As I mentioned I used to write Flash games, and when HTML5 canvas showed up I figured it supported enough functionality to bang out some basic games.  My worry was that I’d have to buy several books to make it happen.  One that covered HTML5 in general to get the foundational bits, then another for canvas since it’s so deep, then yet another for the necessary A/V accompaniment (playing sounds, videos, etc.).<br/><br/>

Luckily the folks at O’Reilly took pity on us Flash game devs and assembled a single book that covers it all, so I thought I’d point others towards it in the name of economy (of both dollars and shelf space).  It’s called <em>HTML5 Canvas</em> but its subtitle is <em>Native Interactivity and Animation for the Web</em>, which is more accurate.  While the book obviously covers Canvas in great depth (vectors, pixels, transform matrices, it’s all in there) it also covers things like which audio codecs are supported and how to pre-load and loop videos.<br/><br/>

And just in case there was any doubt about its focus as a game dev manual, there are not only chapters devoted to game-specific topics (collision detection, A*, etc.), but actual game dev tutorial chapters that take you through the process of building a game.<br/><br/>

<a href='http://www.amazon.com/HTML5-Canvas-Steve-Fulton/dp/1449334989/ref=sr_1_1?ie=UTF8&qid=1408410431&sr=8-1&keywords=html5+canvas'><em>HTML5 Canvas</em> by Steve Fulton & Jeff Fulton</a>