Book Image

HTML5 Web Application Development By Example : Beginner's guide

By : Jody Gustafson
Book Image

HTML5 Web Application Development By Example : Beginner's guide

By: Jody Gustafson

Overview of this book

HTML5's new features have made it a real application development platform with widespread adoption throughout the industry for this purpose. Being able to create one application that can run on virtually any device from phone to desktop has made it the first choice among developers. Although JavaScript has been around for a while now, it wasn't until the introduction of HTML5 that we have been able to create dynamic, feature-rich applications rivaling those written for the desktop. HTML5 Web Application Development By Example will give you the knowledge you need to build rich, interactive web applications from the ground up, incorporating the most popular HTML5 and CSS3 features available right now. This book is full of tips, tools, and example applications that will get you started writing your own applications today. HTML5 Web Application Development By Example shows you how to write web applications using the most popular HTML5 and CSS3 features. This book is a practical, hands-on guide with numerous real-world and relevant examples. You will learn how to use local storage to save an application's state and incorporate CSS3 to make it look great. You will also learn how to use custom data attributes to implement data binding. We'll use the new Canvas API to create a drawing application, then use the Audio API to create a virtual piano, before turning it all into a game. The time to start using HTML5 is now. And HTML5 Web Application Development by Example will give you the tips and know-how to get started.
Table of Contents (18 chapters)
HTML5 Web Application Development By Example Beginner's guide
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Transformations


The Canvas API contains four methods for transforming how things are drawn on the canvas. They change the coordinate system of the canvas so that when you draw something, it draws at a different place than it normally would. Think of it as taking a piece of paper and moving it or rotating it before drawing on it.

  • translate(x, y): This translates anything drawn on the canvas by the values specified. The values can be any decimal number. Negative numbers translate up and to the left. Often you will use translate() to translate to the center of a shape before applying other transformations to it.

  • scale(x, y): This scales anything drawn to the canvas by the values specified. The parameters can be any positive decimal number. If you wanted everything to be drawn half size, you would use scale (0.5, 0.5). If you wanted to double the size, scale (2, 2).

  • rotate(angle): This rotates the canvas by an angle. The angle is specified in radians from 0 to 2π. Negative numbers will rotate...