Book Image

Learn HTML5 by Creating Fun Games

By : Rodrigo Silveira
Book Image

Learn HTML5 by Creating Fun Games

By: Rodrigo Silveira

Overview of this book

HTML is fast, secure, responsive, interactive, and stunningly beautiful. It lets you target the largest number of devices and browsers with the least amount of effort. Working with the latest technologies is always fun and with a rapidly growing mobile market, it is a new and exciting place to be."Learn HTML5 by Creating Fun Games" takes you through the journey of learning HTML5 right from setting up the environment to creating fully-functional games. It will help you explore the basics while you work through the whole book with the completion of each game."Learn HTML5 by Creating Fun Games" takes a very friendly approach to teaching fun, silly games for the purpose of giving you a thorough grounding in HTML5. The book has only as much theory as it has to, often in tip boxes, with most of the information explaining how to create HTML5 canvas games. You will be assisted with lots of simple steps with screenshots building towards silly but addictive games.The book introduces you to HTML5 by helping you understand the setup and the underlying environment. As you start building your first game that is a typography game, you understand the significance of elements used in game development such as input types, web forms, and so on.We will see how to write a modern browser-compatible code while creating a basic Jelly Wobbling Game. Each game introduces you to an advanced topic such as vector graphics, native audio manipulation, and dragging-and-dropping. In the later section of the book, you will see yourself developing the famous snake game using requestAnimationFrame along with the canvas API, and enhancing it further with web messaging, web storage, and local storage. The last game of this book, a 2D Space shooter game, will then help you understand mobile design considerations.
Table of Contents (14 chapters)

Chapter 3. Understanding the Gravity of HTML5

Before we dive into the game that we'll build in this chapter, we will examine why writing applications in HTML and JavaScript can be difficult when deploying in multiple different browsers. We will focus on simple and practical solutions to these problems, especially with regards to HTML5 and the latest APIs used today.

The game we will build in this chapter will be a basic jelly wobbly gravity game. It will make use of HTML5's new API for vector graphics, native audio manipulation, and drag-and-drop. As the backbone of the rendering system for this game, we will use the old JavaScript timer, which, as we will see, is not at all appropriate for games such as this one where we need multiple updates per second. Thankfully, modern browsers have solved this issue, and taken into account the need we have for highly efficient rendering engines. However, we won't be discussing this new feature until the next game. Just for completion, this new feature...