// create an array named imagesArray that contains the seven image file names: dog.jpg, fox.jpg, mouse.jpg, alligator.jpg, fish.jpg, parrot.jpg and cat.jpg imagesArray = new Array(7); imagesArray[0] = new Image(); imagesArray[0].src = new "dog.jpg"; imagesArray[1] = new Image(); imagesArray[1].src = new "fox.jpg"; imagesArray[2] = new Image(); imagesArray[2].src = new "mouse.jpg"; imagesArray[3] = new Image(); imagesArray[3].src = new "alligator.jpg"; imagesArray[4] = new Image(); imagesArray[4].src = new "fish.jpg"; imagesArray[5] = new Image(); imagesArray[5].src = new "parrot.jpg"; imagesArray[6] = new Image(); imagesArray[6].src = new "cat.jpg"; function displayImage() { var num = Math.floor(Math.random()); document.getElementById(imagesArray[num]); } // create a function named displayImage // it should not have any values passed into it // the statement block of the displayImage should have two statements // the first statement should generate a random number in the range 0 to 6 (the subscript values of the image file names in the imagesArray) // the second statement display the random image from the imagesArray array in the canvas image using the random number as the subscript value // when you generate the random number you might want to use the following formula // a random number * the number of images in the imagesArray (Hint use the appropriate Math method to generate a random number // remember the subscript values of the array are 0 to 6 (seven elements) zero based array // you will have to subtract 1 from the random number generated to account for the zero based array // In the button tag below add an onClick event handler that calls the displayImage function // do not pass any value to the displayImage function