ich mit Quick.jsvon HTML aufrufen JavaScript-Funktion quick.js mit
Das laufende Spiel ein Spiel am Gebäude kann here
HTML gespielt werden:
<!DOCTYPE html>
<!-- // programName: BenghaziGame.html here: http://pastebin.com/jPaFjcWk
.js here: http://pastebin.com/xLcM9G4n
Running online: http://liesandcowpies.com/quickjs/BenghaziGame.html -->
<html>
<head>
<meta charset="utf-8" />
<link rel="shortcut icon" type="image/png" href="icon16.png" />
<script type='text/javascript' src="quick.js"></script>
<style>
#assets {
height: 1px;
overflow: hidden;
visibility: hidden;
width: 1px;
}
body {
background-color: Black;
margin: 0;
overflow: hidden;
padding: 0;
}
canvas {
cursor: none;
}
table { color: #E1E1E1;
background-color: #992D2D;
height: 24px; width: 800px;
border: none;
}
</style>
</head>
<body> <!-- html way: <body onresize="bodyResize()"> -->
<div>
<table align="center">
<tr>
<td width="10%"> totalScore </td> <td id="totalScore" width="5%"> </td>
<td width="8%"></td>
<td width="10%"> oops! </td> <td id="oopsScore" width="5%"> </td>
<td width="8%"></td>
<td width="10%"> goodHits </td> <td id="goodHits" width="5%"> </td>
<td width="8%"></td>
<td width="10%"> totalShots </td> <td id="totalShots" width="5%"> </td>
</tr>
</table>
</div>
<div align="center">
<canvas id="canvas" width="800" height="600"></canvas>
</div>
<div id="assets">
<img id="bgCompound" src="sprites/bgCompound.png" width="320" height="191" />
<img id="manufacturer" src="sprites/manufacturer.png" width="180" height="100" />
<img id="restartBtn" src="sprites/RestartButton.png" width="100" height="25" />
<img id="pauseBtn" src="sprites/PauseButton.png" width="100" height="25" />
<img id="playBtn" src="sprites/PlayButton.png" width="100" height="25" />
<img id="quitBtn" src="sprites/QuitButton.png" width="100" height="25" />
<img id="truth01Sprite" src="sprites/truth01.png" width="64" height="64" />
<img id="lies01Sprite" src="sprites/lies01.png" width="64" height="64" />
<img id="truth02Sprite" src="sprites/truth02.png" width="64" height="64" />
<img id="lies02Sprite" src="sprites/lies02.png" width="64" height="64" />
<img id="truth03Sprite" src="sprites/truth03.png" width="64" height="64" />
<img id="lies03Sprite" src="sprites/lies03.png" width="64" height="64" />
<img id="truth04Sprite" src="sprites/truth04.png" width="64" height="64" />
<img id="lies04Sprite" src="sprites/lies04.png" width="64" height="64" />
<img id="sparkSprite" src="sprites/transSpark.png" width="28" height="28" />
<img id="pointerSprite" src="sprites/handPointerT.png" width="31" height="36" />
<img id="throwerSprite" src="sprites/thrower.png" width="64" height="64" />
<img id="cowpieSprite" src="sprites/cowpie.png" width="32" height="32" />
<audio id="closeDoor" src="sounds/CloseDoor.ogg"></audio>
<audio id="battleFire" src="sounds/BattleFire.ogg"></audio>
<audio id="oops" src="sounds/oops.ogg"></audio>
<audio id="Hillary-WhatDiff" src="sounds/Splat-Hillary-WhatDiff.ogg"></audio>
<audio id="byebye" src="sounds/GoodByeFemale.ogg"></audio>
<audio id="cymbals" src="sounds/Cymbals.ogg"></audio>
<audio id="pling" src="sounds/Pling.ogg"></audio>
<audio id="pingSound" src="sounds/ping.ogg"></audio>
<audio id="pongSound" src="sounds/pong.ogg"></audio>
</div>
<!-- html way:
<script type='text/javascript'> function bodyResize() {
// alert('.html bodyResize from Html. ');
location.reload(); }
</script>
ELSE
.js way:
<script type="text/javascript" >
window.addEventListener("resize", function(){ location.reload(); });
</script>
-->
<script type='text/javascript' src="BenghaziGame.js"></script>
</body>
</html>
JS:
(function() {
// programName: BenghaziGame.js here: http://pastebin.com/xLcM9G4n
// .html here: http://pastebin.com/jPaFjcWk
// Quick.js here: http://pastebin.com/Gzqef5fu
/* Quick (top dog)
Point (inherits from Quick)
Rect (inherits from Point)
Sprite (inherits from Rect)
GameObject (inherits from Sprite)
Still: Where does Pointer inherit from ? ck ~paddle-main-NOW.js for score headings
*/
