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HTML5 Canvas [267]

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applied to shapes and paths drawn after the setTransform() or other transformation function is called

Lesson 2: We must “translate” the point of origin to the center of our shape to rotate it around its own center

Scale Transformations

Combining Scale and Rotation Transformations

Filling Objects with Colors and Gradients

Setting Basic Fill Colors

Filling Shapes with Gradients

Linear gradients

Linear horizontal gradients

Applying a horizontal gradient to a stroke

Applying a horizontal gradient to a complex shape

Vertical gradients

Diagonal gradients

Radial gradients

Filling Shapes with Patterns

Creating Shadows on Canvas Shapes

What’s Next

3. The HTML5 Canvas Text API

Displaying Basic Text

Basic Text Display

Handling Basic Text in Text Arranger

Communicating Between HTML Forms and the Canvas

Using measureText

Centering text using width

What about the height of the text?

fillText and strokeText

Setting the Text Font

Font Size, Face Weight, and Style Basics

Handling Font Size and Face in Text Arranger

Available font styles

Available font weights

Generic font faces

Font size and HTML5 range control

Creating the necessary variables in the canvasApp() function

Setting event handlers in canvasApp()

Defining event handler functions in canvasApp()

Setting the font in the drawScreen() function

Font Color

Handling font color with JSColor

Font Baseline and Alignment

Vertical alignment

Horizontal alignment

Handling text baseline and alignment

Text Arranger Version 2.0

Text and the Canvas Context

Global Alpha and Text

Handling globalAlpha transparencies

Global Shadows and Text

Handling global shadows

Text with Gradients and Patterns

Linear Gradients and Text

Radial Gradients and Text

Image Patterns and Text

Handling Gradients and Patterns in Text Arranger

Width, Height, Scale, and toDataURL() Revisited

Dynamically Resizing the Canvas

Dynamically resizing in Text Arranger

Dynamically Scaling the Canvas

The toDataURL() Method of the Canvas Object

Final Version of Text Arranger

What’s Next

4. Images on the Canvas

The Basic File Setup for This Chapter

Image Basics

Preloading Images

Displaying an Image on the Canvas with drawImage()

Resizing an Image Painted to the Canvas

Copying Part of an Image to the Canvas

Simple Cell-Based Sprite Animation

Creating an Animation Frame Counter

Creating a Timer Loop

Changing the Tile to Display

Advanced Cell-Based Animation

Examining the Tile Sheet

Creating an Animation Array

Choosing the Tile to Display

Looping Through the Tiles

Drawing the Tile

Moving the Image Across the Canvas

Applying Rotation Transformations to an Image

Canvas Transformation Basics

Step 1: Save the current context to the stack

Step 2: Reset the transformation matrix to identity

Step 3: Code the transform algorithm

Step 4: Draw the image

Animating a Transformed Image

Creating a Grid of Tiles

Defining a Tile Map

Creating a Tile Map with Tiled

Displaying the Map on the Canvas

Map height and width

Storing the map data

Displaying the map on the canvas

Zooming and Panning an Image

Creating a Window for the Image

Drawing the Image Window

Panning the Image

Zoom and Pan the Image

Application: Controlled Pan and Zoom

The zoom scale

Keyboard input

Pixel Manipulation

The Canvas Pixel Manipulation API

ImageData attributes

Getting image data

Putting image data

Application Tile Stamper

How ImageData.data is organized

A visual look at our basic application

Adding mouse events to the canvas

The highlightTile() function

Copying from One Canvas to Another

What’s Next

5. Math, Physics, and Animation

Moving

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