Core HTML5 Canvas Graphics Animation and Game Development 1st Edition by David Geary – Ebook PDF Instant Download/Delivery: 0132761610, 9780132761611
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Product details:
ISBN 10: 0132761610
ISBN 13: 9780132761611
Author: David Geary
Download the book’s code and a free chapter at corehtml5canvas.com Read how David wrote Core HTML5 Canvas: corehtml5canvas.wordpress.com/2012/08/08/the-making-of-core-html5-canvas
Check out David’s article series on HTML5 2D Game Development at IBM’s developerworks: ibm.com/developerworks/library/j-html5-game1
This book is a painstakingly crafted, expertly written, code-fueled, no-nonsense deep dive into HTML5 Canvas printed in full color with syntax-highlighted code listings throughout.
Core HTML5 Canvas is written for experienced software developers with an intermediate-level understanding of JavaScript.
The result of two years full-time work by a long-time best-selling author, this book shows you how to implement anything you can imagine with the Canvas 2D API, from text editors to video games. Geary meticulously covers every detail of the API with crystal-clear writing so that you not only understand advanced concepts, but most importantly, you can modify the book’s examples for your own specific use cases.
Core HTML5 Canvas Graphics Animation and Game Development 1st Table of contents:
Chapter 1: Essentials
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The canvas Element
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Canvas Contexts
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Canonical Examples in This Book
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Getting Started
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Fundamental Drawing Operations
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Event Handling
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Saving and Restoring the Drawing Surface
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Using HTML Elements in a Canvas
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Printing a Canvas
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Offscreen Canvases
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A Brief Math Primer
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Conclusion
Chapter 2: Drawing
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The Coordinate System
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The Drawing Model
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Drawing Rectangles
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Colors and Transparency
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Gradients and Patterns
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Shadows
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Paths, Stroking, and Filling
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Lines
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Arcs and Circles
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Bézier Curves
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Polygons
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Advanced Path Manipulation
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Transformations
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Compositing
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The Clipping Region
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Conclusion
Chapter 3: Text
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Stroking and Filling Text
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Setting Font Properties
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Positioning Text
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Implementing Text Controls
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Conclusion
Chapter 4: Images and Video
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Drawing Images
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Scaling Images
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Drawing a Canvas into a Canvas
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Offscreen Canvases
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Manipulating Images
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Clipping Images
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Animating Images
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Security
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Performance
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A Magnifying Glass
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Video Processing
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Conclusion
Chapter 5: Animation
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The Animation Loop
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Calculating Frame Rates
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Scheduling Tasks at Alternate Frame Rates
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Restoring the Background
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Double Buffering
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Time-Based Motion
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Scrolling the Background
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Parallax
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User Gestures
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Timed Animations
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Animation Best Practices
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Conclusion
Chapter 6: Sprites
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Sprites Overview
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Painters
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Sprite Behaviors
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Sprite Animators
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A Sprite-Based Animation Loop
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Conclusion
Chapter 7: Physics
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Gravity
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Warping Time
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Time-Warp Functions
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Warping Motion
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Warping Animation
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Conclusion
Chapter 8: Collision Detection
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Bounding Areas
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Bouncing Off Walls
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Ray Casting
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The Separating Axis Theorem (SAT) and Minimum Translation Vector (MTV)
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Conclusion
Chapter 9: Game Development
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A Game Engine
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The Ungame
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A Pinball Game
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Conclusion
Chapter 10: Custom Controls
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Rounded Rectangles
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Progress Bars
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Sliders
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An Image Panner
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Conclusion
Chapter 11: Mobile
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The Mobile Viewport
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Media Queries
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Touch Events
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iOS5
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A Virtual Keyboard
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Conclusion
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Tags: David Geary, Core HTML5, Canvas Graphics, Game Development


