Skip to content

Core HTML5 Canvas Graphics, Animation, and Game Development

Best in textbook rentals since 2012!

ISBN-10: 0132761610

ISBN-13: 9780132761611

Edition: 2012 (Revised)

Authors: David Geary

List price: $59.99
Blue ribbon 30 day, 100% satisfaction guarantee!
what's this?
Rush Rewards U
Members Receive:
Carrot Coin icon
XP icon
You have reached 400 XP and carrot coins. That is the daily max!

Description:

Core HTML5, Volume I: Canvas, takes a code-fueled, no-nonsense, deep dive into one of HTML5's most exciting APIs by showing you how to: ·         Draw and paint ·         Apply shadows, patterns, and gradients ·         Manipulate images ·         Create smooth animations ·         Implement video games ·         Develop custom controls ·         Process video in real time ·         Use off-screen buffers ·         Monitor and increase performance ·         Do lots of other cool graphics stuff Clearly and succinctly written, with real world examples containing code that you can use in your own applications, this guide to Canvas will take you rapidly up the Canvas learning curve, and open a…    
Customers also bought

Book details

List price: $59.99
Copyright year: 2012
Publisher: Prentice Hall PTR
Publication date: 5/4/2012
Binding: Paperback
Pages: 752
Size: 6.90" wide x 9.00" long x 1.10" tall
Weight: 2.090
Language: English

Preface
Acknowledgments
About the Author
Essentials
The canvas Element
Canvas Contexts
Canonical Examples in This Book
Getting Started
Fundamental Drawing Operations
Event Handling
Saving and Restoring the Drawing Surface
Using HTML Elements in a Canvas
Printing a Canvas
Offscreen Canvases
A Brief Math Primer
Conclusion
Drawing
The Coordinate System
The Drawing Model
Drawing Rectangles
Colors and Transparency
Gradients and Patterns
Shadows
Paths, Stroking, and Filling
Lines
Arcs and Circles
B�zier Curves
Polygons
Advanced Path Manipulation
Transformations
Compositing
The Clipping Region
Conclusion
Text
Stroking and Filling Text
Setting Font Properties
Positioning Text
Implementing Text Controls
Conclusion
Images and Video
Drawing Images
Scaling Images
Drawing a Canvas into a Canvas
Offscreen Canvases
Manipulating Images
Clipping Images
Animating Images
Security
Performance
A Magnifying Glass
Video Processing
Conclusion
Animation
The Animation Loop
Calculating Frame Rates
Scheduling Tasks at Alternate Frame Rates
Restoring the Background
Double Buffering
Time-Based Motion
Scrolling the Background
Parallax
User Gestures
Timed Animations
Animation Best Practices
Conclusion
Sprites
Sprites Overview
Painters
Sprite Behaviors
Sprite Animators
A Sprite-Based Animation Loop
Conclusion
Physics
Gravity
Warping Time
Time-Warp Functions
Warping Motion
Warping Animation
Conclusion
Collision Detection
Bounding Areas
Bouncing Off Walls
Ray Casting
The Separating Axis Theorem (SAT) and Minimum Translation Vector (MTV)
Conclusion
Game Development
A Game Engine
The Ungame
A Pinball Game
Conclusion
Custom Controls
Rounded Rectangles
Progress Bars
Sliders
An Image Panner
Conclusion
Mobile
The Mobile Viewport
Media Queries
Touch Events
iOS5
A Virtual Keyboard
Conclusion
Index