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)

Summary


In this chapter, we finally jumped off the spring board we set up in the previous chapter, and dove headfirst into the very deep world of HTML5 game development. We started out by setting up the project structure used in constructing this game and discussed the main goals and objectives of the game. Next, we looked at each of the components used in the game and discussed how and why they were used. Finally, we look a deeper look at each of the HTML5 APIs, that make up each of these components, and looked at some code examples to make them work.

Since the complete source code for the game is fairly lengthy, we only took a brief peek at the main structure of the code, so that when you download the full source from Packt's website, the code looks somewhat familiar to you. Again, I want to remind you that because the focus of this book is not game development but rather HTML5, the methods and techniques used to make this game may or may not be the most optimal approach to game development...