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)

Summary


In the chapter we got started with 2D rendering using the long-awaited canvas API. We looked at the various drawing functions available to us through the canvas rendering context, which includes drawing simple lines and shapes, drawing images from an external image source, pixel manipulation, and image extraction, which allows us to save the image from the canvas back to the user's file system.

We also looked at the new threading system available to us through the web worker interface. This allows us to free up the user interface thread, while we perform long lasting tasks that would otherwise lock up the interface, and cause the browser to display a non-responsive page alert. Unfortunately, there are a few limitations to web workers, since there is no shared memory between workers, and no DOM associated with, or allowed in a worker thread. Still, much can be done with this magnificent new feature of HTML5.

The other HTML5 specific API that we covered in the chapter was the offline...