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دسته بندی: برنامه نویسی: زبان های برنامه نویسی ویرایش: 1 نویسندگان: David Geary سری: Core Series ISBN (شابک) : 0132761610, 9780132761611 ناشر: Prentice Hall سال نشر: 2012 تعداد صفحات: 0 زبان: English فرمت فایل : EPUB (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 108 مگابایت
در صورت تبدیل فایل کتاب Core HTML5 Canvas: Graphics, Animation, and Game Development به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب Core HTML5 هسته: گرافیک ، انیمیشن و توسعه بازی نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Contents Preface Acknowledgments About the Author Chapter 1: Essentials 1.1 The canvas Element 1.1.1 Canvas Element Size vs. Drawing Surface Size 1.1.2 The Canvas API 1.2 Canvas Contexts 1.2.1 The 2d Context 1.2.2 Saving and Restoring Canvas State 1.3 Canonical Examples in This Book 1.4 Getting Started 1.4.1 Specifications 1.4.2 Browsers 1.4.3 Consoles and Debuggers 1.4.4 Performance 1.5 Fundamental Drawing Operations 1.6 Event Handling 1.6.1 Mouse Events 1.6.2 Keyboard Events 1.6.3 Touch Events 1.7 Saving and Restoring the Drawing Surface 1.8 Using HTML Elements in a Canvas 1.8.1 Invisible HTML Elements 1.9 Printing a Canvas 1.10 Offscreen Canvases 1.11 A Brief Math Primer 1.11.1 Solving Algebraic Equations 1.11.2 Trigonometry 1.11.3 Vectors 1.11.4 Deriving Equations from Units of Measure 1.12 Conclusion Chapter 2: Drawing 2.1 The Coordinate System 2.2 The Drawing Model 2.3 Drawing Rectangles 2.4 Colors and Transparency 2.5 Gradients and Patterns 2.5.1 Gradients 2.5.2 Patterns 2.6 Shadows 2.6.1 Inset Shadows 2.7 Paths, Stroking, and Filling 2.7.1 Paths and Subpaths 2.7.2 Cutouts 2.8 Lines 2.8.1 Lines and Pixel Boundaries 2.8.2 Drawing a Grid 2.8.3 Drawing Axes 2.8.4 Rubberband Lines 2.8.5 Drawing Dashed Lines 2.8.6 Drawing Dashed Lines by Extending CanvasRenderingContext2D 2.8.7 Line Caps and Joins 2.9 Arcs and Circles 2.9.1 The arc() Method 2.9.2 Rubberband Circles 2.9.3 The arcTo() Method 2.9.4 Dials and Gauges 2.10 Bézier Curves 2.10.1 Quadratic Curves 2.10.2 Cubic Curves 2.11 Polygons 2.11.1 Polygon Objects 2.12 Advanced Path Manipulation 2.12.1 Dragging Polygons 2.12.2 Editing Bézier Curves 2.12.3 Scrolling Paths into View 2.13 Transformations 2.13.1 Translating, Scaling, and Rotating 2.13.2 Custom Transformations 2.14 Compositing 2.14.1 The Compositing Controversy 2.15 The Clipping Region 2.15.1 Erasing with the Clipping Region 2.15.2 Telescoping with the Clipping Region 2.16 Conclusion Chapter 3: Text 3.1 Stroking and Filling Text 3.2 Setting Font Properties 3.3 Positioning Text 3.3.1 Horizontal and Vertical Positioning 3.3.2 Centering Text 3.3.3 Measuring Text 3.3.4 Labeling Axes 3.3.5 Labeling Dials 3.3.6 Drawing Text around an Arc 3.4 Implementing Text Controls 3.4.1 A Text Cursor 3.4.2 Editing a Line of Text in a Canvas 3.4.3 Paragraphs 3.5 Conclusion Chapter 4: Images and Video 4.1 Drawing Images 4.1.1 Drawing an Image into a Canvas 4.1.2 The drawImage() Method 4.2 Scaling Images 4.2.1 Drawing Images outside Canvas Boundaries 4.3 Drawing a Canvas into a Canvas 4.4 Offscreen Canvases 4.5 Manipulating Images 4.5.1 Accessing Image Data 4.5.2 Modifying Image Data 4.6 Clipping Images 4.7 Animating Images 4.7.1 Animating with an