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>