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PortfolioCrawler.html
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796 lines (660 loc) · 20 KB
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<HTML>
<HEAD>
<style>
.img-container { position: relative; }
.img-container .title {
position: absolute;
top: 0;
left: 0;
z-index: 0;
pointer-events: none;
}
.img-container .sky {
position: absolute;
top: 52;
left: 8;
z-index: 1;
pointer-events: none;
}
.img-container .cloudsBG {
position: absolute;
top: 52;
left: 8;
z-index: 2;
pointer-events: none;
}
.img-container .mountain {
position: absolute;
top: 52;
left: 8;
z-index: 3;
pointer-events: none;
}
.img-container .cloudsFG {
position: absolute;
top: 52;
left: 8;
z-index: 4;
pointer-events: none;
}
.img-container .bush {
position: absolute;
top: 52;
left: 8;
z-index: 5;
pointer-events: none;
}
.img-container .encounterBG {
position: absolute;
top: 52;
left: 8;
z-index: 6;
}
.img-container .player {
position: absolute;
top: 52;
left: 8;
z-index: 7;
pointer-events: none;
}
.img-container .encounter {
position: absolute;
top: 52;
left: 8;
z-index: 8;
pointer-events: none;
}
.img-container .grass {
position: absolute;
top: 52;
left: 8;
z-index: 9;
pointer-events: none;
}
.img-container .filter {
position: absolute;
top: 52;
left: 8;
z-index: 10;
pointer-events: none;
}
.img-container .descriptionBox {
position: absolute;
top: 44;
left: 0;
z-index: 11;
pointer-events: none;
}
.img-container .dialogueBox {
position: absolute;
top: 44;
left: 0;
z-index: 12;
pointer-events: none;
}
.img-container .frame {
position: absolute;
top: 44;
left: 0;
z-index: 13;
pointer-events: none;
}
.img-container .infoButton {
position: absolute;
top: 40;
left: 180;
z-index: 14;
}
.img-container .text1 {
position: absolute;
top: 180;
left: 19;
z-index: 15;
font-family: "Lucida Console", monospace;
font-size: 10px;
}
.img-container .description {
position: absolute;
top: 120;
left: 62;
z-index: 16;
font-family: "Lucida Console", monospace;
font-size: 9.5px;
width: 115px;
}
.img-container .dialogue {
position: absolute;
top: 54;
left: 36;
z-index: 17;
font-family: "Lucida Console", monospace;
font-size: 10px;
width: 130px;
}
.img-container .marquee {
position: absolute;
top: 112;
left: 8;
z-index: 18;
pointer-events: none;
}
.img-container .inventory {
position: absolute;
top: 201;
left: 0;
z-index: 20;
pointer-events: none;
}
.img-container .item0 {
position: absolute;
top: 208;
left: 19;
z-index: 21;
}
.img-container .item1 {
position: absolute;
top: 208;
left: 42;
z-index: 22;
}
.img-container .item2 {
position: absolute;
top: 208;
left: 65;
z-index: 23;
}
.img-container .item3 {
position: absolute;
top: 208;
left: 88;
z-index: 24;
}
.img-container .item4 {
position: absolute;
top: 208;
left: 111;
z-index: 25;
}
.img-container .item5 {
position: absolute;
top: 208;
left: 134;
z-index: 26;
}
.img-container .item6 {
position: absolute;
top: 208;
left: 157;
z-index: 27;
}
.img-container .sparkle0 {
position: absolute;
top: 208;
left: 19;
z-index: 22;
pointer-events: none;
}
.img-container .sparkle1 {
position: absolute;
top: 208;
left: 42;
z-index: 22;
pointer-events: none;
}
.img-container .sparkle2 {
position: absolute;
top: 208;
left: 65;
z-index: 22;
pointer-events: none;
}
.img-container .sparkle3 {
position: absolute;
top: 208;
left: 88;
z-index: 22;
pointer-events: none;
}
.img-container .sparkle4 {
position: absolute;
top: 208;
left: 111;
z-index: 22;
