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Foundation HTML5 Animation with JavaScript [Kindle Edition]

Keith Peters , Billy Lamberta
5.0 out of 5 stars  See all reviews (2 customer reviews)

Print List Price: £31.50
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Book Description

Foundation HTML5 Animation with JavaScript covers everything that you need to know to create dynamic scripted animation using the HTML5 canvas. It provides information on all the relevant math you'll need, before moving on to physics concepts like acceleration, velocity, easing, springs, collision detection, conservation of momentum, 3D, and forward and inverse kinematics. 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 games, applications, and animations that will work across all modern browsers and most mobile devices, including iPhones, iPads, and Android devices. 

You will learn how to utilize the amazing animation and physics-based code originally created by author Keith Peters in his hugely successful Foundation ActionScript Animation in all of your HTML5 applications. In no time at all, you'll understand the concepts behind scripted animation and also have the ability to create all manner of exciting animations and games.

What you’ll learn

  • All the JavaScript and HTML5 code (including math and trigonometry functions) you'll need to start animating with code
  • Basic motion principles like velocity, acceleration, friction, easing, and bouncing
  • How to handle user interactions via the keyboard, mouse, and touchscreen 
  • Advanced motion techniques like springs, coordinate rotation, conservation of momentum, and forward and inverse kinematics
  • All the basic 3D concepts you'll need for 3D in HTML5 (without WebGL)—from simple perspective to full 3D solids, complete with backface culling and dynamic lighting

Who this book is for

This book is a fantastic resource for all web developers working in HTML5 or switching over from Flash to create standards-compliant games, applications, and animations that will work across all modern browsers and most mobile devices, including iPhones, iPads, and Android devices.

Table of Contents

  1. Basic Animation Concepts
  2. Basics of JavaScript for Animation
  3. HTML5 and Canvas graphics
  4. Trigonometry for Animation
  5. Velocity and Acceleration
  6. Boundaries and Friction
  7. User Interaction: Moving Objects Around
  8. Easing and Springing
  9. Collision Detection
  10. Coordination Rotation and Bouncing Off Angles
  11. Billiard Ball Physics
  12. Particle Attraction and Gravity
  13. Forward Kinematics: Making Things Walk
  14. Inverse Kinematics: Dragging and Reaching
  15. 3D Basics
  16. 3D Lines and Fills
  17. Backface Culling and 3D Lighting
  18. Matrix Math
  19. Tips and Tricks


Product Description

About the Author

Billy Lamberta is a programmer and multimedia experimenter. After working as a television news photojournalist in his hometown of Richmond, Virginia, he turned his attention to web development and interactive programming using Flash and JavaScript. Billy is interested in the convergence of visual mediums for the purpose of storytelling, and the promise of the open web for distribution. He lives in Buffalo, New York where he watches a lot of hockey.

Product details

  • Format: Kindle Edition
  • File Size: 3543 KB
  • Print Length: 502 pages
  • Page Numbers Source ISBN: 1430236655
  • Publisher: friendsofED; 1 edition (30 Nov. 2011)
  • Sold by: Amazon Media EU S.à r.l.
  • Language: English
  • ISBN-10: 1430236663
  • ISBN-13: 978-1430236665
  • ASIN: B006JPPK9Q
  • Text-to-Speech: Enabled
  • X-Ray:
  • Word Wise: Not Enabled
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: #526,034 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Most Helpful Customer Reviews
5.0 out of 5 stars Simplicity itself 16 July 2013
Format:Paperback|Verified Purchase
This is an awesome book. I sat in Maths lessons at school and the teacher talked about trigonometry but it made no sense at all. This book teaches it, and other things, in a very easy to understand, and even better, a way to actually use it. Really well thought out and well written.
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Format:Kindle Edition|Verified Purchase
Very clear, excellent examples. Makes a tricky subject look really easy. Well done. What more can I say. 5 stars.
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Amazon.com: 0.0 out of 5 stars  0 reviews
16 of 16 people found the following review helpful
5.0 out of 5 stars Just fantastic - everything I had hoped for and more! 6 April 2012
By baquila - Published on Amazon.com
Format:Kindle Edition|Verified Purchase
It's impossible to overstate how incredible this book is. A bit about me and why this book has been so perfect for me:

