Book Image

HTML5 Canvas Cookbook

By : Eric Rowell
Book Image

HTML5 Canvas Cookbook

By: Eric Rowell

Overview of this book

The HTML5 canvas is revolutionizing graphics and visualizations on the Web. Powered by JavaScript, the HTML5 Canvas API enables web developers to create visualizations and animations right in the browser without Flash. Although the HTML5 Canvas is quickly becoming the standard for online graphics and interactivity, many developers fail to exercise all of the features that this powerful technology has to offer.The HTML5 Canvas Cookbook begins by covering the basics of the HTML5 Canvas API and then progresses by providing advanced techniques for handling features not directly supported by the API such as animation and canvas interactivity. It winds up by providing detailed templates for a few of the most common HTML5 canvas applications—data visualization, game development, and 3D modeling. It will acquaint you with interesting topics such as fractals, animation, physics, color models, and matrix mathematics. By the end of this book, you will have a solid understanding of the HTML5 Canvas API and a toolbox of techniques for creating any type of HTML5 Canvas application, limited only by the extent of your imagination.
Table of Contents (19 chapters)
HTML5 Canvas Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Canvas Security
Index

Graphing equations


In this recipe, we'll create a configurable Graph class that draws the x and y axis with tick marks and values, and then we'll construct a method called drawEquation() that allows us to graph f(x) functions. We'll instantiate a Graph object and then draw a sine wave, a parabolic equation, and a linear equation.

How to do it...

Follow these steps to create a Graph class that can draw an x and y axis with values, and also graph multiple f(x) equations:

  1. Define the constructor for the Graph class that draws the x and y axis:

    function Graph(config){
        // user defined properties
        this.canvas = document.getElementById(config.canvasId);
        this.minX = config.minX;
        this.minY = config.minY;
        this.maxX = config.maxX;
        this.maxY = config.maxY;
        this.unitsPerTick = config.unitsPerTick;
        // constants
        this.axisColor = "#aaa";
        this.font = "8pt Calibri";
        this.tickSize = 20;
        
        // relationships
        this.context = this.canvas.getContext("2d");
        this...