Benutzer Diskussion:Tasnad: Unterschied zwischen den Versionen

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'''[bla01]'''<ref name="bla01"></ref>
 
'''[bla01]'''<ref name="bla01"></ref>
 
<references/>
 
<references/>
 
<html>
 
<!DOCTYPE html>
 
<html>
 
<head>
 
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
 
<style>
 
canvas {
 
    border:1px solid #d3d3d3;
 
    background-color: #f1f1f1;
 
}
 
</style>
 
</head>
 
<body onload="startGame()">
 
<script>
 
 
var myGamePiece;
 
var myObstacles = [];
 
var myScore;
 
 
function startGame() {
 
    myGamePiece = new component(30, 30, "red", 10, 120);
 
    myGamePiece.gravity = 0.05;
 
    myScore = new component("30px", "Consolas", "black", 280, 40, "text");
 
    myGameArea.start();
 
}
 
 
var myGameArea = {
 
    canvas : document.createElement("canvas"),
 
    start : function() {
 
        this.canvas.width = 480;
 
        this.canvas.height = 270;
 
        this.context = this.canvas.getContext("2d");
 
        document.body.insertBefore(this.canvas, document.body.childNodes[0]);
 
        this.frameNo = 0;
 
        this.interval = setInterval(updateGameArea, 20);
 
        },
 
    clear : function() {
 
        this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
 
    }
 
}
 
 
function component(width, height, color, x, y, type) {
 
    this.type = type;
 
    this.score = 0;
 
    this.width = width;
 
    this.height = height;
 
    this.speedX = 0;
 
    this.speedY = 0;   
 
    this.x = x;
 
    this.y = y;
 
    this.gravity = 0;
 
    this.gravitySpeed = 0;
 
    this.update = function() {
 
        ctx = myGameArea.context;
 
        if (this.type == "text") {
 
            ctx.font = this.width + " " + this.height;
 
            ctx.fillStyle = color;
 
            ctx.fillText(this.text, this.x, this.y);
 
        } else {
 
            ctx.fillStyle = color;
 
            ctx.fillRect(this.x, this.y, this.width, this.height);
 
        }
 
    }
 
    this.newPos = function() {
 
        this.gravitySpeed += this.gravity;
 
        this.x += this.speedX;
 
        this.y += this.speedY + this.gravitySpeed;
 
        this.hitBottom();
 
    }
 
    this.hitBottom = function() {
 
        var rockbottom = myGameArea.canvas.height - this.height;
 
        if (this.y > rockbottom) {
 
            this.y = rockbottom;
 
            this.gravitySpeed = 0;
 
        }
 
    }
 
    this.crashWith = function(otherobj) {
 
        var myleft = this.x;
 
        var myright = this.x + (this.width);
 
        var mytop = this.y;
 
        var mybottom = this.y + (this.height);
 
        var otherleft = otherobj.x;
 
        var otherright = otherobj.x + (otherobj.width);
 
        var othertop = otherobj.y;
 
        var otherbottom = otherobj.y + (otherobj.height);
 
        var crash = true;
 
        if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
 
            crash = false;
 
        }
 
        return crash;
 
    }
 
}
 
 
function updateGameArea() {
 
    var x, height, gap, minHeight, maxHeight, minGap, maxGap;
 
    for (i = 0; i < myObstacles.length; i += 1) {
 
        if (myGamePiece.crashWith(myObstacles[i])) {
 
            return;
 
        }
 
    }
 
    myGameArea.clear();
 
    myGameArea.frameNo += 1;
 
    if (myGameArea.frameNo == 1 || everyinterval(150)) {
 
        x = myGameArea.canvas.width;
 
        minHeight = 20;
 
        maxHeight = 200;
 
        height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight);
 
        minGap = 50;
 
        maxGap = 200;
 
        gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap);
 
        myObstacles.push(new component(10, height, "green", x, 0));
 
        myObstacles.push(new component(10, x - height - gap, "green", x, height + gap));
 
    }
 
    for (i = 0; i < myObstacles.length; i += 1) {
 
        myObstacles[i].x += -1;
 
        myObstacles[i].update();
 
    }
 
    myScore.text="SCORE: " + myGameArea.frameNo;
 
    myScore.update();
 
    myGamePiece.newPos();
 
    myGamePiece.update();
 
}
 
 
function everyinterval(n) {
 
    if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
 
    return false;
 
}
 
 
function accelerate(n) {
 
    myGamePiece.gravity = n;
 
}
 
</script>
 
<br>
 
<button onmousedown="accelerate(-0.2)" onmouseup="accelerate(0.05)">ACCELERATE</button>
 
<p>Use the ACCELERATE button to stay in the air</p>
 
<p>How long can you stay alive?</p>
 
</body>
 
</html>
 
 
</html>
 

Version vom 4. August 2017, 15:16 Uhr

  • Videos Links statt "Please insert link here"
  • Update links which refer to swf
  • convert flash animations to html5: Theorie weglassen, das kommt in den Text
  • Bilder ab http://www.lntwww.de/Beispiele_von_Nachrichtensystemen/xDSL%E2%80%93Systeme
  • Bilder korrekt? In allen Kapiteln außer Digitalsignalübertragung, Mobile Kommunikation, und Kanalcodierung (die sind von Ayush und passen)
  • Animationen und keine Videos: Handover bei UMTS, Einfluss_einer_Bandbegrenzung_auf_Sprache_und_Musik, Sprachcodecs, Rauschen bei AM und WM
  • Lernvideos Kommentieren und verlinken auf Lernvideos Seite



Referenzen: [bla01][1] [bla01][1]

  1. 1,0 1,1 Hans Dampf