Offscreen Canvas 4.8 Security 4.9 Performance 4.9.1 drawImage(HTMLImage) vs. drawImage(HTMLCanvas) vs. putImageData() 4.9.2 Drawing a Canvas vs. Drawing an Image, into a Canvas; Scaled vs. Unscaled 4.9.3 Looping over Image Data 4.10 A Magnifying Glass 4.10.1 Using an Offscreen Canvas 4.10.2 Accepting Dropped Images from the File System 4.11 Video Processing 4.11.1 Video Formats 4.11.2 Playing Video in a Canvas 4.11.3 Processing Videos 4.12 Conclusion Chapter 5: Animation 5.1 The Animation Loop 5.1.1 The requestAnimationFrame() Method: Letting the Browser Set the Frame Rate 5.1.2 Internet Explorer 5.1.3 A Portable Animation Loop 5.2 Calculating Frame Rates 5.3 Scheduling Tasks at Alternate Frame Rates 5.4 Restoring the Background 5.4.1 Clipping 5.4.2 Blitting 5.5 Double Buffering 5.6 Time-Based Motion 5.7 Scrolling the Background 5.8 Parallax 5.9 User Gestures 5.10 Timed Animations 5.10.1 Stopwatches 5.10.2 Animation Timers 5.11 Animation Best Practices 5.12 Conclusion Chapter 6: Sprites 6.1 Sprites Overview 6.2 Painters 6.2.1 Stroke and Fill Painters 6.2.2 Image Painters 6.2.3 Sprite Sheet Painters 6.3 Sprite Behaviors 6.3.1 Combining Behaviors 6.3.2 Timed Behaviors 6.4 Sprite Animators 6.5 A Sprite-Based Animation Loop 6.6 Conclusion Chapter 7: Physics 7.1 Gravity 7.1.1 Falling 7.1.2 Projectile Trajectories 7.1.3 Pendulums 7.2 Warping Time 7.3 Time-Warp Functions 7.4 Warping Motion 7.4.1 Linear Motion: No Acceleration 7.4.2 Ease In: Gradually Accelerate 7.4.3 Ease Out: Gradually Decelerate 7.4.4 Ease In, Then Ease Out 7.4.5 Elasticity and Bouncing 7.5 Warping Animation 7.6 Conclusion Chapter 8: Collision Detection 8.1 Bounding Areas 8.1.1 Rectangular Bounding Areas 8.1.2 Circular Bounding Areas 8.2 Bouncing Off Walls 8.3 Ray Casting 8.3.1 Fine-Tuning 8.4 The Separating Axis Theorem (SAT) and Minimum Translation Vector (MTV) 8.4.1 Detecting Collisions with the SAT 8.4.2 Reacting to Collisions with the Minimum Translation Vector 8.5 Conclusion Chapter 9: Game Development 9.1 A Game Engine 9.1.1 The Game Loop 9.1.2 Loading Images 9.1.3 Multitrack Sound 9.1.4 Keyboard Events 9.1.5 High Scores 9.1.6 The Game Engine Listing 9.2 The Ungame 9.2.1 The Ungame’s HTML 9.2.2 The Ungame’s Game Loop 9.2.3 Loading the Ungame 9.2.4 Pausing 9.2.5 Key Listeners 9.2.6 Game Over and High Scores 9.3 A Pinball Game 9.3.1 The Game Loop 9.3.2 The Ball 9.3.3 Gravity and Friction 9.3.4 Flipper Motion 9.3.5 Handling Keyboard Events 9.3.6 Collision Detection 9.4 Conclusion Chapter 10: Custom Controls 10.1 Rounded Rectangles 10.2 Progress Bars 10.3 Sliders 10.4 An Image Panner 10.5 Conclusion Chapter 11: Mobile 11.1 The Mobile Viewport 11.1.1 The viewport Metatag 11.2 Media Queries 11.2.1 Media Queries and CSS 11.2.2 Reacting to Media Changes with JavaScript 11.3 Touch Events 11.3.1 Touch Event Objects 11.3.2 Touch Lists 11.3.3 Touch Objects 11.3.4 Supporting Both Touch and Mouse Events 11.3.5 Pinch and Zoom 11.4 iOS5 11.4.1 Application Icons and Startup Images 11.4.2 Media Queries for iOS5 Application Icons and Startup Images 11.4.3 Fullscreen with No Browser Chrome 11.4.4 Application Status Bar 11.5 A Virtual Keyboard 11.5.1 A Canvas-Based Keyboard Implementation 11.6 Conclusion Index A B C D E F G H I J K L M N O P Q R S T U V W X Y Z