Core HTML5 Canvas: Graphics, Animation, and Game Development

eBook Details:

  • Paperback: 752 pages
  • Publisher: WOW! eBook; 1st edition (May 14, 2012)
  • Language: English
  • ISBN-10: 0132761610
  • ISBN-13: 978-0132761611

eBook Description:

Core HTML5 Canvas: Graphics, Animation, and Game Development

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: Graphics, Animation, and Game Development, 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.

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: Graphics, Animation, and Game Development, 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 techniques, clearly explained
  • Game development-all aspects of game development, such as time-based motion and high score support, implemented in a game engine
  • Custom controls-infrastructure for implementing custom controls; implementing progress bars, sliders, and an image panner
  • Mobile applications-fitting Canvas apps on a mobile screen, using media queries, handling touch events, and specifying iOS5 artifacts, such as app icons

Throughout the book, Geary discusses high-quality, reusable code to help professional developers learn everything they really need to know, with no unnecessary verbiage. All of the book’s code and live demonstrations of key techniques are available at corehtml5canvas.com.

Features

  • Practical, expert guidance for building more sophisticated web applications with richer user experiences
  • Covers threading, Web Workers, client-side storage, Ajax, web sockets, the canvas, animations, media, drag-and-drop, and more
  • The classic, proven Core Series approach: teaches through extensively documented, industrial-strength code examples

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 whole new world of possibilities in your browser. The book also comes with a companion website, http://corehtml5canvas.com, which provides access to the book’s source code,  videos about HTML5 Canvas, and live demonstrations from the book.

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: Graphics, Animation, and Game Development, 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.

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