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HTML5 canvas cookbook : over 80 recipes to revolutionize the web experience with HTML5 canvas /

Written in cookbook style, this book offers a wide array of techniques for building HTML5 Canvas applications. Each recipe contains step-by-step instructions followed by analysis of what was done in each task and other useful information. The book is designed so that you can read it chapter by chapt...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Rowell, Eric
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, U.K. : Packet Pub., ©2011.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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245 1 0 |a HTML5 canvas cookbook :  |b over 80 recipes to revolutionize the web experience with HTML5 canvas /  |c Eric Rowell. 
246 3 |a HTML Five canvas cookbook 
260 |a Birmingham, U.K. :  |b Packet Pub.,  |c ©2011. 
300 |a 1 online resource (iv, 331 pages) :  |b illustrations 
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520 |a Written in cookbook style, this book offers a wide array of techniques for building HTML5 Canvas applications. Each recipe contains step-by-step instructions followed by analysis of what was done in each task and other useful information. The book is designed so that you can read it chapter by chapter, or you can look at the list of recipes and refer to them in no particular order. This book is geared towards web developers who are familiar with HTML and JavaScript. It is written for both beginners and seasoned HTML5 developers with a good working knowledge of JavaScript. 
505 0 |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; What this book covers; What you need for this book; Who this book is for; What is HTML5 Canvas; Chapter 1: Getting Started with Paths and Text; Introduction; Drawing a line; Drawing an arc; Drawing a Quadratic curve; Drawing a Bezier curve; Drawing a zigzag; Drawing a spiral; Working with text; Drawing 3D text with shadows; Unlocking the power of fractals: Drawing a haunted tree; Chapter 2: Shape Drawing and Composites; Introduction; Drawing a rectangle; Drawing a circle 
505 8 |a Working with custom shapes and fill stylesFun with Bezier curves: drawing a cloud; Drawing transparent shapes; Working with the context state stack to save and restore styles; Working with composite operations; Creating patterns with loops: drawing a gear; Randomizing shape properties: drawing a field of flowers; Creating custom shape functions: playing card suits; Putting it all together: drawing a jet; Chapter 3: Working with Images and Videos; Introduction; Drawing an image; Cropping an image; Copying and pasting sections of the canvas; Working with video; Getting image data 
505 8 |a Introduction to pixel manipulation: inverting image colorsInverting video colors; Converting image colors to grayscale; Converting a canvas drawing into a data URL; Saving a canvas drawing as an image; Loading the canvas with a data URL; Creating a pixelated image focus; Chapter 4: Mastering Transformations; Introduction; Translating the canvas context; Rotating the canvas context; Scaling the canvas context; Creating a mirror transform; Creating a custom transform; Shearing the canvas context; Handling multiple transforms with the state stack; Transforming a circle into an oval 
505 8 |a Rotating an imageDrawing a simple logo and randomizing its position, rotation, and scale; Chapter 5: Bringing the Canvas to Life with Animation; Introduction; Creating an Animation class; Creating a linear motion; Creating acceleration; Creating oscillation; Oscillating a bubble; Swinging a pendulum; Animating mechanical gears; Animating a clock; Simulating particle physics; Creating microscopic life forms; Stressing the canvas and displaying the FPS; Chapter 6: Interacting with the Canvas: Attaching Event Listeners to Shapes and Regions; Introduction; Creating an Events class 
505 8 |a Working with canvas mouse coordinatesAttaching mouse event listeners to regions; Attaching touch event listeners to regions on a mobile device; Attaching event listeners to images; Dragging-and-dropping shapes; Dragging-and-dropping images; Creating an image magnifier; Creating a drawing application; Chapter 7: Creating Graphs and Charts; Introduction; Creating a pie chart; Creating a bar chart; Graphing equations; Plotting data points with a line chart; Chapter 8: Saving the World with Game Development; Introduction; Creating sprite sheets for the heroes and enemies 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
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