IMAGE MAP
HTML <area> tag
The <area> tag defines an area inside an image map (an image map is an image with
clickable areas).
<area> elements are always nested inside a <map> tag.
Note: The usemap attribute in <img> is associated with the <map> element's name attribute, and
creates a relationship between the image and the map.
Use the coords attribute to specify the coordinates of each area in the image map
The coords attribute specifies the coordinates of an area in an image map.
The coords attribute is used together with the shape attribute to specify the size, shape, and
placement of an area.
Tip: The coordinates of the top-left corner of an area are 0,0.
Attribute Values
Value Description
x1,y1,x2,y2 Specifies the coordinates of the top-left and bottom-right corner of the rectangle (shape="rect")
x,y,radius Specifies the coordinates of the circle center and the radius (shape="circle")
x1,y1,x2,y2,..,xn,yn Specifies the coordinates of the edges of the polygon. If the first and last coordinate pairs are
not the same, the browser will add the last coordinate pair to close the polygon (shape="poly")
The <area> tag defines an area inside an image map (an image map is an image with
clickable areas).
<area> elements are always nested inside a <map> tag.
Note: The usemap attribute in <img> is associated with the <map> element's name attribute, and
creates a relationship between the image and the map.
Attributes
Attribute Value Description
alt text Specifies an alternate text for the area.
Required if the href attribute is present
coords coordinates Specifies the coordinates of the area
download filename Specifies that the target will be
downloaded when a user clicks on the
hyperlink
href URL Specifies the hyperlink target for the area
hreflang language_code Specifies the language of the target URL
media media query Specifies what media/device the target
URL is optimized for
referrerpolicy no-referrer Specifies which referrer information to
no-referrer-when- send with the link
downgrade
origin
origin-when-cross-
origin
same-origin
strict-origin-when-
cross-origin
unsafe-url
rel alternate Specifies the relationship between the
author current document and the target URL
bookmark
help
license
next
nofollowj
noreferrer
prefetch
prev
search
tag
shape default Specifies the shape of the area
rect
circle
poly
target _blank Specifies where to open the target URL
_parent
_self
_top
framename
type media_type Specifies the media type of the target
URL
You can use JavaScript to create a complex animation having, but not limited to, the following elements −
● Fireworks
● Fade Effect
● Roll-in or Roll-out
● Page-in or Page-out
● Object movements
You might be interested in existing JavaScript based animation library: Script.Aculo.us.
This tutorial provides a basic understanding of how to use JavaScript to create an animation.
JavaScript can be used to move a number of DOM elements (<img />, <div> or any other HTML element)
around the page according to some sort of pattern determined by a logical equation or function.
JavaScript provides the following two functions to be frequently used in animation programs.
● setTimeout( function, duration) − This function calls function after duration milliseconds
from now.
● setInterval(function, duration) − This function calls function after
every duration milliseconds.
● clearTimeout(setTimeout_variable) − This function calls clears any timer set by the
setTimeout() functions.
JavaScript can also set a number of attributes of a DOM object including its position on the screen. You can
set top and left attribute of an object to position it anywhere on the screen. Here is its syntax.
// Set distance from left edge of the screen.
object.style.left = distance in pixels or points;
or
// Set distance from top edge of the screen.
object.style.top = distance in pixels or points;
Manual Animation
So let's implement one simple animation using DOM object properties and JavaScript functions as follows. The
following list contains different DOM methods.
● We are using the JavaScript function getElementById() to get a DOM object and then assigning
it to a global variable imgObj.
● We have defined an initialization function init() to initialize imgObj where we have set
its position and left attributes.
● We are calling initialization function at the time of window load.
● Finally, we are calling moveRight() function to increase the left distance by 10 pixels. You could
also set it to a negative value to move it to the left side.
Example
Try the following example.
Live Demo
<html>
<head>
<title>JavaScript Animation</title>
<script type = "text/javascript">
<!--
var imgObj = null;
function init() {
imgObj = document.getElementById('myImage');
imgObj.style.position= 'relative';
imgObj.style.left = '0px';
}
function moveRight() {
imgObj.style.left = parseInt(imgObj.style.left) + 10 + 'px';
}
window.onload = init;
//-->
</script>
</head>
<body>
<form>
<img id = "myImage" src = "/images/html.gif" />
<p>Click button below to move the image to right</p>
<input type = "button" value = "Click Me" onclick = "moveRight();" />
</form>
</body>
</html>
Output
Automated Animation
In the above example, we saw how an image moves to right with every click. We can automate this process by
using the JavaScript function setTimeout() as follows −
Here we have added more methods. So let's see what is new here −
● The moveRight() function is calling setTimeout() function to set the position of imgObj.
● We have added a new function stop() to clear the timer set by setTimeout() function and to set
the object at its initial position.
Example
Try the following example code.
Live Demo
<html>
<head>
<title>JavaScript Animation</title>
<script type = "text/javascript">
<!--
var imgObj = null;
var animate ;
function init() {
imgObj = document.getElementById('myImage');
imgObj.style.position= 'relative';
imgObj.style.left = '0px';
}
function moveRight() {
imgObj.style.left = parseInt(imgObj.style.left) + 10 + 'px';
animate = setTimeout(moveRight,20); // call moveRight in 20msec
}
function stop() {
clearTimeout(animate);
imgObj.style.left = '0px';
}
window.onload = init;
//-->
</script>
</head>
<body>
<form>
<img id = "myImage" src = "/images/html.gif" />
<p>Click the buttons below to handle animation</p>
<input type = "button" value = "Start" onclick = "moveRight();" />
<input type = "button" value = "Stop" onclick = "stop();" />
</form>
</body>
</html>
Rollover with a Mouse Event
Here is a simple example showing image rollover with a mouse event.
Let's see what we are using in the following example −
● At the time of loading this page, the ‘if’ statement checks for the existence of the image object. If
the image object is unavailable, this block will not be executed.
● The Image() constructor creates and preloads a new image object called image1.
● The src property is assigned the name of the external image file called /images/html.gif.
● Similarly, we have created image2 object and assigned /images/http.gif in this object.
● The # (hash mark) disables the link so that the browser does not try to go to a URL when clicked.
This link is an image.
● The onMouseOver event handler is triggered when the user's mouse moves onto the link, and
the onMouseOut event handler is triggered when the user's mouse moves away from the link
(image).
● When the mouse moves over the image, the HTTP image changes from the first image to the
second one. When the mouse is moved away from the image, the original image is displayed.
● When the mouse is moved away from the link, the initial image html.gif will reappear on the
screen.
Live Demo
<html>
<head>
<title>Rollover with a Mouse Events</title>
<script type = "text/javascript">
<!--
if(document.images) {
var image1 = new Image(); // Preload an image
image1.src = "/images/html.gif";
var image2 = new Image(); // Preload second image
image2.src = "/images/http.gif";
}
//-->
</script>
</head>
<body>
<p>Move your mouse over the image to see the result</p>
<a href = "#" onMouseOver = "document.myImage.src = image2.src;"
onMouseOut = "document.myImage.src = image1.src;">
<img name = "myImage" src = "/images/html.gif" />
</a>
</body>
</html>