Foundation HTML5 Canvas: For Games and Entertainment

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Edition 1st edition. Application software -- Design. Computer games -- Computer software. Application software -- Development.

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Notes Includes bibliographical references and index. Also available in print. Electronic reproduction.

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Details if other :. Thanks for telling us about the problem. Return to Book Page. It allows you to draw directly within the browser without the need for third-party plugins like Adobe Flash, and so canvas works perfectly across desktop and mobile devices, like the iPhone and Android. You are then offered a quick guide to JavaScript programming to get you up to speed.

Next up you'll receive a thorough introduction to the canvas element, which teaches you how to draw objects within the browser with great ease. Once the basics are covered you'll move on to the more advanced features of canvas, including image and video manipulation. You'll also learn how to create realistic animations with the help of some basic physics. Foundation HTML5 Canvas then teaches you how to create two thrilling space-based games using all the skills you've learned so far.

You'll find plenty of code examples and illustrations designed to help you understand even the most complex of topics. HTML5 is already here for you, and this book will provide you with all the information you need to enjoy the show. Get A Copy. Paperback , pages. Published April 12th by Apress first published January 31st Moving to the right will increase the x value, and moving downwards will increase the y value. Understanding how the coordinate system works is integral if you want to have things draw in the right place. A single unit in the coordinate system is usually equivalent to 1 pixel on the screen, so the position 24, 30 would be 24 pixels right and 30 pixels down.

There are some occasions where a unit in the coordinate system might equal 2 pixels, like with high definition displays, but the general rule of thumb is that 1 coordinate unit equals 1 screen pixel. Place the following inside of the jQuery statement, just like we did with the previous JavaScript examples:.

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  5. Now we have a variable that contains the 2d rendering context we can start to draw stuff. Exciting times! Add the following line after declaring the context variable:. There are four arguments needed to create a rectangle. The first two are the x, y coordinate values for the origin of the square its top left corner , and the final two are the width and height of the rectangle. The width of a rectangle is drawn to the right of the x, y position, and the height of the rectangle is drawn downwards from the x, y position. The fillRect method could be rewritten like this to visualise the arguments:.

    For the sake of clarity, change the width value of our square to , save the file, and refresh the page. And to draw the rectangle in a different position? Yup, just change the x, y position values. For example, an x position of and a y position of Only shapes drawn with an origin point, or some part of the shape inside of the canvas element will be visible to you. Alongside fillRect is the strokeRect method, the evil twin.

    HTML5 Game Engines

    Whereas fillRect draws a rectangle and fills it with a color in our case black , the strokeRect method draws a rectangle and strokes it. Now this is fun and all, but how about we try something a little more adventurous, like a full-blown line? Why not. Lines are created a little differently to shapes. Following this is a call to lineTo with the x, y of the destination of our line, with a call to closePath to finish drawing the path. Finally, a call to stroke will make the line visible by drawing its outline. By putting this all together you come with something like this:. How about drawing circles?

    However, knowing this goes some way to explaining why creating a circle in canvas is very different to creating a rectangle. What there is is a method for drawing arcs, which is all a circle really is—an arc joined at both ends. The juicy part is the second line, which does everything necessary to draw a circle. It may look a bit complicated, so let me break it down for you.

    There are six arguments used in the creation of an arc; the x, y coordinate values for the origin of the arc the centre of the circle in our case , the radius of the arc, the start angle, the end angle, and finally a boolean value that draws the arc anti-clockwise if true, or clockwise if false. The arc method could be rewritten in a more readable way like so:. The start angle and end angle arguments are seemingly simple, but they deserve some explaining to properly understand how they work. In short, an arc in canvas is defined as a curved path that starts at a distance from the x, y origin equal to the radius, and is at the angle defined by the start angle.

    The path ends at the end angle one radius away from the x, y origin. People much cleverer than me have worked out how to convert from degrees to radians and they have come up with the following formula written in JavaScript for our purposes :. So now you know how angles work in canvas.

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    You can see now that the start angle is 0, the beginning of our arc, and the end angle is Math. Note: To get access to the value of pi in JavaScript you use the Math object, which is a special object that allows you to do all sorts of cool math-based stuff. A circle, hooray!

    Now, what would the end angle be if you wanted to draw half a circle instead? Check the image above if you want.

    Intro to Game Development with JavaScript - Full Tutorial