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


This chapter touched on the very important topic of browser support and code portability. As productive and efficient developers, we should always strive to create maintainable code. Thus, the more browsers we can support with the same code base, the more efficient we are. In order to help us achieve this goal, we can create abstractions that encapsulate code that varies from browser to browser, as well as from device to device. Another alternative is to use existing polyfills that other people have written, and thus accomplish the same thing, but with possibly less effort and more reliability.

The game we built in this chapter makes use of three HTML5 APIs, namely drag-and-drop, web audio, and SVG. Native drag-and-drop provided in HTML5 is a lot more than simply dragging DOM elements around the screen. With it we can customize a lot of the visual elements related to the drag-and-drop action, as well as specify data that is carried through the draggable element and the target where...