Foundation HTML5 Animation with JavaScript is a fantastic resource for all web developers working in HTML5 or switching over from Flash to create standards compliant new-technology games, applications, and animations that will work across all modern browsers and most mobile devices, including iPhones, iPads, and Android devices.
At the beginning of the book, you will build the Doodle.js JavaScript library, which reworks the majority of the ActionScript graphics routines into JavaScript. Once this library is in place, it becomes a simple matter create the amazing animation and physics-based code originally created by Keith Peters in his hugely successful Foundation ActionScript Animation book.
The book provides information on all the relevant trigonometry you will need, before moving on to physics concepts such as acceleration, velocity, easing, springs, collision detection, conservation of momentum, 3D, and forward and inverse kinematics. In no time at all, you'll both understand the concepts behind scripted animation and have the ability to create all manner of exciting animations and games.
Contents
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Part One: Animation Basics
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Chapter 1: Basic Animation Concepts
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Chapter 2: Basics of ActionScript 3.0 for Animation
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Chapter 3: Trigonometry for Animation
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Chapter 4: Rendering Techniques
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Part Two: Basic Motion
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Chapter 5: Velocity and Acceleration
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Chapter 6: Boundaries and Friction
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Chapter 7: User Interaction: Moving Objects Around
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Part Three: Advanced Motion
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Chapter 8: Easing and Springing
- Simple Easing 1
- Simple Easing 2
- When to Stop Easing
- A Moving Target
- Springing in One Dimension
- Springing in One Dimension with Friction
- Springing in Two Dimensions
- Springing to a Moving Target
- Show the Spring
- Chaining Springs
- Chaining Springs - multiple
- Springing to Multiple Targets
- Offsetting the Target
- Attaching Multiple Objects with Springs - Double
- Attaching Multiple Objects with Springs - Triple
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Chapter 9: Collision Detection
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Chapter 10: Coordinate Rotation and Bouncing Off Angles
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Chapter 11: Billiard Ball Physics
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Chapter 12: Particle Attraction and Gravity
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Chapter 13: Forward Kinematics: Making Things Walk
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Chapter 14: Inverse Kinematics: Dragging and Reaching
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Part Four: 3D Animation
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Chapter 15: 3D Basics
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Chapter 16: 3D Lines and Fills
- Creating Points and Lines
- Creating Points and Lines - Point3D
- Making Shapes - Spinning Square
- Making Shapes - Spinning Letter E
- Creating 3D Fills
- Using Triangles
- Modeling a Spinning Cube
- Modeling Other Shapes - Pyramid
- Modeling Other Shapes - Extruded Letter A
- Modeling Other Shapes - Cylinder
- Moving 3D Solids - Orbit Screen Center
- Moving 3D Solids - Orbit Model Center
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Chapter 17: Backface Culling and 3D Lighting
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Part Five: Additional Techniques
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Chapter 18: Matrix Math
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Chapter 19: Tips and Tricks
- Brownian (Random) Motion
- Brownian (Random) Motion - Draw
- Square Distribution
- Square Distribution - Compact
- Circular Distribution
- Circular Distribution - Even Throughout Circle
- Biased Distribution
- Biased Distribution - Multiple Iterations
- Biased Distribution - X and Y Axis
- Timer-Based Animation - Basic Timer
- Timer-Based Animation
- Time-Based Animation - Frame Independent
- Time-Based Animation - With Gravity
- Collisions Between Same-Mass Objects
- Integrating Sound
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