var imgAr = new Array();

imgAr[0] = new Array("home_photo1.jpg","home_photo2.jpg","home_photo3.jpg");



// preload the images

if (document.images) {

	var rImg = new Array();

	for (var i=0; i<imgAr.length; i++) {

    rImg[i] = new Array();

    for (var j=0; j<imgAr[i].length; j++) {

      rImg[i][j] = new Image(); 

		  rImg[i][j].src = "images/" + imgAr[i][j];

    }

  }

}



function initImgRotation() {

  // create rotating image objects here 

  // arguments: image name, rotation speed, array number

  new rotateImgObj('img1',2000,0);



// no need to edit code below this line!

///////////////////////////////////////////////////////////////////////////////////////

  for (var i=0; i<rotateImgObj.ar.length; i++) {

     rotateImgObj.ar[i].timer = setTimeout(rotateImgObj.ar[i].obj + ".rotate()",1000);  

  }

}



rotateImgObj.ar = new Array(); // holds all rotating image objects defined

// constructor for rotating image objects

function rotateImgObj(nm,s,num) {

  this.speed = s; this.num = num; this.ctr=0; this.timer=0;  

  this.imgObj = document.images[nm];

  this.obj = nm + "object"; eval(this.obj + "=this");

  rotateImgObj.ar[rotateImgObj.ar.length] = this;

}



rotateImgObj.prototype.rotate = rotateImg;

// controls rotation

function rotateImg() {

  if (this.ctr < rImg[this.num].length-1) this.ctr++;

  else this.ctr = 0;

  this.imgObj.src = rImg[this.num][this.ctr].src;

  this.timer = setTimeout(this.obj + ".rotate()",this.speed);

}