I have a mathematics background up to University Sophomore Level Calculus. I have 3.5 years behind me as a full-time web developer working from home, and a lifetime as a computer hobbyist. I'm 40 years old. I have been curious for some time now about the prospects of someday working my way into the more advanced fields of code writing - including computer simulations with real-world physics, virtual reality, augmented reality, and gaming. I drove big rigs for 15 years and started to fiddle a bit with the idea of building a trucking simulator as a learning tool. After making some quick educated guesses about the mathematics behind the movement of the vehicle and having surprisingly good luck with the basic animations (straight DOM and javascript stuff - no canvas or flash), I decided I wanted to dive in completely to learn the animation and mathematics behind real-world simulations and see how far I could take it.

Foundation HTML5 Animation with JavaScript seemed the best option, and wow did I strike gold! I had no experience with the canvas element, and no experience with computer animations or applying mathematics to computer simulations. I decided Javascript was my preferred language for this foray. Within the first 30% of this book, you're going to be shocked at what you can do. You'll be able to create graphics that react to real-world forces like gravity, friction, and acceleration. You'll be able to calculate linear and angular velocities, distance between points, and add/remove/modify entire forces of nature with fewer than 5 lines of code more times than not. You'll be able to draw and fill all manner of shapes, textures, and colors including gradients and various opacities. And a ton more - and you're only 30% of the way through! It just gets better and better and better.

The author (Billy Lamberta) has the most pleasant teaching style imaginable. Not once did I think a new concept was taught out of order. Not once did I feel that a lesson wasn't covered well enough for implementing it in the succeeding lessons. The book is so well written that to me it almost felt like floating down a quiet stream in the summertime - you barely notice the movement, but suddenly you look up and you're 10 miles downstream building all manner of real-world physics models and animations.

My favorite thing about this book is that the author teaches the underlying mathematics and drawing principles in such a way that they'll apply to any drawing platform out there. He specifically uses the canvas API for this book, but once you know how to do the mathematics, you can apply it to any platform. Another thing I loved was that Billy always shows you the easy way and the more advanced way of doing something when there's different ways of implementing it. For instance, you can do the more advanced (and processor-intensive) calculations to determine the real-world forces of friction, or you can simply multiply the current velocity by say .9 and it has the exact same effect. Your choice. If you have the processing power and need the simulation to be true-to-life, you know how. If you're looking for a more frugal use of resources and it needs to simply appear life-like, you also know how.

The fact that he teaches the fundamentals of the underlying mathematics and drawing principles means that the information will never become out of date by a platform change or underlying technology change.

Who this book is for: If you're looking to get into the gaming arena, real-world physics simulators, virtual reality, augmented reality, graphic design, or related technologies and you want a solid understanding of the underlying mathematics and drawing principles which can then be applied to any platform, this is the book for you. You need a pretty solid (intermediate) background in Javascript - enough to understand the basic principles of functions, methods, objects, looping, and array manipulation. And although the math isn't super intensive, it's enough that you had better love math. A solid background in Trigonometry and/or Calculus will help tremendously, but you can learn to apply the mathematics if you're determined enough. If you don't learn the underlying concepts, you'll never be able to apply them to your own simulations and graphics. I know my background in Mathematics and Javascript has helped me learn this stuff far more quickly than I would have otherwise, and it has definitely helped me use these principles in a creative context.

Who should avoid this book: People looking for the "quick and easy" method of building simple animations or games. If you love to use software that does the job for you and boasts features like "Learn to build games without having to write code" - this book is absolutely not for you - run away - run far, far away. I personally love to learn things from the bottom up. I want the nitty-gritty details and deep understanding of the underlying concepts so that I can apply them to my own unique projects. Memorizing a few formulas or using "quick and dirty" software will never allow you to truly build the amazing, unique graphics or physics simulations that you are imagining. The more unique and challenging your projects, the deeper your understanding needs to be of the fundamentals. The mathematics and drawing principles covered in this book surely will allow you to be as creative as you're capable of being, without pigeon-holing you into a certain platform or method of doing things.

