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HTML5 Canvas [1]

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The first four chapters walk you through the HTML Canvas API by example. The topics covered include text, images, and drawing. These chapters contain a few finished apps, but mainly consist of demos designed to show you the facets of the Canvas API. The following six chapters build upon the Canvas API by expanding the scope of the examples to application length. In these chapters, we discuss math and physics applications, video, audio, games, and mobile. The final chapter introduces a couple experimental areas: 3D and multiplayer.

What you won’t get in this book is a simple rundown and retelling of the published W3C Canvas API. While we cover portions of the API in detail, some of it is not applicable to games. Furthermore, you can just read the documentation here:

http://dev.w3.org/html5/2dcontext

Our goal is to feature the ways Canvas can be used to create animation, games, and entertainment applications for the Web.

Conventions Used in This Book

The following typographical conventions are used in this book:

Plain text

Indicates menu titles, menu options, menu buttons, and keyboard accelerators (such as Alt and Ctrl).

Italic

Indicates new terms, URLs, email addresses, filenames, file extensions, pathnames, directories, and Unix utilities.

Constant width

Indicates commands, options, switches, variables, attributes, keys, functions, types, classes, namespaces, methods, modules, properties, parameters, values, objects, events, event handlers, XML tags, HTML tags, macros, the contents of files, or the output from commands.

Constant width bold

Shows commands or other text that should be typed literally by the user.

Constant width italic

Shows text that should be replaced with user-supplied values.

NOTE

This icon signifies a tip, suggestion, or general note.

WARNING

This icon indicates a warning or caution.

Using Code Examples

This book is here to help you get your job done. In general, you may use the code in this book in your programs and documentation. You do not need to contact us for permission unless you’re reproducing a significant portion of the code. For example, writing a program that uses several chunks of code from this book does not require permission. Selling or distributing a CD-ROM of examples from O’Reilly books does require permission. Answering a question by citing this book and quoting example code does not require permission. Incorporating a significant amount of example code from this book into your product’s documentation does require permission.

We appreciate, but do not require, attribution. An attribution usually includes the title, author, publisher, and ISBN. For example: “HTML5 Canvas by Steve Fulton and Jeff Fulton (O’Reilly). Copyright 2011 8bitrocket Studios, 978-1-4493-9390-8.”

If you feel your use of code examples falls outside fair use or the permission given above, feel free to contact us at permissions@oreilly.com.

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We have a web page for this book, where we list errata, examples, and any additional information. You can access this page at:

http://www.oreilly.com/catalog/9781449393908

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