Core HTML5 Canvas: Graphics, Animation, and Game Development 1st edition by David Geary – Ebook PDF Instant Download/DeliveryISBN: 0132761661, 9780132761666
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ISBN-10 : 0132761661
ISBN-13 : 9780132761666
Author : David Geary
One of HTML5’s most exciting features, Canvas provides a powerful 2D graphics API that lets you implement everything from word processors to video games. In Core HTML5 Canvas, best-selling author David Geary presents a code-fueled, no-nonsense deep dive into that API, covering everything you need to know to implement rich and consistent web applications that run on a wide variety of operating systems and devices. Succinctly and clearly written, this book examines dozens of real-world uses of the Canvas API, such as interactively drawing and manipulating shapes, saving and restoring the drawing surface to temporarily draw shapes and text, and implementing text controls. You’ll see how to keep your applications responsive with web workers when you filter images, how to implement smooth animations, and how to create layered, 3D scrolling backgrounds with parallax. In addition, you’ll see how to implement video games with extensive coverage of sprites, physics, collision detection, and the implementation of a game engine and an industrial-strength pinball game. The book concludes by showing you how to implement Canvas-based controls that you can use in any HTML5 application and how to use Canvas on mobile devices, including iOS5. This authoritative Canvas reference covers The canvas element—using it with other HTML elements, handling events, printing a canvas, and using offscreen canvases Shapes—drawing, dragging, erasing, and editing lines, arcs, circles, curves, and polygons; using shadows, gradients, and patterns Text—drawing, positioning, setting font properties; building text controls Images—drawing, scaling, clipping, processing, and animating Animations—creating smooth, efficient, and portable animations Sprites—implementing animated objects that have painters and behaviors Physics—modeling physical systems (falling bodies, pendulums, and projectiles), and implementing tweening for nonlinear motion and animation Collision detection—advanced
Core HTML5 Canvas: Graphics, Animation, and Game Development 1st Table of contents:
Chapter 1. Essentials
1.1. The canvas Element
1.2. Canvas Contexts
1.3. Canonical Examples in This Book
1.4. Getting Started
1.5. Fundamental Drawing Operations
1.6. Event Handling
1.7. Saving and Restoring the Drawing Surface
1.8. Using HTML Elements in a Canvas
1.9. Printing a Canvas
1.10. Offscreen Canvases
1.11. A Brief Math Primer
1.12. Conclusion
Chapter 2. Drawing
2.1. The Coordinate System
2.2. The Drawing Model
2.3. Drawing Rectangles
2.4. Colors and Transparency
2.5. Gradients and Patterns
2.6. Shadows
2.7. Paths, Stroking, and Filling
2.8. Lines
2.9. Arcs and Circles
2.10. Bézier Curves
2.11. Polygons
2.12. Advanced Path Manipulation
2.13. Transformations
2.14. Compositing
2.15. The Clipping Region
2.16. Conclusion
Chapter 3. Text
3.1. Stroking and Filling Text
3.2. Setting Font Properties
3.3. Positioning Text
3.4. Implementing Text Controls
3.5. Conclusion
Chapter 4. Images and Video
4.1. Drawing Images
4.2. Scaling Images
4.3. Drawing a Canvas into a Canvas
4.4. Offscreen Canvases
4.5. Manipulating Images
4.6. Clipping Images
4.7. Animating Images
4.8. Security
4.9. Performance
4.10. A Magnifying Glass
4.11. Video Processing
4.12. Conclusion
Chapter 5. Animation
5.1. The Animation Loop
5.2. Calculating Frame Rates
5.3. Scheduling Tasks at Alternate Frame Rates
5.4. Restoring the Background
5.5. Double Buffering
5.6. Time-Based Motion
5.7. Scrolling the Background
5.8. Parallax
5.9. User Gestures
5.10. Timed Animations
5.11. Animation Best Practices
5.12. Conclusion
Chapter 6. Sprites
6.1. Sprites Overview
6.2. Painters
6.3. Sprite Behaviors
6.4. Sprite Animators
6.5. A Sprite-Based Animation Loop
6.6. Conclusion
Chapter 7. Physics
7.1. Gravity
7.2. Warping Time
7.3. Time-Warp Functions
7.4. Warping Motion
7.5. Warping Animation
7.6. Conclusion
Chapter 8. Collision Detection
8.1. Bounding Areas
8.2. Bouncing Off Walls
8.3. Ray Casting
8.4. The Separating Axis Theorem (SAT) and Minimum Translation Vector (MTV)
8.5. Conclusion
Chapter 9. Game Development
9.1. A Game Engine
9.2. The Ungame
9.3. A Pinball Game
9.4. Conclusion
Chapter 10. Custom Controls
10.1. Rounded Rectangles
10.2. Progress Bars
10.3. Sliders
10.4. An Image Panner
10.5. Conclusion
Chapter 11. Mobile
11.1. The Mobile Viewport
11.2. Media Queries
11.3. Touch Events
11.4. iOS5
11.5. A Virtual Keyboard
11.6. Conclusion
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