Benutzer Diskussion:Tasnad: Unterschied zwischen den Versionen
Tasnad (Diskussion | Beiträge) |
Tasnad (Diskussion | Beiträge) |
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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, 14:52 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
http://www.lntwww.de/index.php?title=Spezial:MIME-Typ-Suche&mime=video/mp4
http://www.lntwww.de/index.php?title=Spezial:MIME-Typ-Suche&mime=application/ogg
Referenzen:
[bla01][1]
[bla01][1]
<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>