HTML5 Canvas [244]
baseline and alignment, Font Baseline and Alignment, Text Arranger Version 2.0, Vertical alignment, Horizontal alignment, Handling text baseline and alignment, Text Arranger Version 2.0
handling text baseline alignment, Handling text baseline and alignment, Text Arranger Version 2.0
horizontal alignment, Horizontal alignment
vertical alignment, Vertical alignment
color, Font Color, Font Color
context.font property, fillText and strokeText
context.font style, setting, Basic Text Display
handling font size and face in Text Arranger (example), Handling Font Size and Face in Text Arranger, Font Color
handling in Text Arranger 2.0 (example), Text Arranger Version 2.0, Text and the Canvas Context
size, face weight, and style basics, Font Size, Face Weight, and Style Basics
for:next loops, Using the currentTime Property to Create Video Events, Creating hit test point-style collision detection
using in video puzzle game, Creating hit test point-style collision detection
formats, HTML5 Video Support, Theora + Vorbis = .ogg, H.264 + $$$ = .mp4, VP8 + Vorbis = .webm, VP8 + Vorbis = .webm, Converting Video Formats, Audio Formats, Audacity, Example: Using All Three Formats, Finding the Supported Audio Format
audio, Audio Formats, Audacity, Example: Using All Three Formats, Finding the Supported Audio Format
converting, Audacity
finding supported format, Finding the Supported Audio Format
using .mp3, .ogg, and .wav formats, Example: Using All Three Formats
video, HTML5 Video Support, Theora + Vorbis = .ogg, H.264 + $$$ = .mp4, VP8 + Vorbis = .webm, VP8 + Vorbis = .webm, Converting Video Formats
.mp4 files, H.264 + $$$ = .mp4
.ogg files, Theora + Vorbis = .ogg
.webm, VP8 + Vorbis = .webm
converting, Converting Video Formats
web browsers’ support of, VP8 + Vorbis = .webm
forms, Exporting Canvas to an Image (see HTML forms)
fragment shaders, Shaders
frame counter, creating for animation, Creating an Animation Frame Counter
frame tick, Creating a Timer Loop
FrameRateCounter object prototype, The FrameRateCounter Object Prototype, Putting It All Together, Adding in a Step Timer, How the step timer works
adding step timer, Adding in a Step Timer, How the step timer works
frames per second (FPS), Set an interval to update the display, Game Timer Loop
frameworks, JavaScript, JavaScript Frameworks and Libraries
friction, Multiple Balls Bouncing with Friction, Curve and Circular Movement, Simple Gravity, Simple Elasticity, and Simple Friction, Easing
ball bouncing with applied gravity, elasticity, and friction, Simple Gravity, Simple Elasticity, and Simple Friction, Easing
multiple balls bouncing with, Multiple Balls Bouncing with Friction, Curve and Circular Movement
fromCharCode( ) method, String object, The eventKeyPressed() Function
functions, The Basic HTML Page, Encapsulating Your JavaScript Code for Canvas
encapsulating for Canvas applications, Encapsulating Your JavaScript Code for Canvas
placement on HTML page, The Basic HTML Page
G
GameManager API (ElectroServer), Zones, rooms, and games
games, Another Example: Guess The Letter, What’s Next, Creating a Grid of Tiles, Canvas Game Essentials, What’s Next, Why Games in HTML5?, Our Basic Game HTML5 File, Our Game’s Design, Game Graphics: Drawing with Paths, Animating on the Canvas, Using Paths to Draw the Game’s Main Character, Animating on the Canvas, The Player Ship State Changes, Game Timer Loop, The Player Ship State Changes, Applying Transformations to Game Graphics, The Canvas Stack, Game Graphic Transformations, Alpha Fading the Player Ship, 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, A Basic Game Framework, Putting It All Together, The Game State Machine, The Game State Machine, The Update/Render (Repeat) Cycle, The Update/Render (Repeat) Cycle, The FrameRateCounter Object Prototype, Putting It All Together,