pointer-events: none;
}
.img-container .sparkle5 {
position: absolute;
top: 208;
left: 134;
z-index: 22;
pointer-events: none;
}
.img-container .sparkle6 {
position: absolute;
top: 208;
left: 157;
z-index: 22;
pointer-events: none;
}
</style>
<script>
//////////////////////
// javascript start //
//////////////////////
class Item {
constructor(slot, id, src, desc) {
this.slot = slot;
this.src = "" + src;
this.desc = desc;
this.id = id;
this.earned = 0;
this.name = "item" + slot;
this.unlock_name = "unlock" + slot + "-" + id;
this.sparkle_name = "sparkle" + slot;
}
}
class Anim {
constructor(src, time) {
this.time = time;
this.src = "" + src;
}
}
class Encounter {
constructor(intro, idle, interact, attack_on_interact, exit, filter, bg_intro, bg_idle, bg_exit) {
this.intro = intro;
this.idle = idle;
this.interact = interact;
this.attack_on_interact = attack_on_interact;
this.exit = exit;
this.filter = filter;
this.bg_intro = bg_intro;
this.bg_idle = bg_idle;
this.bg_exit = bg_exit;
}
}
// global vars
var player_idle = "http://i.imgbox.com/ps1rw1Fb.gif"; // $$$ player idle anim
var player_walk = "http://i.imgbox.com/o5UR2OG7.gif"; // $$$ player walk anim
var player_attack_anim = new Anim("http://i.imgbox.com/b3x2DomF.gif", 500); // $$$ player attack anim
var grass_static = "http://i.imgbox.com/REswieqb.png";
var grass_moving = "http://i.imgbox.com/RrBxjjhp.gif";
var dialogue_box = "http://i.imgbox.com/IiJGBNkj.png";
var desc_box = "http://i.imgbox.com/F5e4bKLk.png";
var sparkle = new Anim("http://i.imgbox.com/OmZhCFaA.gif", 800);
var click_reminder = "http://i.imgbox.com/PKMRyFuP.gif";
var has_reminded_click = false;
var dialogue_id = 0;
var skulls = 0;
var num_pages = 11; // $$$ num pages to unlock last item - set to -1 to disable
var currentSkullTrophy = -1;
var skullTrophies = [new Item(0, 1, "http://i.imgbox.com/81JK8Tn1.png", "You survived your first interview! Great job! Here is a gold star. Maybe it will get better if you find a worthy candidate?"),
new Item(0, 3, "http://i.imgbox.com/mdB7cqwv.png", "You are really \'slaughtering\' these candidates! All of these bones will make a wonderful necklace."),
new Item(0, 6, "http://i.imgbox.com/Ot3ONhah.png", "Okay, so the interviews aren\'t going so well. Look on the bright side! You managed to loot a shiny new necklace."),
new Item(0, 9, "http://i.imgbox.com/3jaZB2Y8.png", "Maybe this interview is a little too difficult? That last candidate \'dropped\' his silver ring and didn\'t even notice!"),
new Item(0, 12, "http://i.imgbox.com/UKCGpByN.png", "Wow, you are one productive employer! Here\'s a gold ring for your troubles."),
new Item(0, 15, "http://i.imgbox.com/dlKUIA3x.png", "It seems like this is hopeless. Here is some pie to celebrate a \'productive\' day! Please stop killing these skeletons..")];
var items = [new Item(1, 1, "http://i.imgbox.com/TDLwzAxB.png", "Hello! While you browse, feel free to help guide this knight in his quest to recruit a worthy skeleton sidekick."), // $$$ item 2
new Item(2, 1, "http://i.imgbox.com/lbPKvJu5.png", "You found a stray sock. This is embarrassing, sorry!"), // $$$ item 3
new Item(3, 1, "http://i.imgbox.com/gi0KJbr8.png", "Wow, you probably shouldn\'t of taken this wheel off of the Opportunity rover as a souvenir!"), // $$$ item 4
new Item(4, 1, "http://i.imgbox.com/ZQ90YvxQ.png", "You found a scroll of publications. (+1 int)"), // $$$ item 5
