• Complain

David Geary - Core HTML5 Canvas: Graphics, Animation, and Game Development

Here you can read online David Geary - Core HTML5 Canvas: Graphics, Animation, and Game Development full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. year: 2012, publisher: Prentice Hall, genre: Computer. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

Romance novel Science fiction Adventure Detective Science History Home and family Prose Art Politics Computer Non-fiction Religion Business Children Humor

Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.

No cover
  • Book:
    Core HTML5 Canvas: Graphics, Animation, and Game Development
  • Author:
  • Publisher:
    Prentice Hall
  • Genre:
  • Year:
    2012
  • Rating:
    5 / 5
  • Favourites:
    Add to favourites
  • Your mark:
    • 100
    • 1
    • 2
    • 3
    • 4
    • 5

Core HTML5 Canvas: Graphics, Animation, and Game Development: summary, description and annotation

We offer to read an annotation, description, summary or preface (depends on what the author of the book "Core HTML5 Canvas: Graphics, Animation, and Game Development" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.

One of HTML5s 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, 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. Youll 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, youll 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 books code and live demonstrations of key techniques are available at CoreHTML5Canvas.com.

David Geary: author's other books


Who wrote Core HTML5 Canvas: Graphics, Animation, and Game Development? Find out the surname, the name of the author of the book and a list of all author's works by series.

Core HTML5 Canvas: Graphics, Animation, and Game Development — read online for free the complete book (whole text) full work

Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "Core HTML5 Canvas: Graphics, Animation, and Game Development" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.

Light

Font size:

Reset

Interval:

Bookmark:

Make
Core HTML5 Canvas

Graphics, Animation, and Game Development

David Geary

Core HTML5 Canvas Graphics Animation and Game Development - image 1

Upper Saddle River, NJ Boston Indianapolis San Francisco
New York Toronto Montreal London Munich Paris Madrid
Capetown Sydney Tokyo Singapore Mexico City

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 the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals.

The author and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein.

The publisher offers excellent discounts on this book when ordered in quantity for bulk purchases or special sales, which may include electronic versions and/or custom covers and content particular to your business, training goals, marketing focus, and branding interests. For more information, please contact:

U.S. Corporate and Government Sales
(800) 3823419

For sales outside the United States, please contact:

International Sales

Visit us on the Web: informit.com/ph

Library of Congress Cataloging-in-Publication Data

Geary, David M.
Core HTML5 canvas : graphics, animation, and game development / David
Geary.
p. cm.
Includes index.
ISBN 978-0-13-276161-1 (pbk. : alk. paper)
1. HTML (Document markup language) 2. Computer gamesProgramming. 3.
Computer animation. I. Title.
QA76.76.H94C66 2012
006.6'6dc23
2012006871

Copyright 2012 David Geary

All rights reserved. Printed in the United States of America. This publication is protected by copyright, and permission must be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. To obtain permission to use material from this work, please submit a written request to Pearson Education, Inc., Permissions Department, One Lake Street, Upper Saddle River, New Jersey 07458, or you may fax your request to (201) 236-3290.

ISBN-13: 978-0-13-276161-1
ISBN-10: 0-13-276161-0

Text printed in the United States on recycled paper at RR Donnelley in Crawfordsville, Indiana.
First printing, May 2012

Preface

In the summer of 2001, after 15 years of developing graphical user interfaces and graphics-intensive applications, I read a best-selling book about implementing web applications by someone I did not knowJason Hunterbut whom, unbeknownst to me, would soon become a good friend on the No Fluff Just Stuff (NFJS) tour.

When I finished Jasons Servlets book, I thought to myself, am I really going to implement user interfaces with print statements that generate HTML? Unfortunately, I was.

From then on, I soldiered on through what I consider the Dark Ages of software development. I was the second Apache Struts committer and I invented the Struts Template Library, which ultimately became the popular Tiles project. I spent more than six years on the JavaServer Faces (JSF) Expert Group, spoke about server-side Java at more than 120 NFJS symposiums and many other conferences, and coauthored a book on JSF. I got excited about Google Web Toolkit and Ruby on Rails for a while, but in the end the Dark Ages was mostly concerned with the dull business of presenting forms to users on the client and processing them on the server, and I was never again able to capture that passion that I had for graphics and graphical user interfaces.

