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Written by Administrator   
Tuesday, 12 January 2010 18:00

 

"Making of simulates programs- computer games, using JavaScript"


Dear Ladies/Sirs,

I would like to offer you one material for educating and preparing of specialists for creating of simulate programs for computer. According to my opinion that simulate programs are coming into our lives such as the computers that’s why it must be done - the appropriate programs for the real things of life.

The course is with 5 modules.

Module 1 and module 2 are the main techniques and instruments. These two modules are consisting the source code and detailed explanation. Next two modules/module 3 and module 4/ are the main techniques and instruments needed for creating of any program that helps for the education in the school. These two modules are consisting the source code and detailed explanation for the two games, which is helpful for the students and the teachers. I suppose that’s the easiest way for the both the teachers and the students to learn the material. The last one – the 5th module consist the source code and the detailed explanation for the function of the real program " Internet time clock with which the consumer’s time in Internet for each computer will be given an account of".

Purpose of the course-creating of simulates programs and acquiring of new technologies with the help of JavaScript programming which could be used in different kind of directions of our life/for example educational modules; tests etc./using the maximum of the capacitate of the computer.


Adopting the principals of "OOPrograming" the most efficient way for creating of software with high quality for minimal time for work and less expenses.

 

I hope that my offer will interest you.


JavaScript Course

 

 

Course Overview:


"Making of simulates programs- computer games, using JavaScript"

 

MODULE I. Introducing of HTML and DHTML

 

 

I. Hyper Text Markup Language /HTML/

1. Briefly for HTML

2. Basic of HTML

2.1. Structure of HTML

2.2. Titles and font size

2.3. Horizontal dividing lines - WIDTH; SIZE

2.4. Comments

2.5. Example for simple HTML document

3. Using the images. The Tag <IMG>

3.1. File formats - JPEG; GIF

3.2. Additional abilities of GIF-transparent background, graphics

3.3. Image Maps

4. Tables

4.1. Tags used in tables

4.2. Examples

5. Forms

5.1. The Tag <FORM>

5.2. Example

II. DYNAMIC HTML - DHTML

1. Briefly for DHTML

2. Basic of DHTML

3. DHTML and Internet Explorer

4. Examples

 

Module II. Introduction to JavaScript

 

 

1. Syntax.

2. Variables. Definition of variables. Types of variables.
2.1. Variables.

2.2. Definition of variables.
2.3. Types of variables.
3. Creating objects.
4. Arrays.
4.1. Simple arrays.

4.2. Complex arrays.
5.
Operators. Assignment Operators.
5.1. JavaScript Comparison Operators.

5.2. JavaScript Logical Operators.

5.3. JavaScript Arithmetic Operators.

6. Conditional Statements - switch; if; else.
7. Repeat code / cycles / - for; while; do while; break; continue.
8. Embedded objects. Objects String, Date, and Math.

8.1. String object offers a full range of methods for manipulating strings.

8.2. Math Object offers a full range of methods of calculation in our scripts.

8.3. Date Object offers a full range of methods of calculation in our scripts.

9. Popup boxes: Alert box, Confirm box, and Prompt box.

9.1. Alert Box.

9.2. Confirm Box.

9.3. Prompt Box.

10. JavaScript Where To.

11. Embed JavaScript.

12. Embed the JavaScript block in section <HEAD>.

13. Using an External JavaScript.

14. Functions processing events associated with keyboard and mouse.

15. Working with objects. What is „object-oriented programming” / OOP /.

17. Add properties and methods to object types.
18. Delete properties and methods.


Module III. PROGRAM "DEFENSE"


Module 3. Looking and understanding the source code of the game, played only with the mouse. The different actions of the game are determined of the events, which are connected, with the pressing of the left button of the mouse.

Welcome in the game "DEFENCE".

The enemy airplanes attack us and we must destroy them.

We must heal them with the mouse.

The moving speed of enemy airplane must be choice in advance with

pushing the buttons 1,2,3,4,5,6.

Through the game you can receive a help with the button "h".

Time of the game is 3 minutes.


 

the game

 

 

Module IV. PROGRAM THE DIVING MARKSMAN

 

Module 4. Looking and understanding the source code of the game, played only with the Keyboard. The different actions of the game are determined of the events, which are connected, with the keyboard.

Welcome in the game "THE DIVING MARKSMAN".

Using buttons "a, d, w, x" you move the underwater.

Using button "f" you shot the moving shark.

When the shark is seeked it became dolphin and it gives you points.

If swimming air seeked underwater it takes points.

You can use button "h" for help.

Time of the game is 3 minute.

 

the game


 

Module V. PROGRAM "INTERNET CLOCK"

 

 

 

Module 5. Looking and understanding the source code of the program

"Internet clock" with which the consumer’s time in Internet for each computer will be given an account of.


<!-- /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-parent:""; margin:0cm; margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:"Times New Roman"; mso-fareast-font-family:"Times New Roman";} @page Section1 {size:612.0pt 792.0pt; margin:70.85pt 70.85pt 70.85pt 70.85pt; mso-header-margin:36.0pt; mso-footer-margin:36.0pt; mso-paper-source:0;} div.Section1 {page:Section1;} -->

PROGRAM

 

 

System Requirements:

Windows XP and Vista

Internet Explorer 6 or higher

Pentium 133Mhz or higher

128MB RAM

1024 x 768 Monitor resolution


 

Last Updated on Monday, 06 September 2010 19:24
 
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