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)

Understanding touch events


Although similar in nature to an ordinary mouse click, a touch event allows us to interact with the computer primarily through a point and respond manner. However, touches are far more flexible than clicks and thus open up the stage for a whole new type of game.

Fundamentally, a touch is different than a click in that more than one touch is possible on the same surface, at the same time. Also, a touch is generally different than a click in that it allows for a larger target area as well as varying pressure. I say generally because not all devices detect the touch area with high precision (or with any precision at all) or touch pressure. Similarly, some mouse or other equivalent input devices actually do offer pressure sensitivity, although most browsers don't have use of such a feature, neither do they expose that data through a click event object.

Note

For compatibility purposes, most mobile browsers respond to touch events when JavaScript code expects a touch. In...