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Integrate proofreading for Chapter 16
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16_canvas.txt

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@@ -26,7 +26,7 @@ arbitrary points, are extremely awkward to do with regular
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((HTML)) elements.
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(((SVG)))(((img (HTML tag))))There are two alternatives. The first is DOM-based
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but utilizes Scalable Vector Graphics (SVG), rather than HTML
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but utilizes _Scalable Vector Graphics (SVG)_, rather than HTML
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elements. Think of SVG as a dialect for describing
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((document))s that focuses on ((shape))s rather than text. You can embed an SVG
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document in an HTML document, or you can include it
@@ -114,7 +114,7 @@ three-dimensional graphics through the OpenGL interface.
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WebGL. We stick to two dimensions. But if you are interested in
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three-dimensional graphics, I do encourage you to look into WebGL. It
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provides a very direct interface to modern graphics hardware and thus
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allows you to render even complicated scenes efficiently—from
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allows you to render even complicated scenes efficiently, using
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JavaScript.
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(((getContext method)))(((canvas,context)))A ((context)) is created
@@ -145,7 +145,7 @@ endif::book_target[]
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(((SVG)))(((coordinates)))Just like in ((HTML)) (and SVG), the
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coordinate system that the canvas uses puts (0,0) at the top-left
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corner, and the positive y-((axis)) goes down from there. So, (10,10)
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corner, and the positive y-((axis)) goes down from there. So (10,10)
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is 10 pixels below and to the right of the top-left corner.
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[[fill_stroke]]
@@ -157,12 +157,12 @@ or it can be _stroked_, which means a ((line)) is drawn along its edge. The
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same terminology is used by SVG.
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(((fillRect method)))(((strokeRect method)))The `fillRect` method fills
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a ((rectangle)). It takes first the x and y ((coordinates)) of the
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a ((rectangle)). It takes first the x- and y-((coordinates)) of the
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rectangle's top-left corner, then its width, and then its height. A
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similar method, `strokeRect`, draws the ((outline)) of a rectangle.
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(((property)))(((state)))Neither method takes any further parameters.
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The color of the fill, thickness of the stroke, and so on, are not
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The color of the fill, thickness of the stroke, and so on are not
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determined by an argument to the method (as you might justly expect)
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but rather by properties of the context object.
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@@ -199,7 +199,7 @@ endif::book_target[]
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(((default value)))(((canvas,size)))When no `width` or `height`
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attribute is specified, as in the previous example, a canvas element
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gets a default width of 300 and height of 150 pixels.
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gets a default width of 300 pixels and height of 150 pixels.
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== Paths ==
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@@ -317,7 +317,7 @@ endif::book_target[]
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(((stroke method)))We draw a ((quadratic curve)) from the left to the
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right, with (60,10) as control point, and then draw two ((line))
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segments, going through that control point and back to the start of
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segments going through that control point and back to the start of
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the line. The result somewhat resembles a _((Star Trek))_ insignia. You
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can see the effect of the control point: the lines leaving the lower
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corners start off in the direction of the control point and then
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ifdef::book_target[]
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This produces two rounded corners with different radiuses.
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This produces two rounded corners with different radii.
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image::img/canvas_arc.png[alt="Two arcs with different radii",width="2.3cm"]
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@@ -888,7 +888,7 @@ CanvasDisplay.prototype.clear = function() {
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(((CanvasDisplay type)))The `animationTime` counter is the reason we
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passed the step size to `drawFrame` in
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link:15_game.html#domdisplay[Chapter 15], even though `DOMDisplay`
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does not use it. Our new `drawFrame` function uses it to track time
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does not use it. Our new `drawFrame` function uses the counter to track time
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so that it can switch between ((animation)) ((frame))s based on the
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current time.
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@@ -948,8 +948,8 @@ CanvasDisplay.prototype.updateViewport = function() {
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(((boundary)))(((Math.max function)))(((Math.min function)))(((clipping)))The calls
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to `Math.max` and `Math.min` ensure that the viewport does
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not end up showing space outside of the level. `Math.max(x, 0)` has
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the effect of ensuring the resulting number is not less than zero.
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not end up showing space outside of the level. `Math.max(x, 0)`
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ensures that the resulting number is not less than zero.
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`Math.min`, similarly, ensures a value stays below a given bound.
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When ((clearing)) the display, we'll use a slightly different
@@ -1030,7 +1030,7 @@ serious problem. Since we keep updating the screen, the correct scene
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will appear as soon as the loading finishes.
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(((player character)))(((animation)))(((drawing)))The ((walking))
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character we used before will be used to represent the player. The
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character shown earlier will be used to represent the player. The
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code that draws it needs to pick the right ((sprite)) and direction
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based on the player's current motion. The first eight sprites contain a
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walking animation. When the player is moving along a floor, we cycle

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