Core HTML5 Canvas : graphics, animation, and game development / David Geary.

Por: Geary, David MTipo de material: TextoTextoDetalles de publicación: Upper Saddle River, N.J. : Prentice Hall, c2012. Descripción: xxv, 723 p. : col. ill. ; 24 cmISBN: 9780132761611Tema(s): Core | HTML (Lenguaje de marcas) | Juegos de ordenador -- Programación | Animación por ordenador
Contenidos incompletos:
Preface xv Acknowledgments xxiii About the Author xxv Chapter 1: Essentials 1 1.1 The canvas Element 1 1.2 Canvas Contexts 8 1.3 Canonical Examples in This Book 12 1.4 Getting Started 14 1.5 Fundamental Drawing Operations 22 1.6 Event Handling 26 1.7 Saving and Restoring the Drawing Surface 33 1.8 Using HTML Elements in a Canvas 36 1.9 Printing a Canvas 46 1.10 Offscreen Canvases 51 1.11 A Brief Math Primer 53 1.12 Conclusion 64 Chapter 2: Drawing 65 2.1 The Coordinate System 67 2.2 The Drawing Model 68 2.3 Drawing Rectangles 70 2.4 Colors and Transparency 72 2.5 Gradients and Patterns 76 2.6 Shadows 83 2.7 Paths, Stroking, and Filling 88 2.8 Lines 103 2.9 Arcs and Circles 124 2.10 Bezier Curves 137 2.11 Polygons 144 2.12 Advanced Path Manipulation 150 2.13 Transformations 170 2.14 Compositing 181 2.15 The Clipping Region 187 2.16 Conclusion 198 Chapter 3: Text 201 3.1 Stroking and Filling Text 202 3.2 Setting Font Properties 207 3.3 Positioning Text 210 3.4 Implementing Text Controls 225 3.5 Conclusion 252 Chapter 4: Images and Video 253 4.1 Drawing Images 254 4.2 Scaling Images 259 4.3 Drawing a Canvas into a Canvas 266 4.4 Offscreen Canvases 270 4.5 Manipulating Images 274 4.6 Clipping Images 302 4.7 Animating Images 306 4.8 Security 312 4.9 Performance 313 4.10 A Magnifying Glass 321 4.11 Video Processing 328 4.12 Conclusion 337 Chapter 5: Animation 339 5.1 The Animation Loop 340 5.2 Calculating Frame Rates 358 5.3 Scheduling Tasks at Alternate Frame Rates 359 5.4 Restoring the Background 360 5.5 Double Buffering 364 5.6 Time-Based Motion 367 5.7 Scrolling the Background 370 5.8 Parallax 377 5.9 User Gestures 383 5.10 Timed Animations 385 5.11 Animation Best Practices 390 5.12 Conclusion 391 Chapter 6: Sprites 393 6.1 Sprites Overview 394 6.2 Painters 398 6.3 Sprite Behaviors 411 6.4 Sprite Animators 417 6.5 A Sprite-Based Animation Loop 424 6.6 Conclusion 425 Chapter 7: Physics 427 7.1 Gravity 428 7.2 Warping Time 450 7.3 Time-Warp Functions 456 7.4 Warping Motion 458 7.5 Warping Animation 473 7.6 Conclusion 482 Chapter 8: Collision Detection 483 8.1 Bounding Areas 483 8.2 Bouncing Off Walls 488 8.3 Ray Casting 490 8.4 The Separating Axis Theorem (SAT) and Minimum Translation Vector (MTV) 495 8.5 Conclusion 541 Chapter 9: Game Development 543 9.1 A Game Engine 544 9.2 The Ungame 572 9.3 A Pinball Game 589 9.4 Conclusion 614 Chapter 10: Custom Controls 615 10.1 Rounded Rectangles 617 10.2 Progress Bars 625 10.3 Sliders 631 10.4 An Image Panner 643 10.5 Conclusion 655 Chapter 11: Mobile 657 11.1 The Mobile Viewport 659 11.2 Media Queries 666 11.3 Touch Events 671 11.4 iOS5 677 11.5 A Virtual Keyboard 682 11.6 Conclusion 701 Index 703
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Includes index.