"use strict";
// http://www.w3schools.com/js/tryit.asp?filename=tryjs_object_function
var red = 153;
var green = 45;
var blue = 45;
var truth01Trips = 0; var truth01SVspeed ; // max trips 6 , SaVe speeds
var truth02Trips = 0; var truth02SVspeed ; // max trips 4
var truth03Trips = 0; var truth03SVspeed ; // max trips 7
var truth04Trips = 0; var truth04SVspeed ; // max trips 5
var lies01STspeed, lies02STspeed, lies03STspeed, lies04STspeed ; // STart speeds
var lies01SVspeed, lies02SVspeed, lies03SVspeed, lies04SVspeed ; // save Speeds
var allPaused = false;
var compound, manufacturer, thrower;
var truth01, truth02, truth03, truth04;
var lies01, lies02, lies03, lies04;
var totalScore = 0; var oopsScore = 0; var goodHits = 0; var totalShots = 0;
var buttonsCenter = 0;
var Cursor, cursorPoint, cursorPos;
var getXx , getYy, countLogs =1;
// var mousePos = [20,570];
var mousePos1stTimeIn = 1;
// imports
var CommandEnum = com.dgsprb.quick.CommandEnum;
var Quick = com.dgsprb.quick.Quick;
var GameObject = com.dgsprb.quick.GameObject;
var Rect = com.dgsprb.quick.Rect;
var ImageFactory = com.dgsprb.quick.ImageFactory;
var Scene = com.dgsprb.quick.Scene;
var Text = com.dgsprb.quick.Text;
var Point = com.dgsprb.quick.Point;
// static
function main() {
Quick.setAutoScale(false);
Quick.setName("Lies&Cowpies");
Quick.init(function() { return new FirstScene() });
}
var Background = (function() {
function Background() {
GameObject.call(this);
this.setColor("rgb(" + red + "," + green + "," + blue + ")");
this.setWidth(Quick.getWidth());
this.setHeight(Quick.getHeight());
};
Background.prototype = Object.create(GameObject.prototype);
return Background;
})();
var PlayBtn = (function() { // PlayBtn class namespace
function PlayBtn() { // PlayBtn class constructor method
GameObject.call(this); // call the constructor from the superclass
this.setImageId("playBtn"); // setImageId, a method inherited from Sprite
// this.pointer = Quick.getPointer(); // pointer is a member property of PlayBtn
// getPointer is a static method of Quick
this.setBoundary(new Rect(Quick.getCenterX() +10, 570, 100, 30)); // a method of Sprite, to set the boundaries of PlayBtn
this.setSolid();
this.setEssential(); // a method of GameObject, sets the PlayBtn object as essential to its Scene, that if this object expires, the scene will expire too.
this.setBottom(600); this.setLeft(Quick.getCenterX() +10); this.setTop(572); // this.setLeft(320);
buttonsCenter = (Quick.getCenterX() +10);
// alert('buttonsCenter = ' + buttonsCenter);
}
PlayBtn.prototype = Object.create(GameObject.prototype);
return PlayBtn; // finally publishes the class to the outer scope
})();
var RestartBtn = (function() { // RestartBtn class namespace
function RestartBtn() { // RestartBtn class constructor method
GameObject.call(this); // call the constructor from the superclass
this.setImageId("restartBtn"); // setImageId, a method inherited from Sprite
// this.pointer = Quick.getPointer(); // pointer is a member property of RestartBtn
this.setBoundary(new Rect(buttonsCenter -250, 570, 100, 30)); // a method of Sprite, to set this boundaries
this.setSolid();
this.setEssential();
this.setBottom(600); this.setLeft(buttonsCenter -250) ; this.setTop(572);
}
RestartBtn.prototype = Object.create(GameObject.prototype);
return RestartBtn; // finally publishes the class to the outer scope
})();
var PauseBtn = (function() { // PauseBtn class namespace
function PauseBtn() { // PauseBtn class constructor method
GameObject.call(this); // call the constructor from the superclass
this.setImageId("pauseBtn"); // setImageId, a method inherited from Sprite
// this.pointer = Quick.getPointer(); // pointer is a member property of PauseBtn
this.setBoundary(new Rect(buttonsCenter -125, 570, 100, 30)); // a method of Sprite, to set the boundaries of PauseBtn
this.setSolid();
this.setEssential(); // a method of GameObject, sets the PauseBtn object as essential to its Scene, that if this object expires, the scene will expire too.
