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, 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



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

  1. 1,0 1,1 Hans Dampf

<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>