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Core HTML5 Canvas

One of HTML5 s 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. You ll 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 you ll 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 book s code and live demonstrations of key techniques are available at corehtml5canvas.com.
  • Availability: In Stock
  • Supplier: WHSmith
  • SKU: 9780132761611
Availability: In Stock
£29.91

Product Description

One of HTML5 s 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 & consistent web applications that run on a wide variety of operating systems & devices. Succinctly & clearly written this book examines dozens of real-world uses of the Canvas API such as interactively drawing & manipulating shapes saving & restoring the drawing surface to temporarily draw shapes & text & implementing text controls. You ll see how to keep your applications responsive with web workers when you filter images how to implement smooth animations & how to create layered 3D scrolling backgrounds with parallax. In addition you ll see how to implement video games with extensive coverage of sprites physics collision detection & the implementation of a game engine & 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 & how to use Canvas on mobile devices including i OS5. This authoritative Canvas reference covers * The canvas element-using it with other HTML elements handling events printing a canvas & using offscreen canvases* Shapes-drawing dragging erasing & editing lines arcs circles curves & polygons; using shadows gradients & patterns* Text-drawing positioning setting font properties; building text controls* Images-drawing scaling clipping processing & animating* Animations-creating smooth efficient & portable animations* Sprites-implementing animated objects that have painters & behaviors* Physics-modeling physical systems (falling bodies pendulums & projectiles) & implementing tweening for nonlinear motion & animation* Collision detection-advanced techniques clearly explained* Game development-all aspects of game development such as time-based motion & high score support implemented in a game engine* Custom controls-infrastructure for implementing custom controls; implementing progress bars sliders & an image panner* Mobile applications-fitting Canvas apps on a mobile screen using media queries handling touch events & specifying i OS5 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 book s code & live demonstrations of key techniques are available at corehtml 5canvas.com.

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Jargon Buster

Engine - A machine designed to convert fuel into motion
Canvas - A heavy duty plain woven fabric. Used on tents, footwear and painting
Filter - A device used to separate mixtures
Filter - An optical device to remove or enhance particular wavelengths of light.
Key - A physical or virtual device or code used for opening something
Graphics - A general term for visual aspects of an item/display
Physical - Used to describe strength or visual properties of an item
World - A physical grouping, commonly used to describe earth and everything associated with ti
professional - A term used to describe products or people which may be focused on specialist educational training
Quality - An object that has quality is superior in function and finish than a less quality object.
Professional - A person that is trained within a profession.
Wide - Something with a large width.
Reference - To prove evidence with a back up source.

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