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Fulton Steve Fulton Jeff - HTML5 Canvas: Native Interactivity and Animation for the Web

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HTML5 Canvas: Native Interactivity and Animation for the Web: summary, description and annotation

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No matter what platform or tools use, the HTML5 revolution will soon change the way you build web applications, if it hasnt already ... Whether you currently use Flash, Silverlight, or just HTML and JavaScript, youll quickly pick up the basics. Practical examples show you how to create various games and entertainment applications with Canvas as you learn ... Create and modify 2D drawings, text, and bitmap images ; Incorporate and manipulate video, and add audio ; Build a basic framework for creating a variety of games on Canvas ; Use bitmaps and tile sheets to develop animated game graphics ; Go mobile: port Canvas applications to iPhone with PhoneGap ; Explore ways to use Canvas for 3D and multiplayer game applications ...--Page 4 of cover. Read more...
Abstract: No matter what platform or tools use, the HTML5 revolution will soon change the way you build web applications, if it hasnt already ... Whether you currently use Flash, Silverlight, or just HTML and JavaScript, youll quickly pick up the basics. Practical examples show you how to create various games and entertainment applications with Canvas as you learn ... Create and modify 2D drawings, text, and bitmap images ; Incorporate and manipulate video, and add audio ; Build a basic framework for creating a variety of games on Canvas ; Use bitmaps and tile sheets to develop animated game graphics ; Go mobile: port Canvas applications to iPhone with PhoneGap ; Explore ways to use Canvas for 3D and multiplayer game applications ...--Page 4 of cover

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HTML5 Canvas
Native Interactivity and Animation for the Web
Steve Fulton
Jeff Fulton
Editor
Mike Loukides
Editor
Simon St. Laurent

Copyright 2011 8bitrocket Studios

OReilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (.

Nutshell Handbook, the Nutshell Handbook logo, and the OReilly logo are registered trademarks of OReilly Media, Inc. HTML5 Canvas , the image of a kaka parrot, and related trade dress are trademarks of OReilly Media, Inc.

Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and OReilly Media, Inc., was aware of a trademark claim, the designations have been printed in caps or initial caps.

While every precaution has been taken in the preparation of this book, the publisher and authors assume no responsibility for errors or omissions, or for damages resulting from the use of the information contained herein.

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A Note Regarding Supplemental Files

Supplemental files and examples for this book can be found at http://examples.oreilly.com/0636920013327/. Please use a standard desktop web browser to access these files, as they may not be accessible from all ereader devices.

All code files or examples referenced in the book will be available online. For physical books that ship with an accompanying disc, whenever possible, weve posted all CD/DVD content. Note that while we provide as much of the media content as we are able via free download, we are sometimes limited by licensing restrictions. Please direct any questions or concerns to .

Preface

HTML5 Canvas offers developers the chance to create animated graphics in ordinary web browsers using common tools: HTML and JavaScript. Canvas is one of the most visible parts of HTML5, fueling demo after demo, game after game. It offers interactivity with great visuals, and provides tremendous freedom to do whatever you want in the browser window. However, it differs enough from typical JavaScript development (as well as Flash and Silverlight development) that it needs careful exploration!

Running the Examples in the Book

The best part about programming HTML5 Canvas is that the entry barrier is very low all you need is a modern web browser and a text editor.

As far as compatibility, we suggest you download and/or use the latest version of the web browsers as ordered below.

  1. Chrome

  2. Safari

  3. Opera

  4. Firefox

  5. Internet Explorer (version 9 or higher)

Every example in this book was tested with Google Chrome, Safari, and Opera. Late in the development of the example code, Firefox started causing issues. While we made every attempt to ensure these examples worked across as many browsers as possible, we recommend you use Google Chrome or Safari for the best results until Canvas support improves.

Please note that if you are using the .pdf version of this book to cut and paste the code, there may be instances where minus (-) signs are represented by another character, such as a hyphen. You may need to replace the other character with a minus sign (-) to get the code to work properly.

We suggest that if you have purchased the electronic version of this book, you should use the printed code samples as a guide only, and instead download the code from the book distribution. With that code, you will also get all the images, libraries, and assets necessary to make all the examples work in a web browser.

What You Need to Know

Ideally, you know your way around programming in some kind of modern language, such as C, C++, C#, ActionScript 2, ActionScript 3, Java, or JavaScript. However, if youre new to this space, we will introduce Canvas in a way that should familiarize you with web programming at the same time.

Web developers with a foundation in HTML and JavaScript should easily be able to pick up this book and run with it.

If you are a Flash developer, JavaScript and ActionScript 1 are essentially the same language. While Adobe took some liberties with ActionScript 2, you should be very comfortable with JavaScript. If you only have experience with ActionScript 3, JavaScript might feel like a step backward.

If you are a Silverlight or C# developer, take a deep breath and think about a time before ASP.NET/C# when you might have had to develop web apps in VBScript. You are about to enter a similar space.

How This Book Is Organized

This book is organized into 11 chapters. The first four chapters walk you through the HTML Canvas API by example. The topics covered include text, images, and drawing. These chapters contain a few finished apps, but mainly consist of demos designed to show you the facets of the Canvas API. The following six chapters build upon the Canvas API by expanding the scope of the examples to application length. In these chapters, we discuss math and physics applications, video, audio, games, and mobile. The final chapter introduces a couple experimental areas: 3D and multiplayer.

What you wont get in this book is a simple rundown and retelling of the published W3C Canvas API. While we cover portions of the API in detail, some of it is not applicable to games. Furthermore, you can just read the documentation here:

http://dev.w3.org/html5/2dcontext

Our goal is to feature the ways Canvas can be used to create animation, games, and entertainment applications for the Web.

Conventions Used in This Book

The following typographical conventions are used in this book:

Plain text

Indicates menu titles, menu options, menu buttons, and keyboard accelerators (such as Alt and Ctrl).

Italic

Indicates new terms, URLs, email addresses, filenames, file extensions, pathnames, directories, and Unix utilities.

Constant width

Indicates commands, options, switches, variables, attributes, keys, functions, types, classes, namespaces, methods, modules, properties, parameters, values, objects, events, event handlers, XML tags, HTML tags, macros, the contents of files, or the output from commands.

Constant width bold

Shows commands or other text that should be typed literally by the user.

Constant width italic

Shows text that should be replaced with user-supplied values.

Note

This icon signifies a tip, suggestion, or general note.

Warning

This icon indicates a warning or caution.

Using Code Examples

This book is here to help you get your job done. In general, you may use the code in this book in your programs and documentation. You do not need to contact us for permission unless youre reproducing a significant portion of the code. For example, writing a program that uses several chunks of code from this book does not require permission. Selling or distributing a CD-ROM of examples from OReilly books does require permission. Answering a question by citing this book and quoting example code does not require permission. Incorporating a significant amount of example code from this book into your products documentation does require permission.

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