HTML5 Canvas

HTML5 Canvas

Steve Fulton, Jeff Fulton

Language: English

Pages: 750

ISBN: 1449334989

Format: PDF / Kindle (mobi) / ePub


Flash is fading fast as Canvas continues to climb. The second edition of this popular book gets you started with HTML5 Canvas by showing you how to build interactive multimedia applications. You’ll learn how to draw, render text, manipulate images, and create animation—all in the course of building an interactive web game throughout the book.

Updated for the latest implementations of Canvas and related HTML5 technologies, this edition includes clear and reusable code examples to help you quickly pick up the basics—whether you currently use Flash, Silverlight, or just HTML and JavaScript. Discover why HTML5 is the future of innovative web development.

  • Create and modify 2D drawings, text, and bitmap images
  • Use algorithms for math-based movement and physics interactions
  • Incorporate and manipulate video, and add audio
  • Build a basic framework for creating a variety of games
  • Use bitmaps and tile sheets to develop animated game graphics
  • Go mobile: build web apps and then modify them for iOS devices
  • Explore ways to use Canvas for 3D and multiplayer game applications

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= document.getElementById("canvasStyleHeight"); formElement.addEventListener("change", canvasStyleSizeChanged, false); formElement = document.getElementById("createImageData"); formElement.addEventListener("click", createImageDataPressed, false); pattern.src = "texture.jpg"; drawScreen(); function drawScreen() { //Background context.globalAlpha = 1; context.shadowColor = "#707070"; context.shadowOffsetX = 0; context.shadowOffsetY = 0; context.shadowBlur = 0; context.fillStyle = "#ffffaa";

type="range" id="textSize" min="0" max="200" step="1" value="50"/>
Fill Type:
Text Color:
Text Color 2:
Fill Or Stroke:

maxScale = 3; scaleIncrement = .1; function eventPhotoLoaded() { startUp(); } function drawScreen(){ //draw a background so we can see the Canvas edges context.fillStyle = "#ffffff"; context.fillRect(0,0,500,500); 156 | Chapter 4: Images on the Canvas currentScale minScale context.drawImage(photo, windowX, windowY, windowWidth, windowHeight, 0,0,windowWidth*currentScale,windowHeight*currentScale); } function startUp(){ setInterval(drawScreen, 100 ); } document.onkeydown = function(e){ e =

5, 490, 290); context.textBaseline = "top"; //Date context.fillStyle = "#000000"; context.font = "10px _sans"; context.fillText (today, 150 ,10); //Message context.fillStyle = "#FF0000"; context.font = "14px _sans"; context.fillText (message, 125, 30); Another Example: Guess The Letter | 21 } //Guesses context.fillStyle = "#109910"; context.font = "16px _sans"; context.fillText ('Guesses: ' + guesses, 215, 50); //Higher Or Lower context.fillStyle = "#000000"; context.font = "16px _sans";

formElement.addEventListener('change', fontStyleChanged, false); Defining event handler functions in canvasApp() drawScreen() function textSizeChanged(e) { var target = e.target; fontSize = target.value; drawScreen(); } function textFontChanged(e) { var target = e.target; fontFace = target.value; drawScreen(); } function fontWeightChanged(e) { var target = e.target; Setting the Text Font | 81 } fontWeight = target.value; drawScreen(); function fontStyleChanged(e) { var target = e.target;

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