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 4. Using HTML5 to Catch a Snake

This chapter is the first part of a two-part series, where we'll build the first version of a game, and then spice it up with more HTML5 APIs in the next chapter. Both versions will be complete and playable, but since covering all of the APIs in the same game within one chapter would make for a very large chapter, we'll break things up into smaller chunks, and write two separate games.

The first version of the game will cover five new concepts, namely, HTML5's 2D canvas API, offline application cache, web workers, typed arrays, and requestAnimationFrame. The canvas element allows us to draw 2D as well as 3D graphics, and manipulate image data at a very low level, gaining access to individual pixel information. Offline application cache, also known as app cache, allows us to cache specific assets from a server into the user's browser, so that the application can work even when no internet access is available. Web workers is a thread-like mechanism that...