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HTML5 Canvas [229]

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”, Adding the Gesture Functions to index.html, Adding the Gesture Functions to index.html

adding gesture to BS Bingo game (example), Adding in an iPhone “Gesture”, Adding the Gesture Functions to index.html

addColorStop( ) method, CanvasGradient objects, Linear Gradients and Text

addEventListener( ) method, window objects, HTML5 Canvas “Hello World!”, The initGame() Function

alignment, text, The drawScreen() Function, Centering text using width, What about the height of the text?, Font Baseline and Alignment, Text Arranger Version 2.0, Vertical alignment, Horizontal alignment, Handling text baseline and alignment, Text Arranger Version 2.0

centering text with TextMetrics, width property, Centering text using width

handling in Text Arranger (example), Handling text baseline and alignment, Text Arranger Version 2.0

horizontal, Horizontal alignment

setting vertical alignment with textBaseline property, The drawScreen() Function

vertical, Vertical alignment

vertically centering text on canvas, What about the height of the text?

alpha values, Compositing on the Canvas, Setting Basic Fill Colors, Global Alpha and Text, How ImageData.data is organized, Using the context.globalAlpha attribute

alpha fading player ship (game example), Using the context.globalAlpha attribute

globalAlpha property, Compositing on the Canvas, Global Alpha and Text

using with text, Global Alpha and Text

manipulating via pixel color values, How ImageData.data is organized

rgba colors, Setting Basic Fill Colors

angle of incidence, Bouncing Off Walls

angle of reflection, Bouncing Off Walls

angles, context.arc(), Rotation and Translation Transformations, Moving on a Vector

defined in radians for drawing arcs, context.arc()

direction of movement on a vector, Moving on a Vector

measurement in radians, Rotation and Translation Transformations

animations, Simple Cell-Based Sprite Animation, Changing the Tile to Display, Advanced Cell-Based Animation, Moving the Image Across the Canvas, Animating a Transformed Image, Animating a Transformed Image, Animating a Transformed Image, Displaying the map on the canvas, Math, Physics, and Animation, Moving on a Vector, Moving Between Two Points: The Distance of a Line, Moving on a Vector, Bouncing Off Walls, Bouncing Off Walls, Curve and Circular Movement, Bouncing a Single Ball, Multiple Balls Bouncing Off Walls, Multiple Balls Bouncing Off Walls, Multiple Balls Bouncing with a Dynamically Resized Canvas, Multiple Balls Bouncing with a Dynamically Resized Canvas, Multiple Balls Bouncing and Colliding, Multiple Balls Bouncing and Colliding, Multiple Balls Bouncing with Friction, Multiple Balls Bouncing with Friction, Curve and Circular Movement, Curve and Circular Movement, Simple Gravity, Elasticity, and Friction, Uniform Circular Motion, Moving in a Simple Spiral, Moving in a Simple Spiral, Cubic Bezier Curve Movement, Cubic Bezier Curve Movement, Moving an Image, Moving an Image, Creating a Cubic Bezier Curve Loop, Creating a Cubic Bezier Curve Loop, Simple Gravity, Elasticity, and Friction, Simple Gravity, Elasticity, and Friction, Simple Gravity with a Bounce, Simple Gravity with a Bounce, Gravity with Bounce and Applied Simple Elasticity, Gravity with Bounce and Applied Simple Elasticity, Simple Gravity, Simple Elasticity, and Simple Friction, Simple Gravity, Simple Elasticity, and Simple Friction, Easing, Easing, Easing In (Taking Off), Easing Out (Landing the Ship), Easing In (Taking Off), Easing In (Taking Off), Easing In (Taking Off), Animation Revisited: Moving Videos, Animation Revisited: Moving Videos, Canvas Compared to Flash, Animating on the Canvas, The Player Ship State Changes, Game Timer Loop, The Player Ship State Changes, Game Object Physics and Animation, A Basic Game Framework, How Our Player Ship Will Move, Controlling the Player Ship with the Keyboard, Controlling the Player Ship with the Keyboard, Evaluating key presses, Giving the Player Ship a Maximum Velocity, The Update/Render (Repeat) Cycle, The Update/Render (Repeat) Cycle, Adding in a Step Timer, How the step timer

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