<div id="loaderImage"></div> <script type="text/javascript"> var preLoaderImage = function(){ this.cImageTimeout=false; this.cIndex=0; this.cXpos=0; this.cPreloaderTimeout=false; clearTimeout(this.cImageTimeout); this.cImageTimeout=0; } preLoaderImage.prototype.startLoader = function() { genImage = new Image(); genImage.anim = this; genImage.onload=function (){this.cImageTimeout=setTimeout(this.anim.startAnimation, 0)}; genImage.onerror=new Function('alert(\'Could not load the image\')'); genImage.src='/resources/preloader/images/sprites.gif'; } preLoaderImage.prototype.startAnimation = function(){ document.getElementById('loaderImage').style.backgroundImage="url('/resources/preloader/images/sprites.gif')"; document.getElementById('loaderImage').style.width='124px'; document.getElementById('loaderImage').style.height='128px'; this.cPreloaderTimeout=setTimeout('this.anim.continueAnimation()', 0.1); } preLoaderImage.prototype.continueAnimation = function(){ this.cXpos += 124; //increase the index so we know which frame of our animation we are currently on this.cIndex += 1; //if our this.cIndex is higher than our total number of frames, we're at the end and should restart if (this.cIndex >= 20) { this.cXpos =0; this.cIndex=0; } if(document.getElementById('loaderImage')) document.getElementById('loaderImage').style.backgroundPosition=(-this.cXpos)+'px 0'; this.cPreloaderTimeout=setTimeout('this.continueAnimation()', 58); } preLoaderImage.prototype.preLoaderStop = function(){//stops animation clearTimeout(this.cPreloaderTimeout); this.cPreloaderTimeout=false; } a=new preLoaderImage(); a.startLoader(); </script>