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One of the features of HTML5 that developers are most excited about is the Canvas element. The Canvas element essentials provides a bitmap canvas for dynamically rendering shapes and bitmap graphics. It is very similar to the Flash Player’s Bitmap and BitmapData classes. However, working with the Canvas element can be difficult, especially if you need to manage, update and or / animate multiple shapes and bitmaps. Unlike the Flash Player, the Canvas element does not have a concept of a display list or individual items to render. Instead, it provides a single Canvas on which to draw, and it is up to the developer to determine what needs to be rendered and when.
If you have happen to have been watching my Flickr feed for the past week or two, you have probably noticed that I have been playing around with creating some graphics using Canvas and EaselJS . What started as a simple EaselJS experiment, quickly morphed into an excuse to build a mini app / example and play around with some of the new HTML5 and CSS3 features. The example I created (named PixelFlow) is a simple example / app that allows you to choose an image, and then create some designs using the colors from the image. The core drawing functionality is built about the HTML5 canvas element and the EaselJS library . It also leverages CSS3 transitions and transformation for animating the UI elements (loading and unloading). You can play around with the example yourself at: mikechambers.com/html5/easeljs/PixelFlow/
As I posted the other day , I have been spending some time playing around with dynamic drawing with the HTML5 Canvas element and EaselJS . I have put together quite a few examples and experiments and will be posting them (along with what I learned from them) over the next couple of weeks. The first example I want to share is a simple one which I call “follow”. It basically uses EaselJS to create a snake like shape that follows you mouse. Here is a screen shot of a graphic I created with it: