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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham, U.K. :
Packet Pub.,
©2011.
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Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- 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
- 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
- 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
- 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
- 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