Truly fantastic!
9 of 9 people found the following review helpful
5.0 out of 5 stars Bring your own 'minus' symbols 17 Jan. 2013
By Peter H - Published on Amazon.com
Format:Paperback
I am a developer of Web based training and I've decided that I'd better get smart on HTML5 and everything I can do with all the new features. Flash is great but I can't use it on the iOS devices so time to expand the toolkit. I've fallen in love with the canvas tag. I have spent the past week working through this book page by page and example by example... typing everything rather than just running the code examples. I learn better that way. I highly recommend this book! It has been 35 years since I had to even spell sine or cosine yet this book makes perfect sense and has really opened my eyes to what is possible. Look around on the web for other canvas examples and you'll realize the power of HTML5 and the canvas tag.

One warning... bring your own bag of 'minus' signs. Whoever printed this book, obviously didn't like the minus sign and I've quickly learned that when I see example code formatted like this: "var x1 = ball.x line.x;" with a big gap where you'd think there should be something... there should be a minus sign!! Now that I've learned this trick, the book has been very instructionally helpful to my goal of mastering the canvas tag.
3 of 3 people found the following review helpful
5.0 out of 5 stars Incredibly well written a MUST own 8 Feb. 2012
By P. Stema - Published on Amazon.com
Format:Paperback|Verified Purchase
This is my favorite Javascript animation book

The book basically explains HTML5 Canvas with Javascript! Very hot topics ideed!
This is by far the best book for leaning how to program realistic physics-based motion. It's amazing how it breaks down all the fundamental concepts of movement into easy bits of math! Mr Lamberta also explains concepts such as gravity, collision detection, matrices, even 3D!!! There are examples of how to code for each concept and clear explanations on how they work (physics). There is even some touch based code so you can apply the examples to devices other than the desktop I keep my copy of this book as close as possible and constantly refer to it!!!!!!!

Highly recommended, Highly recommended especially if you are interested in programing HTML5 games
4 of 5 people found the following review helpful
5.0 out of 5 stars MUST OWN for any HTML5 game developer 2 Mar. 2012
By Amazon Customer - Published on Amazon.com
Format:Paperback|Verified Purchase
This is a phenomenal book on computer animation theory and techniques in JavaScript, which is a "literary port" of the book _Foundation ActionScript 3.0: Making Things Move_ by Keith Peters ([...] I'm very fond of the book's coding convention - pure JavaScript (no third-party libraries), independent examples, and really fun exercises.

The book covers the necessary trigonometry and physics theory and math formulas needed for proper kinematics, and has a healthy treatment of 3D graphics. Considering how complex the material can get, the book's voice stays friendly and uses a comfortable pace.

This is a really well done tech book.
5.0 out of 5 stars Well written; just enough background to be useful without tedium; fun and interesting sample programs 25 April 2013
By David M. Kroenke - Published on Amazon.com
Format:Paperback|Verified Purchase
One of the best programming books I've read in a long time. Writing is clear, straightforward, and interesting. Explains just enough background of JavaScript to get started, then has some interesting, but simple, animation examples. Presents basic math, primarily trigonometry, needed for animation. Shows how that math applies and then continues on with a brief discussion of hex arithmetic, color rendition techniques, and then applies them to animation. All clear as a bell and fun to read.

Books constantly strikes a perfect balance between background concepts and applications.

For some reason, we don't learn until well into the book that all of the code examples are available on the publisher's web site. Maybe in a future edition or printing the publisher could add that fact on the cover or end sheets.

Probably not for a beginning programmer, or for someone who is math phobic, but for someone who has done some programming, somewhere along the line, and who can remember smatterings of high school algebra, I don't think you can do better. Also not as useful for the JavaScript expert, unless that person needs to bone up on animation math.

I'm voting with my feet; I never write reviews, but I believe this book deserves everyone of the 5 stars I gave it.
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