In the summer of 2010, with HTML5 beginning its inexorable rise in popularity, I came across an article about Canvas, and I knew salvation was nigh. I immediately dropped everything in my professional life and devoted myself fulltime to write the best Canvas book that I could. From then on, until the book was finalized in March 2012, I was entirely immersed in Canvas and in this book. Its by far the most fun Ive ever had writing a book.

Canvas gives you all the graphics horsepower you need to implement everything from word processors to video games. And, although performance varies on specific platforms, in general, Canvas is fast, most notably on iOS5, which hardware accelerates Canvas in Mobile Safari. Browser vendors have also done a great job adhering to the specification so that well-written Canvas applications run unmodified in any HTML5-compliant browser with only minor incompatibilities.

HTML5 is the Renaissance that comes after the Dark Ages of software development, and Canvas is arguably the most exciting aspect of HTML5. In this book I dive deeply into Canvas and related aspects of HTML5, such as the Animation Timing specification, to implement real-world applications that run across desktop browsers and mobile devices.

Reading This Book

I wrote this book so that in the Zen tradition you can read it without reading.

I write each chapter over the course of months, constantly iterating over material without ever writing a word. During that time I work on outlines, code listings, screenshots, tables, diagrams, itemized lists, notes, tips, and cautions. Those things, which I refer to as scaffolding, are the most important aspects of this book. The words, which I write only at the last possible moment after the scaffolding is complete, are meant to provide context and illustrate highlights of the surrounding scaffolding. Then I iterate over the words, eliminating as many of them as I can.

By focusing on scaffolding and being frugal with words, this book is easy to read without reading. You can skim the material, concentrating on the screenshots, code listings, diagrams, tables, and other scaffolding to learn a great deal of what you need to know on any given topic. Feel free to consider the words as second-class citizens, and, if you wish, consult them only as necessary.

An Overview of This Book

This book has two parts. The first part, which spans the first four chapters of the book and is nearly one half of the book, covers the Canvas API, showing you how to draw shapes and text into a canvas, and draw and manipulate images. The last seven chapters of the book show you how to use that API to implement animations and animated sprites, create physics simulations, detect collisions, and develop video games. The book ends with a chapter on implementing custom controls, such as progress bars, sliders, and image panners, and a chapter that shows you how to create Canvas-based mobile applications.

The first chapterEssentialsintroduces the canvas element and shows you how to use it in web applications. The chapter contains a short section on getting started with HTML5 development in general, briefly covering browsers, consoles, debuggers, profilers, and timelines. The chapter then shows you how to implement Canvas essentials: drawing into a canvas, saving and restoring Canvas parameters and the drawing surface itself, printing a canvas, and an introduction to offscreen canvases. The chapter concludes with a brief math primer covering basic algebra, trigonometry, vector mathematics, and deriving equations from units of measure.

The second chapterDrawingwhich is the longest chapter in the book, provides an in-depth examination of drawing with the Canvas API, showing you how to draw lines, arcs, curves, circles, rectangles, and arbitrary polygons in a canvas, and how to fill them with solid colors, gradients, and patterns. The chapter goes beyond the mere mechanics of drawing, however, by showing you how to implement useful, real-world examples of drawing with the Canvas API, such as drawing temporary rubber bands to dynamically create shapes, dragging shapes within a canvas, implementing a simple retained-mode graphics subsystem that keeps track of polygons in a canvas so users users can edit them, and using the clipping region to erase shapes without disturbing the Canvas background underneath.

Next page
Light

Font size:

Reset

Interval:

Bookmark:

Make

Similar books «Core HTML5 Canvas: Graphics, Animation, and Game Development»

Look at similar books to Core HTML5 Canvas: Graphics, Animation, and Game Development. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.


Reviews about «Core HTML5 Canvas: Graphics, Animation, and Game Development»

Discussion, reviews of the book Core HTML5 Canvas: Graphics, Animation, and Game Development and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.