this.setBottom(600); this.setLeft(buttonsCenter -125); this.setTop(572);
}
PauseBtn.prototype = Object.create(GameObject.prototype);
return PauseBtn; // finally publishes the class to the outer scope
})();
var QuitBtn = (function() { // QuitBtn class namespace
function QuitBtn() { // QuitBtn class constructor method
GameObject.call(this); // call the constructor from the superclass
this.setImageId("quitBtn"); // setImageId, a method inherited from Sprite
// this.pointer = Quick.getPointer(); // pointer is a member property of QuitBtn
// getPointer is a static method of Quick
this.setBoundary(new Rect(buttonsCenter +125, 570, 100, 30)); // a method of Sprite, to set the boundaries of QuitBtn
this.setSolid();
this.setEssential(); // a method of GameObject, sets the QuitBtn object as essential to its Scene, that if this object expires, the scene will expire too.
this.setBottom(600); this.setLeft(buttonsCenter + 125); this.setTop(572);
}
QuitBtn.prototype = Object.create(GameObject.prototype);
return QuitBtn; // finally publishes the class to the outer scope
})();
var Compound = (function() { // Compound class namespace
function Compound() { // Compound class constructor method
GameObject.call(this); // call the constructor from the superclass
this.setImageId("bgCompound"); // setImageId, a method inherited from Sprite
// this.pointer = Quick.getPointer(); // pointer is a member property of Compound
// getPointer is a static method of Quick
this.setBoundary(new Rect(0, 0, Quick.getWidth(), Quick.getHeight())); // a method of Sprite, to set the boundaries of Compound
this.setEssential(); // a method of GameObject, sets the Compound object as essential to its Scene, that if this object expires, the scene will expire too.
this.setBottom(Quick.getHeight() - this.getHeight());
this.setLeft(0); this.setTop(378);
}
Compound.prototype = Object.create(GameObject.prototype);
return Compound; // finally publishes the class to the outer scope
})();
var Manufacturer = (function() { // Manufacturer class namespace
function Manufacturer() { // Manufacturer class constructor method
GameObject.call(this); // call the constructor from the superclass
this.setImageId("manufacturer"); //setImageId, a method inherited from Sprite
// this.pointer = Quick.getPointer(); // pointer is a member property of Manufacturer
// getPointer is a static method of Quick
this.setBoundary(new Rect(0, 0, Quick.getWidth(), Quick.getHeight())); // a method of Sprite, to set the boundaries of Manufacturer
this.setEssential(); // a method of GameObject, sets the Manufacturer object as essential to its Scene, that if this object expires, the scene will expire too.
this.setBottom(Quick.getHeight() - this.getHeight());
this.setLeft(618); this.setTop(468);
}
Manufacturer.prototype = Object.create(GameObject.prototype); // this says the Ball class
return Manufacturer; // finally publishes the class to the outer scope
})();
//
var Ball = (function() { // Ball class namespace
function Ball() { // Ball class constructor method
GameObject.call(this); // call the constructor from the superclass
this.setImageId("cowpieSprite"); // setImageId,a method inherited from Sprite
// this.pointer = Quick.getPointer(); // pointer is a member property of Ball
// getPointer is a static method of Quick, whose public members are accessible without creating an instance of that class.
this.setBoundary(new Rect(0, 0, Quick.getWidth(), Quick.getHeight())); // a method of Sprite, to set the boundaries of Ball
this.setSolid(); // a method of GameObject , so Ball can collide with other solid objects - correct!
