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

Creating a View class


In this recipe, we'll create the View class, which is the simplest of the three MVC classes. The View class is responsible for drawing state screen images and also renders each animation frame by calling the draw() method for the level, each of the bad guys, the hero, and the health bar. In addition, the View class also renders a handy FPS display in the top-right cornerof the screen so we can see how well the game is performing.

How to do it...

Follow these steps to create the view for Canvas Hero:

  1. Define the View constructor:

    /*
     * Game view
     * 
     * The view has access to the canvas context
     * and is responsible for the drawing logic
     */
    function View(controller){
        this.controller = controller;
        this.canvas = controller.anim.getCanvas();
        this.context = controller.anim.getContext();
    }
  2. Define the drawScreen() method which draws the loading, ready, game over, or win state screen:

    View.prototype.drawScreen = function(screenImg){
        this.context.drawImage(screenImg...