if (version > 3)
document.write('<div id="trailSprite1"><img src="Graphics/grx/trailgif1.gif"height="10"width="10"border="0"name="trailSprite1img"></div><div id="trailSprite2"><img src="Graphics/grx/trailgif2.gif"height="10"width="10"border="0"name="trailSprite2img"></div><div id="trailSprite3"><img src="Graphics/grx/trailgif3.gif"height="10"width="10"border="0"name="trailSprite3img"></div><div id="trailSprite4"><img src="Graphics/grx/trailgif4.gif"height="10"width="10"border="0"name="trailSprite4img"></div><div id="trailSprite5"><img src="Graphics/grx/trailgif5.gif"height="10"width="10"border="0"name="trailSprite5img"></div><div id="trailSprite6"><img src="Graphics/grx/trailgif6.gif"height="10"width="10"border="0"name="trailSprite6img"></div>')

NS4 = (("Netscape"==navigator.appName) && ("4"<=parseInt(navigator.appVersion)))
window.name = "indhold"

var isNS = (navigator.appName == "Netscape");layerRef = (isNS) ? "document" : "document.all";styleRef = (isNS) ? "" : ".style";
var queue = new Array();var NUM_OF_TRAIL_PARTS = 6
for (x=1; x < 7; x++) { ///////////////Image Preload
eval("trailSpriteFrame" + x + "=new Image(10,10);");eval("trailSpriteFrame" + x + ".src='Graphics/grx/trailgif"+x+".gif';");}////////////////////////////////////////////////The trail Object
function trailSpriteObj(anID) {this.trailSpriteID = "trailSprite" + anID; //as before
this.imgRef = "trailSprite" + anID + "img"; //reference to the sprites image name
this.currentFrame = 1; //the varible for looking after the frame
this.animateTrailSprite = animateTrailSprite; //declare the objects method cycle
}function animateTrailSprite() {if (this.currentFrame <7) {//if there are animation frames left, the change sprites the current frame
if (isNS) { //Detect the browser and perform coresponding image switch
eval("document['"+this.imgRef+"'].src=trailSpriteFrame" + this.currentFrame + ".src");} else {eval("document['"+this.imgRef+"'].src=trailSpriteFrame" + this.currentFrame + ".src");}this.currentFrame ++; //and increase the objects current frame
} else { //the current frame has reached its limit so hide the sprite
eval(layerRef + '.' + this.trailSpriteID + styleRef + '.visibility="hidden"');}
}/////////////////////////////////////////////////////////////////
function processAnim() {for(x=0; x < NUM_OF_TRAIL_PARTS; x++)
queue[x].animateTrailSprite();}function processMouse(e) {currentObj = shuffleQueue();if (isNS) {eval("document." + currentObj + ".left=e.pageX-0;");eval("document." + currentObj + ".top=e.pageY+5;");} else {eval("document.all." + currentObj + ".style.pixelLeft=event.clientX+document.body.scrollLeft-0;");eval("document.all." + currentObj + ".style.pixelTop=event.clientY+document.body.scrollTop+5;");}}function shuffleQueue() {lastItemPos = queue.length - 1;lastItem = queue[lastItemPos];for (i = lastItemPos; i>0; i--)
queue[i] = queue[i-1];queue[0] = lastItem;
queue[0].currentFrame = 1;//reset the objects frame number & make the sprite visible again
eval(layerRef + '.' + queue[0].trailSpriteID + styleRef + '.visibility="visible"');
return queue[0].trailSpriteID;}function init() {for(x=0; x<NUM_OF_TRAIL_PARTS; x++) //fill array with trail objects
queue[x] = new trailSpriteObj(x+1) ;
if (isNS) { document.captureEvents(Event.MOUSEMOVE); }document.onmousemove = processMouse;setInterval("processAnim();",25);}if (version > 3)
window.onload = init;