this.setBottom(Quick.getHeight() - this.getHeight());
this.setTop(500);
// this.controller = Quick.getController();
};
Ball.prototype = Object.create(GameObject.prototype); // this says the Ball class inherits from GameObject
// override - this comment means the following method overrides (rewrites) the method with the same name defined in the super class (in this case, GameObject)
Ball.prototype.onCollision = function (gameObject) { // still no instance of Ball here, just class method definition - no instance of this class is created until "new Ball()" is issued
this.expire() ; // remove ball from screne to prevent multi hits per initial colllision
var collision = this.getCollision(gameObject); // get direction at collision
if (gameObject.hasTag("truth02")) { // returns true if object contains given tag
oopsScore ++ ; totalScore = ((goodHits * 3) - (oopsScore * 2));
// alert('oopsScore = ' + oopsScore); // check for bad news multi hits
Quick.play("oops"); // calls a static method from Quick class
};
if (gameObject.hasTag("lies02")) { // returns true if object contains given tag
lies02.setLeft(0); lies02.setVisible(false); lies02.setSpeedX(0);
truth02.setVisible(true); truth02.setSpeedX(4);
goodHits ++ ; totalScore = ((goodHits * 3) - (oopsScore * 2)); // each goodHit = 3 points , each
Quick.play('Hillary-WhatDiff'); // calls a static method from Quick class
// goodHits += 1; Quick.play("cowMoo"); // calls a static method from Quick class
};
updateScores();
};
return Ball; // finally publishes the class to the outer scope
})();
function updateScores() {
document.getElementById('totalScore').innerHTML = totalScore;
document.getElementById('oopsScore').innerHTML = oopsScore;
document.getElementById('goodHits').innerHTML = goodHits;
document.getElementById('totalShots').innerHTML = totalShots;
}
window.addEventListener("resize", function(){
// Quick.setAutoScale(false);
location.reload();
});
var Truth = (function() {
function Truth() {
GameObject.call(this);
this.setImageId("");
this.setBoundary(new Rect(0, 0, Quick.getWidth(), Quick.getHeight()));
// this.setEssential();
this.setSolid();
this.setLeft(0);
this.setTop(120);
this.setSpeedX(4);
};
Truth.prototype = Object.create(GameObject.prototype);
Truth.prototype.offBoundary = function (gameObject) {
if (this.hasTag("truth02")) {
truth02Trips += 1; // increment by 1
if(truth02Trips > 2) { truth02Trips = 0;
truth02.setLeft(0); truth02.setVisible(false); truth02.setSpeedX(0);
};
// Quick.play("oops"); // calls a static method from Quick class
if(truth02.getVisible()) { this.bounceX(); // for the horizontal axis
this.setImage(ImageFactory.mirror(this.getImage())); // flip image horiz
};
if(!truth02.getVisible()) {
lies02.setLeft(0); lies02.setVisible(true); lies02.setSpeedX(4); //
};
};
};
return Truth;
})();
//
var Lies = (function() {
function Lies() {
GameObject.call(this);
this.setImageId("");
this.setBoundary(new Rect(0, 0, Quick.getWidth(), Quick.getHeight()));
// this.setEssential();
this.setSolid();
this.setLeft(0);
this.setTop(120);
this.setSpeedX(5);
};
Lies.prototype = Object.create(GameObject.prototype);
Lies.prototype.offBoundary = function (gameObject) {
this.bounceX(); // for the horizontal axis
this.setImage(ImageFactory.mirror(this.getImage()));
// alert("Lies.prototype.offBoundary");
};
return Lies;
})();
//
var FirstScene = (function() {
function FirstScene() {
Scene.call(this);
this.add(new Background());
var compound = new Compound();
this.add(compound);
var playBtn = new PlayBtn();
this.add(playBtn);
playBtn.addTag("playBtn");
var restartBtn = new RestartBtn();
this.add(restartBtn);
restartBtn.addTag("restartBtn");
var pauseBtn = new PauseBtn();
this.add(pauseBtn);
pauseBtn.addTag("pauseBtn");
var quitBtn = new QuitBtn();
this.add(quitBtn);
quitBtn.addTag("quitBtn");
manufacturer = new Manufacturer();
this.add(manufacturer);
var ball = new Ball();
truth01 = new Truth();
