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Download Canvas Pocket Reference: Scripted Graphics for HTML5 by David Flanagan PDF

By David Flanagan

The Canvas point is a progressive characteristic of HTML5 that allows strong photographs for wealthy web purposes, and this pocket reference presents the necessities you must placed this aspect to paintings. in case you have operating wisdom of JavaScript, this publication can assist you create certain, interactive, and lively photos -- from charts to animations to games -- even if you are a net clothier or a programmer drawn to graphics.

Canvas Pocket Reference presents either an academic that covers the entire element's gains with lots of examples and a definitive connection with all the Canvas-related periods, equipment, and properties.

You'll learn the way to:

  • Draw traces, polygons, and curves
  • Apply shades, gradients, styles, and transparency
  • Use differences to easily rotate and resize drawings
  • Work with textual content in a photograph environment
  • Apply shadows to create a feeling of depth
  • Incorporate bitmapped photos into vector graphics
  • Perform picture processing operations in JavaScript

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Canvas Pocket Reference: Scripted Graphics for HTML5

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Additional resources for Canvas Pocket Reference: Scripted Graphics for HTML5

Example text

Shadows Four graphics attribute properties of the CanvasRenderingContext2D object control the drawing of drop shadows. If you set these properties appropriately, any line, area, text, or image you draw will be given a drop shadow, which will make it appear as if it is floating above the canvas surface. Figure 1-11 shows shadows beneath a filled rectangle, a stroked rectangle, and filled text.  Automatically generated shadows The shadowColor property specifies the color of the shadow. The default is fully transparent black, and shadows will never appear unless you set this property to a translucent or opaque color.

The dimensions of a canvas are so fundamental that they cannot be altered without completely resetting the canvas. Setting either the width or height properties of a canvas (even setting them to their current value) clears the canvas, erases the current path, and resets all graphics attributes (including current transformation and clipping region) to their original state. Despite this fundamental importance, canvas dimensions do not necessarily match either the onscreen size of the canvas or the number of pixels that make up the canvas drawing surface.

If you could do this, then you could define different attributes on each context: each context would then be like a different brush and would paint with a different color, or draw lines of different widths. Unfortunately, you cannot use the canvas in this way. Each tag has only a single context object, and every call to getContext() returns the same CanvasRenderingContext2D object. Although the Canvas API only allows you to define a single set of graphics attributes at a time, it does allow you to save the current graphics state so that you can alter it and then easily restore it later.

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