In this project, we're going to put together a game called Cave Runner. Okay, it won't win any prizes based on the originality of the game (or the title), nor will it win Best Game of the Year. But it's amusing, and has a lot of potential to expand in various ways, and so serves as a good base, especially for the quick and diverting category that many games try to fit into.
To accomplish this, we're going to be relying heavily upon the HTML5 Canvas, which is quite literally the only way we're going to achieve anything even approaching 60 fps (the target for most games). Even so, only recent and powerful devices are going to meet this target, and so we also will need to sludge around in the mathematics around how to create a game that isn't reliant upon its frame rate. If the game's timing relied solely on the frame rate, 30 fps would feel as if we're sludging through mud, that is, the game would feel like it was progressing in slow motion. Instead, we have...