JavaScript Bitmap Graphics with Canvas


Book Description

Since the introduction of Canvas into HTML, JavaScript has been a first class language for graphics allowing you to create graphics without resorting to a library of any kind. This book is all about programming Canvas. Like many books and online resources, it covers the basics of using Canvas, but it also goes into many of the skills that you need to make good use of these facilities. For example, a graphics application often needs to download or upload files, but exactly how to do this in a modern way is difficult to find out. If you do upload a file then you might want to work with it at the pixel level and this requires working with raw binary data. How do you do this in JavaScript, which tries hard to keep data types hidden from the programmer? As far as the user is concerned, there is also the issue of how to keep graphic processes from bringing your application to a halt. You need to keep graphics on a separate thread or use the GPU to get the job done, or both. Although most of the book is concerned with the standard 2d graphics context, the final chapters explain the use of WebGL with Canvas as a general purpose rendering engine, including how to use it for 3D graphics and for fast 2D graphics. What you will learn: The canvas element and the fundamental ideas of a path and its stroke and fill properties Transformations - organizing and using unit shapes as the building blocks for complex graphics Working with text including typography and SVG Text Clipping, compositing and effects The Image object as a source of bitmaps Image loading and saving using async and await Sprite-based animation using web workers and Offscreencanvas Files blobs and the Fetch API Image processing, filters and convolution Using Canvas with WebGL for 3D graphics display Using WebGL to implements fast 2D graphics Ian Elliot is a core member of the I Programmer team where he writes on all aspects of web development. This is his fifth book on JavaScript. The others are Just JavaScript: An Idiomatic Approach; JavaScript Async: Events, Callbacks, Promises and Async Await, Just jQuery: The Core UI and Just jQuery: Events, Async & AJAX.




HTML5 Canvas


Book Description

Flash is fading fast as Canvas continues to climb. The second edition of this popular book gets you started with HTML5 Canvas by showing you how to build interactive multimedia applications. You’ll learn how to draw, render text, manipulate images, and create animation—all in the course of building an interactive web game throughout the book. Updated for the latest implementations of Canvas and related HTML5 technologies, this edition includes clear and reusable code examples to help you quickly pick up the basics—whether you currently use Flash, Silverlight, or just HTML and JavaScript. Discover why HTML5 is the future of innovative web development. Create and modify 2D drawings, text, and bitmap images Use algorithms for math-based movement and physics interactions Incorporate and manipulate video, and add audio Build a basic framework for creating a variety of games Use bitmaps and tile sheets to develop animated game graphics Go mobile: build web apps and then modify them for iOS devices Explore ways to use Canvas for 3D and multiplayer game applications




HTML5 Canvas


Book Description

HTML5 is revolutionizing the way Web applications are developed, and this practical, hands-on book puts developers right in the middle of the action. The book also includes tips for Flash developers on how to transfer their skills to HTML5 programming.




Supercharged JavaScript Graphics


Book Description

With HTML5 and improved web browser support, JavaScript has become the tool of choice for creating high-performance web graphics. This faced-paced book shows you how to use JavaScript, jQuery, DHTML, and HTML5's Canvas element to create rich web applications for computers and mobile devices. By following real-world examples, experienced web developers learn fun and useful approaches to arcade games, DHTML effects, business dashboards, and other applications. This book serves complex subjects in easily digestible pieces, and each topic acts as a foundation for the next. Tackle JavaScript optimization and understand how it impacts performance Create fast-moving graphics by combining old-school DHTML with jQuery Learn advanced UI techniques using the jQuery UI and Ext JS libraries Build games with collision detection, object handling, and JavaScript scrolling techniques Master HTML5 Canvas basics for drawings, fills, bitmaps, animation, and more Create applications for the small screen with jQuery Mobile and PhoneGap Use Google’s data visualization tools to create interactive dashboards




Core HTML5 Canvas


Book 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 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.




Supercharged JavaScript Graphics


Book Description

Thanks to improved Web browser support and the advent of HTML5, JavaScript now plays a major role in programming high-performance Web graphics. This hands-on book shows programmers how to create rich Web applications for big-screen computers and small-screen mobile devices.




HTML5 Canvas For Dummies


Book Description

Create eye-popping visuals on the fly with HTML5 Canvas Now part of the HTML5 standard tool, Canvas gives programmers the ability to add images, animation, and sound to mobile and regular websites on the fly, in JavaScript, without needing any third-party tool or player. This practical For Dummies book clearly shows you how to get the most out of Canvas. It presents information in a friendly, non-intimidating way and helps you get started with the Canvas tag, create 2D drawings and images, add video and audio, build a basic game framework, weave spellbinding animation, and more. If you want to learn how to use HTML5 Canvas, this easy-to-follow guide is just the ticket. Shows web programmers, developers, and designers at beginner and intermediate HTML5 and JavaScript levels how to use the powerful HTML5 Canvas tag Helps you design and add images, animation, sound, and more to mobile and regular websites, without using any third-party tools or players Covers 2D drawings, text, and bitmap images; video and audio; how to build a basic game framework on Canvas; adding animation; and more Includes a JavaScript crash course Get started using HTML5 Canvas right away with HTML5 Canvas For Dummies.




Canvas Pocket Reference


Book Description

The Canvas element is a revolutionary feature of HTML5 that enables powerful graphics for rich Internet applications, and this pocket reference provides the essentials you need to put this element to work. If you have working knowledge of JavaScript, this book will help you create detailed, interactive, and animated graphics -- from charts to animations to video games -- whether you're a web designer or a programmer interested in graphics. Canvas Pocket Reference provides both a tutorial that covers all of the element's features with plenty of examples and a definitive reference to each of the Canvas-related classes, methods, and properties. You'll learn how to: Draw lines, polygons, and curves Apply colors, gradients, patterns, and transparency Use transformations to smoothly rotate and resize drawings Work with text in a graphic environment Apply shadows to create a sense of depth Incorporate bitmapped images into vector graphics Perform image processing operations in JavaScript




Learning HTML5 Game Programming


Book Description

Presents practical instrucion and theory for using the features of HTML5 to create a online gaming applications.




Web Programming with HTML5, CSS, and JavaScript


Book Description

Web Programming with HTML5, CSS, and JavaScript is written for the undergraduate, client-side web programming course. It covers the three client-side technologies (HTML5, CSS, and JavaScript) in depth, with no dependence on server-side technologies.