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 game


As we discussed at the beginning of this chapter, there are several considerations that must be kept in mind when designing and building a game to be played on a mobile device as well as on a desktop browser. As we write this final game in this book, we will apply those principles and best practices making a game to be playable on both a mobile device and an HTML5-ready browser.

The approach taken in this particular project is to design for desktop first then add mobile-specific APIs and functionality later. The number one reason for this decision was because it is much easier to test and debug an application on a desktop browser using existing tools and common practices, then add the things needed to make the code run smoothly on mobile as well.

The final game is a traditional two-dimensional space shooter, where the player controls a single ship that can move around the screen and always shoots up in the same direction. Random enemy space ships come from all sides of the screen...