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)

The code


The two upgrades we added to this second version of the game are simple, yet they add a lot of value to the game. We added a persistent high score engine, so users can actually keep track of their latest record, and have a sticky record of past successes. We also added a pretty nifty feature that takes a snapshot of the game board each time the player scores, as well as whenever the player ultimately dies out. Once the player dies, we display all of the snapshots we had collected throughout the game, allowing the player to save those images, and possibly share it with his or her friends.

Saving the high score

The first thing you probably noticed about the previous version of this game was that we had a placeholder for a high score, but that number never changed. Now that we know how to persist data, we can very easily take advantage of this, and persist a player's high score through various games. In a more realistic scenario, we'd probably send the high score data to a backend server...