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)

IndexedDB


As exciting as the web storage API might seem so far, there are cases when our needs might be such that serializing and unserializing data, as we use local or session storage, might not be quite sufficient. For example, imagine we have a few hundred (or perhaps, several thousand) similar records stored in local storage (say we're storing enemy description cards that are part of an RPG game). Think about how you would do the following using local storage:

  • Retrieve, in alphabetical order, the first five records stored

  • Delete all records stored that contain a particular characteristic (such as an enemy that doesn't survive in water, for example)

  • Retrieve up to three records stored that contain a particular characteristic (for example, the enemy has a Hit Point score of 42,000 or more)

The point is this: any querying that we may want to make against the data stored in local storage or session storage, must be handled by our own code. In other words, we'd be spending a lot of time and effort...