Archives for posts with tag: javascript

In this post we will create a simple pie chart that is easy to feed data to.

This example is coded for readability and not for optimized operation. All you need is a text editor like notepad and an HTML5 friendly browser (I’m using Firefox 3.6).

Full post here  …

DEMO Here’s our finished canvas with full source code.

The reasons why you would want to layer multiple canvases on top of each other are many but they all have a common root. There is a requirement in the W3C definition of the 2d context…

There is only one CanvasRenderingContext2D object per canvas, so calling the getContext() method with the 2d argument a second time must return the same object.
http://dev.w3.org/html5/2dcontext/#conformance-requirements

Having just one 2d context means that you have to keep track of everything on the context even if you only want to change part of the canvas.

Full post here…

In this example we will look at slicing images with the drawImage() method of a 2d canvas context. We’ll use two images that are larger than the canvas to create a parallax scrolling effect that is common in 2d games and also another image as a spritemap consisting of three sprites to show how to slice out and draw individual sprites.

I made this example as simple as possible to keep from cluttering up the key concepts of slicing and drawing pieces of images on the canvas. It only moves in one direction by pressing the right arrow key on your keyboard.

Full post here…

This is post 3 of a multipart series of posts. All of the code to try this example for yourself is included here but much of it is explained in the previous posts. The first and second parts can be found here.
Graphing Data in the HTML5 Canvas Element Part I

Graphing Data in the HTML5 Canvas Element Part II

In this post we will create bars on the graph by drawing rectangles whose size and position are based on the data that we are graphing. We will also increase the size of our graph area so our bars aren’t all scrunched together.

This will allow us to go from this

To this

Full post here…

One of the best ways to learn how to program in any language is to make a game and then change the code to create different variations on the game. I learned C++ long ago by creating an elevator simulation game (thanks Tom Swan). It’s fun and it is the closest you can come to ‘instant gratification’ in programming.

Let’s make a maze game in an HTML5 canvas. In this post Moving Shapes on the HTML5 Canvas With the Keyboard we learned to use keyboard input to move a shape around the canvas. All we need to do to make our game is

1. Add an image of the maze to the canvas.

2. Add collision detection code so we know if our shape hits a border in the maze.

Full post here…

We’ll take a look at using input from the mouse. With a few simple calculations, you can drag and drop shapes on the canvas with your mouse.
Full post here …

This is post 2 of a multipart series of posts. The first part can be found here…
http://html5.litten.com/graphing-data-in-the-html5-canvas-element-part-i/

In this post we will do the following.

  • Move the graph to the center of a larger canvas
  • Add a meaningful background
  • Add labels to the x and y axes

This will allow us to go from this

To this

See the full post here…