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Part I: JavaScript Animation Basics
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Part I: JavaScript Animation Basics
by Billy Lamberta
Foundation HTML5 Animation with JavaScript
Title
Dedication
Contents at a Glance
Contents
About the Author
About the Technical Reviewer
About the Cover Image Artist
Acknowledgments
Introduction
Part I: JavaScript Animation Basics
Chapter 1: Basic Animation Concepts
What is animation?
Frames and motion
Dynamic versus static animation
Summary
Chapter 2: Basics of JavaScript for Animation
Basic animation
An introduction to HTML5
Animating with code
JavaScript objects
User interaction
Summary
Chapter 3: Trigonometry for Animation
What is trigonometry?
Angles
Rotation
Waves
Circles and ellipses
Pythagorean Theorem
Important formulas in this chapter
Summary
Chapter 4: Trignometry for Animation
Colors on the canvas
The Drawing API
The canvas context
Removing the drawing with clearRect
Drawing paths with lineTo and moveTo
Creating shapes with fill
Loading and drawing images
Pixel manipulation
Important formulas in this chapter
Summary
Part II: Basic Motion
Chapter 5: Velocity and Acceleration
Velocity
Acceleration
Important formulas in this chapter
Summary
Chapter 6: Boundaries and Friction
Environmental boundaries
Friction
Important formulas in this chapter
Summary
Chapter 7: User Interaction: Moving Objects Around
Pressing and releasing an object
Dragging an object
Throwing
Summary
Part III: Advanced Motion
Chapter 8: Easing and Springing
Proportional Motion
Easing
Springing
Important formulas in this chapter
Summary
Chapter 9: Collision Detection
Collision detection methods
Geometric hit testing methods
Distance-based collision detection
Multiple-object collision detection strategies
Important formulas in this chapter
Summary
Chapter 10: Coordinate Rotation and Bouncing Off Angles
Simple coordinate rotation
Advanced coordinate rotation
Bouncing off an angle
Important formulas in this chapter
Summary
Chapter 11: Billiard Ball Physics
Mass
Momentum
Conservation of Momentum
Important Formulas in this Chapter
Summary
Chapter 12: Particle Attraction and Gravity
Particles
Gravity
Springs
Important formulas in this chapter
Summary
Chapter 13: Forward Kinematics: Making Things Walk
Introducing Forward and Inverse Kinematics
Getting Started Programming Forward Kinematics
Automating the Process
Making It Really Walk
Summary
Chapter 14: Inverse Kinematics: Dragging and Reaching
Reaching and Dragging Single Segments
Dragging Multiple Segments
Reaching with Multiple Segments
Using the Standard Inverse Kinematics Method
Important Formulas in This Chapter
Summary
Part IV: 3D Animation
Chapter 15: 3D Basics
The third dimension and perspective
Velocity and acceleration
Bouncing
Gravity
Wrapping
Easing and springing
Coordinate rotation
Collision detection
Important formulas in this chapter
Summary
Chapter 16: 3D Lines and Fills
Creating points and lines
Making shapes
Creating 3D fills
Modeling 3D solids
Moving 3D solids
Summary
Chapter 17: Backface Culling and 3D Lighting
Backface culling
Enhanced depth sorting
3D lighting
Summary
Part V: Additional Techniques
Chapter 18: Matrix Math
Matrix basics
Matrix operations
Canvas transforms
Summary
Chapter 19: Tips and Tricks
Brownian (random) motion
Random distribution
Timer- and time-based animation
Collisions between same-mass objects
Integrating sound
Summary
Appendix: Useful Formulas
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 8
Chapter 9
Chapter 11
Chapter 12
Chapter 14
Chapter 15
Index
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Introduction
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Chapter 1: Basic Animation Concepts
Part I
JavaScript Animation Basics
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