this.add(truth01);
truth01.addTag("truth01");
truth01.setImageId("truth01Sprite");
truth01.setLeft(0);
truth01.setTop(50);
truth01.setSpeedX(4);
lies01 = new Lies();
this.add(lies01);
lies01.addTag("lies01");
lies01.setImageId("lies01Sprite");
lies01.setVisible(false);
lies01.setLeft(0) // (-64);
lies01.setTop(50);
lies01.setSpeedX(0);
truth02 = new Truth();
this.add(truth02);
truth02.addTag("truth02");
truth02.setImageId("truth02Sprite");
truth02.setLeft(0);
truth02.setTop(120);
truth02.setSpeedX(6);
lies02 = new Lies();
this.add(lies02);
lies02.addTag("lies02");
lies02.setImageId("lies02Sprite");
lies02.setVisible(false);
lies02.setLeft(0) // (-64);
lies02.setTop(120);
lies02.setSpeedX(0);
truth03 = new Truth();
this.add(truth03);
truth03.addTag("truth03");
truth03.setImageId("truth03Sprite");
truth03.setLeft(0);
truth03.setTop(190);
truth03.setSpeedX(3);
lies03 = new Lies();
this.add(lies03);
lies03.addTag("lies03");
lies03.setImageId("lies03Sprite");
lies03.setVisible(false);
lies03.setLeft(0) // (-64);
lies03.setTop(190);
lies03.setSpeedX(0);
truth04 = new Truth();
this.add(truth04);
truth04.addTag("truth04");
truth04.setImageId("truth04Sprite");
truth04.setLeft(0);
truth04.setTop(260);
truth04.setSpeedX(5);
lies04 = new Lies();
this.add(lies04);
lies04.addTag("lies04");
lies04.setImageId("lies04Sprite");
lies04.setVisible(false);
lies04.setLeft(0) // (-64);
lies04.setTop(260);
lies04.setSpeedX(0);
thrower = new Thrower();
this.add(thrower);
var cursorPoint = new Cursor();
this.add(cursorPoint);
var spark = new Spark();
this.add(spark);
alert(' Click anywhere on screen to activate buttons .');
Quick.play("battleFire"); // calls a static method from Quick class
};
FirstScene.prototype = Object.create(Scene.prototype);
// override
FirstScene.prototype.getNext = function() {
return new FirstScene();
};
return FirstScene;
})();
//
var Cursor = (function() {
function Cursor() {
GameObject.call(this);
this.addTag("pointerSprite");
this.controller = Quick.getController();
this.setBoundary(new Rect(0, 600, Quick.getWidth(), 30)); // a method of Sprite,set Boundary
this.pointer = Quick.getPointer();
this.setImageId("pointerSprite");
this.setSolid();
this.setEssential();
this.setBottom(600); this.setLeft(50); this.setTop(572);
};
Cursor.prototype = Object.create(GameObject.prototype);
Cursor.prototype.fire = function() {
var spark = new Spark(); // create a brand new spark to be thrown
var scene = this.getScene(); // ask for the scene the avatar is
scene.add(spark); // add the spark to the same scene I am
if (spark) {spark.setX(this.getX()) };
spark.setSpeedY(10);
};
Cursor.prototype.update = function() {
if (this.pointer.getPush()) { // getpush is a method of Pointer as in Mouse pointer
this.fire(); // call the Cursor.prototype.fire method we defined above
var position = this.pointer.getPosition();
};
var mousePos = this.pointer.getPosition();
this.setPosition(mousePos);
}
Cursor.prototype.offBoundary = function (gameObject) {
// alert('Cursor.prototype.offBoundary');
// this.setCenterY(587);
};
// this.setCenterY(587);
return Cursor;
})();
var Spark = (function() { // Spark class namespace
function Spark() { // Spark class constructor method
GameObject.call(this); // call the constructor from the superclass
this.setImageId("sparkSprite"); // setImageId,a method inherited from Sprite
// this.pointer = Quick.getPointer(); // pointer is a member property of Spark
this.setBoundary(new Rect(0, 600, Quick.getWidth(), 30)); // a method of Sprite,set
this.setSolid(); // a method of GameObject , so Spark can collide with other solid objects
this.setBottom(600); this.setLeft(50); this.setTop(578);
this.controller = Quick.getController();
};
Spark.prototype = Object.create(GameObject.prototype);
Spark.prototype.onCollision = function (gameObject) {
var collision = this.getCollision(gameObject); // get direction at collision