new Item(5, 1, "http://i.imgbox.com/2jjOR4tq.png", "You could use this ship to fly around if this game had audio.."), // $$$ item 6
new Item(6, 1, "http://i.imgbox.com/nm0Cjsq0.png", "This is the key to my portfolio! Maybe if you explore all that it has to offer, you just might find something nice?")]; // $$$ item 7
// $$$ random dialogue
var dialogue = ["That mountain looks familiar...",
"Would another browser help me walk faster?",
"Don\'t close the page and leave me alone!",
"Oops, I left an <img> tag on my armor..", // @@@ should read as "img" tag
"My qualifications include being EPIC!",
".GIF candidates are always the weakest!",
"I hope the devs add a \'sit\' animation..",
"That guy\'s resume is larger than my sword!",
"Feels like I\'m just talking to myself..",
"Don\'t poke me with that cursor.",
"I love \'interviewing\' these skeletons!",
"What does HR mean? Health Restore?",
"Oh, what a day, what a lovely day!",
"I sure hope this game doesn\'t have DLC..",
"The only job requirement: 1000 HP!",
"Please send in the next candidate!",
"I could use a coffee potion..",
"Does a degree give bonus strength..?"];
var active_dialogue = [];
var skeleEncounter = new Encounter(new Anim("http://i.imgbox.com/Y9vdwPGm.gif", 2500), // $$$ skele intro anim
"http://i.imgbox.com/087J0xkF.gif", // $$$ skele idle anim
new Anim("http://i.imgbox.com/rvoTFKn0.gif", 1500), // $$$ skele interact anim
true,
new Anim("http://i.imgbox.com/KyfXaChw.gif", 10100), // $$$ skele exit anim
"http://i.imgbox.com/h6JHxHPU.png", // $$$ skele filter
new Anim("http://i.imgbox.com/LRhLuaPS.gif", 2000), // $$$ skele BG intro anim
"http://i.imgbox.com/zelfFQ02.gif", // $$$ skele BG idle anim
new Anim("http://i.imgbox.com/grDnoV5P.gif", 2000)); // $$$ skele BG exit anim
var game_state = 0; // 0 for walking, 1 for encounter
// entry point (on page load)
function load() {
// start pre-loading immediately!
preloader();
// $$$ ensure welcome and key unlocks are available
items[0].earned = true;
items[5].earned = true;
// load skulls
skulls = getCookie("skulls");
if(skulls == "") {
skulls = 0;
}
setSkulls(skulls);
// give a small amount of time to the preloader (probably should use onload events instead)
setTimeout(function () {
// start walking
walk();
// start loop with an initial call to body, followed by an infinite loop of them
timeoutBody();
timeout();
}, 1000);
}
// pre-load a given image
function preload(in_src) {
var img = new Image();
img.src = "" + in_src;
return img;
}
// pre-load all images
function preloader() {
if (document.images) {
preload(player_idle);
preload(player_walk);
preload(player_attack_anim.src);
preload(grass_static);
preload(skeleEncounter.intro.src);
preload(skeleEncounter.idle);
preload(skeleEncounter.interact.src);
preload(skeleEncounter.exit.src);
preload(skeleEncounter.bg_intro.src);
preload(skeleEncounter.bg_idle);
preload(skeleEncounter.bg_exit.src);
}
}
// main loop (recursive backend)
function timeout() {
setTimeout(function () {
timeoutBody();
timeout();
}, 1000);
}
// main loop (frontend)
function timeoutBody() {
// update items
updateItems();
}
// util function to format skulls integer
function formatNum(num) {
if(num > 1000) {
num = 999;
}
if(num < 10) {
return "x00" + num;
}
else if(num < 100) {
return "x0" + num;
}
else {
return "x" + num;
}
}
function setSkulls(num) {
skulls = num;
setCookie("skulls", skulls, 365);
document.getElementById("skulls").innerHTML = formatNum(skulls);
// update items in-case we have earned a new trophy!
