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)

Geolocation


Although 3D graphics are awesome, as is a socket-based, multiplayer game, neither technology is necessarily new. Geolocation, on the other hand, is somewhat of a more recent phenomenon. With it, we are able to use JavaScript to determine the physical location (geographical location) of a user. Having such a tool at our disposal opens up new possibilities of awesome, highly innovative game concepts.

Now, whenever a new feature comes out that promises to be able to track down exactly where a user is physically located, most people (except for developers, of course) get at least a little scared about it. After all, how creepy would it be to play a very dark, survival horror game, knowing that other people playing the game can see exactly where you live. Luckily for us, the entire geolocation API is opt-in-based, meaning that the user is prompted about the application attempting to capture the user's location and the browser only allows the application to continue to capture the GPS...