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 6. Adding Features to Your Game

This chapter is slightly different than the previous several chapters, in that there is no game associated with this chapter. The reason that we're not building a game with the concepts from this chapter is that the concepts covered are either way too complex for a single chapter (there are entire books dedicated to the topic of WebGL, for example) or they're not a particularly good match for use in a game. Also, some of the features mentioned at the end of the chapter are so new that browser support is still minimal (if any) and the stability of the APIs may not be too reliable. For this reason, we'll simply explain each API, provide meaningful examples, and hope this skin-deep introduction is enough to get you excited about the prospects involved with each API.

The first part of the chapter will cover four HTML5 APIs that are very exciting and powerful additions to the browser platform. First and foremost, we'll cover WebGL , which brings the power...