updateItems();
}
// util funciton to set cookies
function setCookie(cname, cvalue, exdays) {
var d = new Date();
d.setTime(d.getTime() + (exdays*24*60*60*1000));
var expires = "expires="+ d.toUTCString();
document.cookie = cname + "=" + cvalue + ";" + expires + ";path=/";
}
// util function to get cookies
function getCookie(cname) {
var name = cname + "=";
var decodedCookie = decodeURIComponent(document.cookie);
var ca = decodedCookie.split(';');
for(var i = 0; i <ca.length; i++) {
var c = ca[i];
while (c.charAt(0) == ' ') {
c = c.substring(1);
}
if (c.indexOf(name) == 0) {
return c.substring(name.length, c.length);
}
}
return "";
}
// say the next unique random dialogue from the dialogue array
function sayDialogue() {
if(active_dialogue.length <= 0) {
var temp_list = dialogue.slice();
while(temp_list.length > 0) {
var index = Math.floor(Math.random() * temp_list.length);
var next = temp_list[index];
active_dialogue.push(next);
temp_list.splice(index, 1);
}
}
say(active_dialogue[active_dialogue.length-1], 3000);
active_dialogue.pop();
}
// hey! listen! (say some dialogue for the given duration)
function say(text, duration) {
var di = ++dialogue_id;
document.dialogueBox.src = dialogue_box;
document.getElementById("dialogue").innerHTML = text;
setTimeout(function () {
if(di == dialogue_id) {
document.dialogueBox.src = "";
document.getElementById("dialogue").innerHTML = "";
}
}, duration);
}
// play an anim after the given delay for the given image (element), and then switch to the given idle
function playAnim(img, delay, anim, idle) {
setTimeout(function () {
img.src = anim.src;
setTimeout(function () {
img.src = idle;
}, anim.time);
}, delay);
}
// go to walking/dialogue state
function walk() {
///////////////////////////////////////////
// now we do the walkin' and the talkin' //
///////////////////////////////////////////
// start the walkin'
document.player.src = player_walk;
document.grass.src = grass_moving;
// start the first talkin'
setTimeout(function () {
// do the first talkin'
sayDialogue();
// start the first talkin'
setTimeout(function () {
// do the second talkin'
sayDialogue();
// wait until the beginning of the next encounter
setTimeout(function () {
// do the intro stuffs
playAnim(document.encounterBG, 0, skeleEncounter.bg_intro, skeleEncounter.bg_idle);
playAnim(document.encounter, 1500, skeleEncounter.intro, skeleEncounter.idle);
// apply the filter after a delay
setTimeout(function () {
document.filter.src = skeleEncounter.filter;
}, 800);
// wait for the duration of the encounter intro
setTimeout(function () {
// set player to idle
document.player.src = player_idle;
document.grass.src = grass_static;
// start a click reminder if the first encounter
if(!has_reminded_click) {
has_reminded_click = true;
document.marquee.src = click_reminder;
}
// set game state to encounter
game_state = 1;
}, skeleEncounter.intro.time + 1500);
}, 7600 - skeleEncounter.intro.time - 1500);
}, 7500);
}, 3000);
}
// update all item states on tick (by reading cookies)
function updateItems() {
// do direct item unlocks
for(var x = 0; x < items.length; x++) {
if(items[x].earned != 1) {
var flag = getCookie(items[x].name);
if(flag == 1) {
items[x].earned = 1;
}
}
if(items[x].earned == 1) {
document.getElementById(items[x].name).src = items[x].src;
sparkleItem(items[x]);
}
}
// special case: unlock the last item if the num_pages has been reached!
if(num_pages != -1 && items[5].id != 2) {
var unlocked = true;
for(var x = 0; x < num_pages; x++) {
var page = getCookie("page" + x);
if(page != 1) {
unlocked = false;
break;
}
}
if(unlocked) {
items[5].earned = 1;
items[5].id = 2;
items[5].desc = "You explored my entire portfolio and found this nice goblet! Go you! Now, why not reach out to me through email or LinkedIn?"; // $$$ goblet description
items[5].src = "http://i.imgbox.com/mmpZfZma.png"; // $$$ goblet icon
items[5].sparkle = "goblet";
setCookie(items[5].name, 1, 365);
document.getElementById(items[5].name).src = items[5].src;
sparkleItem(items[5]);
}
}
// special case: consider skull trophy unlocks
for(var x = skullTrophies.length-1; x >= 0; x--) {
var unlocked = false;
if(skullTrophies[x].earned == 1)
unlocked == true;
else if(skulls >= skullTrophies[x].id)
unlocked = true;
if(unlocked) {
if(x > currentSkullTrophy) {
currentSkullTrophy = x;
skullTrophies[x].earned = 1;
document.getElementById(skullTrophies[x].name).src = skullTrophies[x].src;
