Core HTML5 Canvas - Master One of HTML5_s most exciting features | 750 Pages | PDF Format 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 chapter—Essentials—introduces the canvas element and shows you how to use it in web applications. The chapter contains a short section on getting Preface 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 chapter—Drawing—which 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. The third chapter—Text—shows you how to draw and manipulate text in a canvas. You will see how to stroke and fill text, set font properties, and position text within a canvas. The chapter also shows you how to implement your own text controls in a canvas, complete with blinking text cursors and editable paragraphs. The fourth chapter—Images and Video—focuses on images, image manipulation, and video processing. You’ll see how to draw and scale images in a canvas, and you’ll learn how to manipulate images by accessing the color components of each pixel. You will also see more uses for the clipping region and how to animate images. The chapter then addresses security and performance considerations, before ending with a section on video processing. The fifth chapter—Animation—shows you how to implement smooth animations with a method named requestAnimationFrame() that’s defined in a W3C specification titledTiming control for script-based animations. You will see how to calculate an animation’s frame rate and how to schedule other activities, such as updating an animation’s user interface at alternate frame rates. The chapter shows you how to restore the background during an animation with three different strategies and discusses the performance implications of each. The chapter also illustrates how to implement time-based motion, scroll an animation’s background, use parallax to create the illusion of 3D, and detect and react to user gestures during an animation. The chapter concludes with a look at timed animations and the implementation of a simple animation timer, followed by a discussion of animation best practices.
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