];
imageNum[0] = true;
//===> Stop the animation
function stop()
{
//== cancel animation (timeID holds the expression which calls the fwd or bkwd function) ==
if (status == 1)
clearTimeout (timeID);
status = 0;
}
//===> Display animation in fwd direction in either loop or sweep mode
function animate_fwd()
{
current_image++; //increment image number
//== check if current image has exceeded loop bound ==
if (current_image > last_image) {
if (play_mode == 1) { //fwd loop mode – skip to first image
current_image = first_image;
}
if (play_mode == 2) { //sweep mode – change directions (go bkwd)
current_image = last_image;
animate_rev();
return;
}
}
//== check to ensure that current image has not been deselected from the loop ==
//== if it has, then find the next image that hasn’t been ==
while (imageNum[current_image-first_image] == false) {
current_image++;
if (current_image > last_image) {
if (play_mode == 1)
current_image = first_image;
if (play_mode == 2) {
current_image = last_image;
animate_rev();
return;
}
}
}
document.animation.src = theImages[current_image-first_image].src; //display image onto screen
document.control_form.frame_nr.value = current_image; //display image number
delay_time = delay;
if ( current_image == first_image) delay_time = start_dwell_multipler*delay;
if (current_image == last_image) delay_time = end_dwell_multipler*delay;
//== call “animate_fwd()” again after a set time (delay_time) has elapsed ==
timeID = setTimeout(“animate_fwd()”, delay_time);
}
//===> Display animation in reverse direction
function animate_rev()
{
current_image–; //decrement image number
//== check if image number is before lower loop bound ==
if (current_image < first_image) {
if (play_mode == 1) { //rev loop mode – skip to last image
current_image = last_image;
}
if (play_mode == 2) {
current_image = first_image; //sweep mode – change directions (go fwd)
animate_fwd();
return;
}
}
//== check to ensure that current image has not been deselected from the loop ==
//== if it has, then find the next image that hasn’t been ==
while (imageNum[current_image-first_image] == false) {
current_image–;
if (current_image < first_image) {
if (play_mode == 1)
current_image = last_image;
if (play_mode == 2) {
current_image = first_image;
animate_fwd();
return;
}
}
}
document.animation.src = theImages[current_image-first_image].src; //display image onto screen
document.control_form.frame_nr.value = current_image; //display image number
delay_time = delay;
if ( current_image == first_image) delay_time = start_dwell_multipler*delay;
if (current_image == last_image) delay_time = end_dwell_multipler*delay;
//== call “animate_rev()” again after a set amount of time (delay_time) has elapsed ==
timeID = setTimeout(“animate_rev()”, delay_time);
}
//===> Changes playing speed by adding to or substracting from the delay between frames
function change_speed(dv)
{
delay+=dv;
//== check to ensure max and min delay constraints have not been crossed ==
if(delay > delay_max) delay = delay_max;
if(delay < delay_min) delay = delay_min;
}
//===> functions that changed the dwell rates.
function change_end_dwell(dv) {
end_dwell_multipler+=dv;
if ( end_dwell_multipler < 1 ) end_dwell_multipler = 0;
}
function change_start_dwell(dv) {
start_dwell_multipler+=dv;
if ( start_dwell_multipler < 1 ) start_dwell_multipler = 0;
}
//===> Increment to next image
function incrementImage(number)
{
stop();
//== if image is last in loop, increment to first image ==
if (number > last_image) number = first_image;
//== check to ensure that image has not been deselected from loop ==
while (imageNum[number-first_image] == false) {
number++;
if (number > last_image) number = first_image;
}
current_image = number;
document.animation.src = theImages[current_image-first_image].src; //display image
document.control_form.frame_nr.value = current_image; //display image number
}
//===> Decrement to next image
function decrementImage(number)
{
stop();
//== if image is first in loop, decrement to last image ==
if (number < first_image) number = last_image;
//== check to ensure that image has not been deselected from loop ==
while (imageNum[number-first_image] == false) {
number–;
if (number < first_image) number = last_image;
}
current_image = number;
document.animation.src = theImages[current_image-first_image].src; //display image
document.control_form.frame_nr.value = current_image; //display image number
}
//===> “Play forward”
function fwd()
{
stop();
status = 1;
play_mode = 1;
animate_fwd();
}
//===> “Play reverse”
function rev()
{
stop();
status = 1;
play_mode = 1;
animate_rev();
}
//===> “play sweep”
function sweep() {
stop();
status = 1;
play_mode = 2;
animate_fwd();
}
//===> Change play mode (normal, loop, swing)
function change_mode(mode)
{
play_mode = mode;
}
//===> Load and initialize everything once page is downloaded (called from ‘onLoad’ in <BODY>)
function launch()
{
for (var i = first_image + 1; i <= last_image; i++)
{
theImages[i-first_image] = new Image();
theImages[i-first_image].src = modImages[i-first_image];
imageNum[i-first_image] = true;
document.animation.src = theImages[i-first_image].src;
document.control_form.frame_nr.value = i;
}
// this needs to be done to set the right mode when the page is manually reloaded
change_mode (1);
fwd();
}
//===> Check selection status of image in animation loop
function checkImage(status,i)
{
if (status == true)
imageNum[i] = false;
else imageNum[i] = true;
}
//==> Empty function – used to deal with image buttons rather than HTML buttons
function func()
{
}
//===> Sets up interface – this is the one function called from the HTML body
function animation()
{
count = first_image;
}
// –>
</SCRIPT>