Preface xv Acknowledgments xxiii About the Author xxv Chapter 1: Essentials 1 1.1 The canvas Element 1 1.2 Canvas Contexts 8 1.3 Canonical Examples in This Book 12 1.4 Getting Started 14 1.5 Fundamental Drawing Operations 22 1.6 Event Handling 26 1.7 Saving and Restoring the Drawing Surface 33 1.8 Using HTML Elements in a Canvas 36 1.9 Printing a Canvas 46 1.10 Offscreen Canvases 51 1.11 A Brief Math Primer 53 1.12 Conclusion 64 Chapter 2: Drawing 65 2.1 The Coordinate System 67 2.2 The Drawing Model 68 2.3 Drawing Rectangles 70 2.4 Colors and Transparency 72 2.5 Gradients and Patterns 76 2.6 Shadows 83 2.7 Paths, Stroking, and Filling 88 2.8 Lines 103 2.9 Arcs and Circles 124 2.10 Bezier Curves 137 2.11 Polygons 144 2.12 Advanced Path Manipulation 150 2.13 Transformations 170 2.14 Compositing 181 2.15 The Clipping Region 187 2.16 Conclusion 198 Chapter 3: Text 201 3.1 Stroking and Filling Text 202 3.2 Setting Font Properties 207 3.3 Positioning Text 210 3.4 Implementing Text Controls 225 3.5 Conclusion 252 Chapter 4: Images and Video 253 4.1 Drawing Images 254 4.2 Scaling Images 259 4.3 Drawing a Canvas into a Canvas 266 4.4 Offscreen Canvases 270 4.5 Manipulating Images 274 4.6 Clipping Images 302 4.7 Animating Images 306 4.8 Security 312 4.9 Performance 313 4.10 A Magnifying Glass 321 4.11 Video Processing 328 4.12 Conclusion 337 Chapter 5: Animation 339 5.1 The Animation Loop 340 5.2 Calculating Frame Rates 358 5.3 Scheduling Tasks at Alternate Frame Rates 359 5.4 Restoring the Background 360 5.5 Double Buffering 364 5.6 Time-Based Motion 367 5.7 Scrolling the Background 370 5.8 Parallax 377 5.9 User Gestures 383 5.10 Timed Animations 385 5.11 Animation Best Practices 390 5.12 Conclusion 391 Chapter 6: Sprites 393 6.1 Sprites Overview 394 6.2 Painters 398 6.3 Sprite Behaviors 411 6.4 Sprite Animators 417 6.5 A Sprite-Based Animation Loop 424 6.6 Conclusion 425 Chapter 7: Physics 427 7.1 Gravity 428 7.2 Warping Time 450 7.3 Time-Warp Functions 456 7.4 Warping Motion 458 7.5 Warping Animation 473 7.6 Conclusion 482 Chapter 8: Collision Detection 483 8.1 Bounding Areas 483 8.2 Bouncing Off Walls 488 8.3 Ray Casting 490 8.4 The Separating Axis Theorem (SAT) and Minimum Translation Vector (MTV) 495 8.5 Conclusion 541 Chapter 9: Game Development 543 9.1 A Game Engine 544 9.2 The Ungame 572 9.3 A Pinball Game 589 9.4 Conclusion 614 Chapter 10: Custom Controls 615 10.1 Rounded Rectangles 617 10.2 Progress Bars 625 10.3 Sliders 631 10.4 An Image Panner 643 10.5 Conclusion 655 Chapter 11: Mobile 657 11.1 The Mobile Viewport 659 11.2 Media Queries 666 11.3 Touch Events 671 11.4 iOS5 677 11.5 A Virtual Keyboard 682 11.6 Conclusion 701 Index 703

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