Graphics for Simple 2D JS Game [closed] - javascript

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I want to make a Angry Birds kind of game in JavaScript.
Flat 2D soft egde game with no abstract user input or no complex animations.
The idea with this game is to learn to make games in JS, so i can make my own non rip-off game.
The question is wich graphics should I use for most efficiency?
DOM
SVG
Canvas
Ect.
I know games should be made in JS because of inefficiency, but thats is'nt my question - my question is what is the most efficient way in JS.
Thanks for your help :)

I would use Canvas / WebGL with a library or framework to help. There is PhaserJS https://phaser.io for making games - this is built on PixiJS http://www.pixijs.com for more general interactive works. There is ZIM http://zimjs.com which adds many conveniences, components and controls and sits on top of CreateJS at http://createjs.com. These types of frameworks are how most people are making games on the Canvas.

You should use canvas. It gives better performance than the rest.

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I'm looking for Scene or Board maker
Like Papayoot site to manage a state of room behind the IM environment
Currently when I'm playing with Whatsapp and need to extend it for any scene, I totally find my self blocked by app limitations.
After a deep searching over the net I found a nice app that can give me a added value content
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In any case On-Boardy by Papayoot should extend their service to web!
Looking into On-Boardy app by Papayoot and i think it relevant only for mobile/tablet devices.
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Ps
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Best Java Script Plugin for Image compression with many browsers support [closed]

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Can someone suggest a best Java Script Plugin for Image compression with many browsers support?
I searched and find many and not sure about the drawbacks and advantages of using it.
If someone already uses it, please suggest.
Thanks.
Write you own code with HTML5 Canvas, file and Blob Url.
All this code will take half of screen). If you working with very large images, e.g. 6000x9000 for better quality you should use this lib
https://github.com/nodeca/pica instead of canvas.
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How to add charts to a React.js app without using a totally different coding style? [closed]

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Is there a charting library that jives with how React.js asks you to do things? It seems like the chart should be a component.
D3.js seems to be the most powerful charting library out there, but it requires a lot of direct DOM work, which is the exact opposite of React.
Would there be a way to get those two libraries to play nice with each other? If not, is there an alternative to D3 that does work well with React?
Checkout high charts react library. https://github.com/kirjs/react-highcharts
From personal experience, I have found that by far the best way to render charts in RN is via a WebView. I worked on a cross-platform solution for messaging between RN and the WebView: https://github.com/jjshammas/react-native-webview-bridge
Alternatively, you may want to look into ReactART, which is unfortunately generally undocumented when it comes to using it in ReactNative. It does have a very strong relationship with RN, though it does not have all of the functionality of traditional vector rendering libraries. Take a look: http://browniefed.com/blog/2015/10/14/react-native-morphing-svg-paths-with-react-art/

API for navigating a custom spatial graphic? [closed]

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Assuming I have location-based 3D graphics (a 3D map) with matched X/Y/Z coordinates. Is there a Web API or library that allows me to build a navigation (rotating, zooming, etc.) application on top of these graphics?
I looked into the Google Earth API, and they indeed provide me with the exact functionality I need. The only drawback is that I cannot replace their graphics with mine. Instead of having an Earth, I want to have a relatively small, but well-detailed, 3D area.
I prefer a solution that uses open Web technologies such as WebGL, and require no-plugins. But I'd love to hear any solutions you might know of.
Not really. There is not a general application need for "Google Earth but not Earth" -- that's more a specific need relating to particular games.
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Javascript image manipulation library that does not depend on Canvas [closed]

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Is there any image manipulation library in Javascript that does not depend on canvas so it can be used in a webworker?
I'm looking for operations over raster images such as scaling, rotating and cropping.
jimp. written for node, ported to browser. https://github.com/oliver-moran/jimp/tree/master/packages/jimp/browser
If i'm not wrong Raphaël.js uses canvas too.
Sorry but there is no such library working independent of browser's canvas. Javascript itself can not manipulate images.
If you need to manipulate images in the client you will have to use js+canvas or flash(it has his own draw api). If not possible ... move your manipulation logic to the server.
Try Raphaël http://raphaeljs.com/
It works with both SVG and VML so it supports a broad range of browsers.

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