Duration: 5 modules
Work schedule for each module:
Module 1: Introducing of HTML and DHTML
Module 2: Introducing of JavaScript
Module 3: Looking and understanding the source code of the game "Air defense" or "AD", 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.
Module 4: Looking and understanding the source code of the game "Underwater Marksman" played only with the keyboard.
The different actions of the game are determined of the events, which are connected, with the keyboard.
Module 5: Looking and understanding the source code of the program Internet time clock with which the consumer’s
time in Internet for each computer will be given an account of.
Price: $...
Paiment : via WESTERN UNION or MoneyGram.
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.
ORIGINATOR:
Dipl. Ing. Petar Velichkov Petrov
Bulgaria
3800 Kula
"Georgi Dimitrov" Str., N:9
e-mail: petrov_pv@yahoo.com
04.11.2005
Course Overview:
Module 1: Introducing of HTML and DHTML
I. Hyper Text Markup Language/HTML/
1.Briefly for HTML;
2.HTML Fundamentals
3.HTML Structure
*BGCOLOR
*BACKGROUND
*TEXT
2.2.Titels and size of the letters;
2.3.Horizontal border lines-WIDTH;SIZE;
2.4.Kommentary;
2.5.Example for simple HTML document
3.Using Graphics.The tag<IMG>
3.1.GIF and JPEG Formats
3.2.Aditional abilities of GIF-transparent background, graphics
3.3.Image Maps
4.Tables
4.1.Table Tags
<TABLE>; <WIDTH>; <BORDER>
<TR>; <ALIGN>; <VALIGN>; <BGCOLOR>
<TD>; <CELLSPACING>; <CELLPADDING>; <WIDTH>; <HEIGHT>; <BGCOLOR>
-cell prolongation in next columns and rows
4.2.Examples
5.Forms
5.1.The Tag <FORM>
5.2.Example
II.DYNAMIC HTML-DHTML
1.Briefly for DHTML;
2.Foundation of Dynamic HTML
3. DHTML and Internet Explorer
4. Examples
Module 2: Introducing of JavaScript
1.JavaScript Syntax
2.Inconstants. Defiing of the inconstant. Inconstant types.
3.Creating new Object instances
4.Arries
5.Operators.Comparison operators.
6.Conditional operators-switch; if; else
7.Repetinng of code/cycles/-for; while; do while; break; continue.
8.Built in objects. The objects String; Math
9.Dialogue windows for an alert, confirmation and a prompt
10.Supplement of JavaScript code in document.
11.Insert of JavaScript programs
12.Adding of JavaScript block in the section<HEAD>
13.Linking to external JavaScript files
14.Handling functions for events connected with the keyboard and the mouse.
15.Working with objects. What is OOP. Object types and instances.
16.The JavaScript Object Model.
- JavaScript Object Properties
- JavaScript Object Methods
- JavaScript Object Instances
17.Adding properties and methods to object types
18.Deleting properties and methods.
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 "AIR 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 choised in advance with
pushing the buttons 1,2,3,4,5,6.
Throudht the game you can receive a help with the button "h".
Time of the game is 3 minutes.
For more:
https://peter3800.tripod.com/id6.html
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 "UNDERWATER 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.
For more:
https://peter3800.tripod.com/id8.html
Module 5. Looking and understanding the source code of the program Internet time clock with which the consumer’s
time in Internet for each computer will be given an account of.
Contents of the course
1.Plan of the leading of the course named "Creating of simulates programs-games for computers with the help of JavaScript"
– plan_of_kurs.doc .
2.Contents of the course named "Creating of simulate programs-games for computers with the help of JavaScript" including
the source code of the both games – contents_of_kurs.doc - 334Kb or 41p. without the source code of the games and the
explanation to it.
AD.doc- Air defence’ s source code –55kB or 5p.
AD_help.doc - Air defence’ s source code with detailed explanations concerning the actions of the each row of the
code-162kB or 21p.
UND_MARKSMAN.doc -Underwater Marksman’ s source code-55kB or 9p.
UND_MARKSMAN_help.doc -Underwater Marksman’ s source code with detailed explanations concerning the actions of the
each row of the code.
INT_CLOCK.doc - the source code of the program "Internet time clock" with which the consumer’ s time in Internet
for each computer will be given an account of.
INT_CLOCK_help.doc - the source code of the program "Internet time clock" with which the consumer’ s time in Internet
for each computer will be given an account of, with detailed explanations concerning the actions of the each row of the code.
3.Two totally valid games/ "Air defence" and "Underwater Marksman"/ are for PC wit all necessary files for their work.
4. The program "Internet time clock" with which the consumer’ s time in Internet for each computer will be given
an account of-totally functional
5.Model files-12pc.
6.Useful addresses from Internet
ORIGINATOR:
Dipl. Ing. Petar Velichkov Petrov
Bulgaria
3800 Kula
"Georgi Dimitrov" Str., N:9
e-mail: petrov_pv@yahoo.com
04.11.2005