Foundation HTML5 Animation with JavaScript
Tags
Summary
Editor's review
Who it's for
A good fit for
- 已有HTML、CSS和JavaScript基础,想进一步做canvas动画的前端开发者
- 从Flash或ActionScript转向HTML5的创意开发人员
- 做小游戏、交互页面、数据可视化动效,需要手写动画逻辑的工程师
- 对脚本动画背后的数学与物理(三角学、向量、运动学)感兴趣的在校学生
Not a good fit for
- 完全没有编程经验、需要从零学JavaScript的初学者
- 只想用CSS动画或现成框架快速实现页面效果、不想深究原理的人
- 寻找React/Vue等现代前端框架实战内容的读者
Reading tips
- 先读第2至4章,把动画循环、requestAnimationFrame和canvas绘图API跑通,再进入运动部分。
- 务必边读边敲代码:自己建一个HTML文件,把书中的示例改参数、换图形,观察运动变化。
- 第10至14章的旋转、碰撞与运动学难度较高,可配合草稿纸推导公式,或先跳到3D部分再回读。
- 把每章的物理模型整理成可复用的小函数库,作为日后做特效和小游戏的工具箱。
About the publisher
Posts & Telecom Press is known for its strengths in science and technology, computing, and information and communications titles, and has extended its publishing into photography, art, software learning, and inspirational growth, giving it a fairly diverse range. Its catalog includes computing and communications works such as Refactoring and Patterns (Revised Edition) and Huawei Switch Learning Guide (Second Edition), alongside bilingual collector's editions such as The Little Prince (Chinese-English-French illustrated collector's edition), The Great Gatsby, and Three Days to See. Beijing Ten Years: 1980-1990 and Ghost Blade: WLOP Personal Illustration Collection reflect its presence in photography and art. Its authors include Antoine de Saint-Exupéry, Helen Keller, Joshua Kerievsky, Wang Da, Zhang Zhaozeng, and WLOP.
Contents
- Part One JavaScript Animation Basics
- Chapter 1 Basic Concepts of Animation
- Chapter 2 JavaScript Basics for Animation: HTML5 and canvas support, the animation loop, requestAnimationFrame, JavaScript objects, user interaction (mouse, touch, keyboard)
- Chapter 3 Trigonometry for Animation: radians and degrees, the canvas coordinate system, trigonometric functions, rotation, waves, circles and ellipses, the Pythagorean theorem
- Chapter 4 Rendering Techniques: canvas colors and transparency, the drawing API, paths and curves, gradient fills, loading images and video, manipulating pixels
- Part Two Basic Motion
- Chapter 5 Velocity Vectors and Acceleration
- Chapter 6 Boundaries and Friction
- Chapter 7 User Interaction: Moving Objects
- Part Three Advanced Motion
- Chapter 8 Easing and Bouncing
- Chapter 9 Collision Detection
- Chapter 10 Coordinate Rotation and Bouncing off Inclined Surfaces
- Chapter 11 Billiard Physics
- Chapter 12 Particles and Gravity
- Chapter 13 Forward Kinematics: Making Things Walk
- Chapter 14 Inverse Kinematics: Dragging and Reaching
- Part Four 3D Animation
- Chapter 15 3D Basics
- Chapter 16 3D Lines and Fills
- Chapter 17 Backface Culling and 3D Lighting
- Chapter 18 Matrix Math
- Part Five Other Techniques
- Chapter 19 Tips and Tricks
FAQ
这本书需要什么基础?
这本书用的是WebGL还是canvas?
中文版和原版内容一致吗?
现在读还不过时吗?
适合当作游戏开发入门书吗?
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