sparkleItem(skullTrophies[x]);
}
break;
}
}
}
// util function to make an item sparkle if it has yet to sparkle (unique unlock)
function sparkleItem(in_item) {
var unlocked = getCookie(in_item.unlock_name);
if(unlocked != 1) {
setCookie(in_item.unlock_name, 1, 365);
playAnim(document.getElementById(in_item.sparkle_name), 0, sparkle, "");
}
}
// event for item hover / dehover
function itemHover(isHovering, index) {
if(isHovering) {
if(index == 0) { // skull trophy
if(currentSkullTrophy >= 0) {
document.descriptionBox.src = desc_box;
document.getElementById("description").innerHTML = skullTrophies[currentSkullTrophy].desc;
}
}
else if(items[index - 1].earned == 1) {
document.descriptionBox.src = desc_box;
document.getElementById("description").innerHTML = items[index - 1].desc;
}
}
else {
document.descriptionBox.src = "";
document.getElementById("description").innerHTML = "";
}
}
// event for screen click
function encounterClick() {
if(game_state == 1) {
// switch back to non-encounter game state
game_state = 0;
// stop click reminder
document.marquee.src = "";
// do attack if necessary
var interact_delay = 0;
if(skeleEncounter.attack_on_interact) {
playAnim(document.player, 0, player_attack_anim, player_idle);
interact_delay = 250;
}
// do interact anim
playAnim(document.encounter, interact_delay, skeleEncounter.interact, skeleEncounter.exit.src);
// update skulls
setSkulls(parseInt(skulls) + 1);
// wait until after the interact anim
setTimeout(function () {
// start encounter bg exit anim
playAnim(document.encounterBG, 0, skeleEncounter.bg_exit, "");
// remove filter after a short delay
setTimeout(function () {
document.filter.src = "";
}, 1000);
// start the walkin'
walk();
}, interact_delay + skeleEncounter.interact.time);
}
}
</script>
</HEAD>
<body onload="load()">
<div class="img-container">
<img class="title" src="http://i.imgbox.com/TPyJoIz0.png" /> <!-- $$$ title screen -->
<p><a href="https://www.brandon-gamedev.com/portfolio-crawler" target="_blank"> <img class="infoButton" src="http://i.imgbox.com/vzkUZ0Dj.png"></a></p> <!-- $$$ info button / link to info page -->
<img class="sky" src="http://i.imgbox.com/qgysslwv.png" /> <!-- $$$ sky backdrop -->
<img class="mountain" src="http://i.imgbox.com/PKPK14Ii.gif" /> <!-- $$$ mountain loop -->
<img class="cloudsFG" src="http://i.imgbox.com/Ev6P4HUA.gif" /> <!-- $$$ close clouds loop -->
<img class="bush" src="http://i.imgbox.com/HuMsdUHw.gif" /> <!-- $$$ bush/trees loop -->
<img class="encounterBG" src="" name = "encounterBG" onclick="encounterClick()" />
<img class="player" src="http://i.imgbox.com/ps1rw1Fb.gif" name="player" /> <!-- $$$ player idle loop -->
<img class="encounter" src="" name="encounter" />
<img class="grass" src="http://i.imgbox.com/REswieqb.png" name = "grass" /> <!-- $$$ grass single frame -->
<img class="filter" src="" name = "filter" />
<img class="frame" src="http://i.imgbox.com/53Aq0BEa.png" /> <!-- $$$ title screen -->
<img class="dialogueBox" src="" name = "dialogueBox" />
<img class="descriptionBox" src="" name = "descriptionBox" />
<img class="marquee" src="" name = "marquee" />
<p class="text1" id="skulls"></p>
<p class="dialogue" id="dialogue"></p>
<p class="description" id="description"></p>
<img class="inventory" src="http://i.imgbox.com/0LJ61jBW.png" /> <!-- $$$ title screen -->
<img class="item0" id="item0" onmouseover="itemHover(true, 0)" onmouseout="itemHover(false, 0)" src="" />
<img class="item1" id="item1" onmouseover="itemHover(true, 1)" onmouseout="itemHover(false, 1)" src="" />
<img class="item2" id="item2" onmouseover="itemHover(true, 2)" onmouseout="itemHover(false, 2)" src="" />
<img class="item3" id="item3" onmouseover="itemHover(true, 3)" onmouseout="itemHover(false, 3)" src="" />
<img class="item4" id="item4" onmouseover="itemHover(true, 4)" onmouseout="itemHover(false, 4)" src="" />
<img class="item5" id="item5" onmouseover="itemHover(true, 5)" onmouseout="itemHover(false, 5)" src="" />
<img class="item6" id="item6" onmouseover="itemHover(true, 6)" onmouseout="itemHover(false, 6)" src="" />
<img class="sparkle0" id="sparkle0" src="" />
<img class="sparkle1" id="sparkle1" src="" />
<img class="sparkle2" id="sparkle2" src="" />
<img class="sparkle3" id="sparkle3" src="" />
<img class="sparkle4" id="sparkle4" src="" />
<img class="sparkle5" id="sparkle5" src="" />
<img class="sparkle6" id="sparkle6" src="" />
</div>
</body>
</html>