if (gameObject.hasTag("restartBtn")) { // returns true if object contains given tag
Quick.play("closeDoor"); // calls a static method from Quick class
totalScore = 0; oopsScore = 0; goodHits = 0; totalShots = 0;
updateScores();
};
if (gameObject.hasTag("pauseBtn")) { // returns true if object contains given tag
Quick.play("pling"); // calls a static method from Quick class
if(!allPaused) {
truth02SVspeed = truth02.getSpeedX(); truth02.setSpeedX(0); // this.setSpeedX(5);
lies02SVspeed = lies02.getSpeedX(); lies02.setSpeedX(0); // this.setSpeedX(5);
allPaused = true;
}
else { alert('You are already paused , try Play .');
}
};
// };
if (gameObject.hasTag("playBtn")) { // returns true if object contains given tag
Quick.play("pling"); // calls a static method from Quick class
if(allPaused) {
allPaused = false;
truth02.setSpeedX(truth02SVspeed);
lies02.setSpeedX(lies02SVspeed);
}
};
if (gameObject.hasTag("quitBtn")) { // returns true if object contains given tag
Quick.play("byebye"); // calls a static method from Quick class
window.location = 'https://github.com/dgsprb/quick/wiki';
};
};
return Spark; // finally publishes the class to the outer scope
})();
//
var Thrower = (function() {
function Thrower() {
GameObject.call(this);
this.addTag("thrower");
this.controller = Quick.getController();
this.setBoundary(new Rect(0, 0, Quick.getWidth(), Quick.getHeight()));
this.pointer = Quick.getPointer();
this.setImageId("throwerSprite");
this.setEssential();
this.setCenterX(Quick.getWidth()/2);
this.setBottom(Quick.getHeight() - this.getHeight());
this.setTop(506);
};
Thrower.prototype = Object.create(GameObject.prototype);
Thrower.prototype.fire = function() {
var ball = new Ball(); // create a brand new ball to be thrown
var scene = this.getScene(); // ask for the scene the avatar is
scene.add(ball); // add the ball to the same scene I am
if (ball) {ball.setX(this.getX()) }; // within your Thrower update method
// totalShots ++ ;
updateScores();
// if(ball) { this.ball.setCenterX(this.getCenterX()) } ;
ball.setSpeedY(-9);
};
Thrower.prototype.update = function() {
if (this.controller.keyDown(CommandEnum.LEFT) && this.getLeft() > 0) {
this.moveX(-8);
}
if (this.controller.keyDown(CommandEnum.RIGHT) && this.getRight() < Quick.getWidth()) {
this.moveX(8);
}
if (this.controller.keyPush(CommandEnum.UP) || this.controller.keyPush(CommandEnum.A))
{ totalShots += 1;
this.fire(); // call the method we defined above
}
}
Thrower.prototype.offBoundary = function (gameObject) {
this.setCenterX(Quick.getWidth()/2);
};
return Thrower;
})();
main();
})();
Das Problem: Wenn die Browserseite von/zu "Maximize" zu/von "Rest" wechselt ore down 'und die Skala ist aus, alles wird vergrößert.
Also ich möchte die Seite neu laden.
kann ich die htmlOnly
Methode funktioniert:
<body onresize="bodyResize()">
<script type='text/javascript'> function bodyResize() {
// alert('bodyResize from Html. ');
location.reload(); }
</script>
Aber ich möchte die Funktion innerhalb verwenden:
<script type='text/javascript' src="paddle-main-WIP.js"></script>
... in Zeile 188:
function bodyResize() {
alert('.js bodyResize 1.');
location.reload();
alert('.js bodyResize 2.');
}
Was mache ich falsch?
Ich glaube nicht, die Seite auf Resize Nachladen ist eine sehr gute Idee. Sicher können Sie Dinge im laufenden Betrieb neu berechnen, um Dinge zu ändern, ohne die gesamte Seite neu zu laden. –
Bitte verwenden Sie keine externen Code-Einfügen-Dienste, sondern fügen Sie den entsprechenden Code hier ein und pleaaaase, nächstes Mal Die Formatierung ist lesbar und verwechselt Code und Fragetext nicht, ich habe das jetzt für Sie gemacht :-) –
Ich glaube nicht, dass das Laden der Seite auf die Größenänderung eine sehr gute Idee ist. Sicher können Sie Dinge im laufenden Betrieb neu berechnen, um die Größe zu ändern, ohne die gesamte Seite neu zu laden.- @ MattiVirkkunen Danke Matti: ja, ich stimme zu. Ich suche nach einer alternativen Lösung. – vmars316