Ebook HTML5 Canvas, by Steve Fulton, Jeff Fulton
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HTML5 Canvas, by Steve Fulton, Jeff Fulton
Ebook HTML5 Canvas, by Steve Fulton, Jeff Fulton
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Flash is fading fast as Canvas continues to climb. The second edition of this popular book gets you started with HTML5 Canvas by showing you how to build interactive multimedia applications. You’ll learn how to draw, render text, manipulate images, and create animation—all in the course of building an interactive web game throughout the book.
Updated for the latest implementations of Canvas and related HTML5 technologies, this edition includes clear and reusable code examples to help you quickly pick up the basics—whether you currently use Flash, Silverlight, or just HTML and JavaScript. Discover why HTML5 is the future of innovative web development.
- Create and modify 2D drawings, text, and bitmap images
- Use algorithms for math-based movement and physics interactions
- Incorporate and manipulate video, and add audio
- Build a basic framework for creating a variety of games
- Use bitmaps and tile sheets to develop animated game graphics
- Go mobile: build web apps and then modify them for iOS devices
- Explore ways to use Canvas for 3D and multiplayer game applications
- Sales Rank: #123208 in Books
- Brand: Brand: O'Reilly Media
- Published on: 2013-05-03
- Released on: 2013-04-30
- Original language: English
- Number of items: 1
- Dimensions: 9.19" h x 1.50" w x 7.00" l, 2.59 pounds
- Binding: Paperback
- 750 pages
- Used Book in Good Condition
About the Author
Steve Fulton is an author, speaker, and game development professional. He works at Mattel Toys as Sr. Manager Of Software Development for the Digital Play division.
Jeff is an R.I.A. web and mobile game/application developer who has been cultivating an audience for news, stories, blogs, and tutorials about Flash, Corona, and now the HTML5 Canvas at his own website (http://www.8bitrocket.com) for the past five and a half years. Jeff is currently the Chief Technology Officer at Producto Studios (Productostudios.com) and can easily be found on Twitter daily using the handle @8bitrocket.
Jeff previously worked as a web development manager at Mattel Toys for 14 years, helping to create Mattel’s extensive online presence.
Most helpful customer reviews
14 of 14 people found the following review helpful.
The best HTML5 Canvas Book!
By Financial Reader
I've read the Core HTML5 Canvas book, the For Dummies HTML5 Canvas book as well as the Canvas spec. This is by-far the best book. The book is very comprehensive and offers good examples. It also takes the time to do the JavaScript right. The book is well organized by topic and does not throw me around like the Core book. It is very in depth unlike the For Dummies book. And it has examples and explanations unlike the official spec.
This is one of the few books that will live on my desk!
5 of 6 people found the following review helpful.
Fantastic
By Kody A Crouch
Summary
The authors want to present a strong introduction to the HTML5 canvas as well as providing advice, examples, and guided tours through the deeper levels of the canvas. The book is focussed on games because, well, that's why most people want to use canvas! Even so, there is a some very focused material on video/audio/image integration which will also be great for designers.
Reactions
Fantastic job! To be honest, I hate javascript. I chose this book mostly out of curiousity. But the book is great. From start to finish, there is very little space that is not used wisely. Tons of examples, from simple standard introductions to highly instructive, complex HTML5 games. It's also an excellent tool for becoming a better game developer or programmer in general.
Conclusions
If you already know Javascript or jQuery and are interested in games or html5 apps with canvas content, this an excellent book for that.
6 of 8 people found the following review helpful.
More about gaming, not as much about the canvas specifics.
By T. Bowers
Maybe it's me, but I didn't get as much out of this book as I expected. I think I read the first 3 chapters and found some helpful information there, but after that the book quickly launched into gaming aspects and I quit reading. Given the content of the book it should have been titled 'Canvas Gaming' or something like that. It's fine that the book is about gaming, but it was so much about gaming it didn't delve into a lot of the aspects about canvas. For example, aspects like mouse coordinates and canvas position, like relative, absolute, static, etc. I had to look aspects like that, and more, on the internet. I expected those aspects to be covered in the book. The book covered canvas basics, then quickly progressed to complex canvas aspects. It went from foundational things straight into gaming. I hoped it would have contained all the intermediate aspects too. Not everyone wants to develop a game. I don't. I need to develop a canvas for the development of image maps and signature capture. Knowing what I now know about the book I would not have purchased it. I don't think I should buy a book on canvas and then need to search the internet for answers to a bunch of canvas aspects not covered. I wanted a book to avoid that. Looking some uncommon aspects up is expected, but not the majority of those I need. And, maybe some of the aspects I need are HTML5 aspects, but they directly affect the use of canvas and need to be coded up to us canvas correctly and fully, so I expect them to be covered. Again, maybe it's just me, but that's my opinion. So, I gave the book 3 stars for - It's Okay.
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