11/12/2019 Html5 Javascript Game Tutorial Pdf
What exactly is a HTML5 gameLet’s start from total zero. What is HTML5? That’s a tricky question.
There is a official definition of HTML5, which simply stands for the latest revision of HTML (the markup language used all over the world to build websites), and the more hyped definition (what most people understand when HTML5 is mentioned) which is all the “ new” features of the web technologies that have come out in the last few years (JavaScript API’s like the Canvas or WebAudio, semantic HTML tags, etc).For our purpose we’ll use bits of the two. HTML5 is HTML in it’s latest version, which includes a whole bunch of cool features that make the web technologies an open standard with endless possibilities combining HTML, CSS and JavaScript.Having HTML along with all these super powers that go beyond making a simple website allows us to make, among other things, games. These are HTML5 games. Building blocksThe very basic building blocks of a HTML5 game are those of the web:.
HTML. CSS. JavaScriptSimilarly to what happens with HTML5, when people talk about CSS3 they usually refer to the new things that come with CSS’s latest specifications, but in an analog manner, CSS3 is simply the latest CSS.
Ignoring for a second the semantics of these definitions and thinking of the hyped versions of these terms, we also may need, in order to make HTML5 games:. HTML5 (JavaScript API’s).
CSS3With the above you can make awesome games that will run on modern web browsers on mobile and desktop, but some games might require more features, so there are more building blocks that you can add.For instance, you may want to make 3D games. If that is the case there is also WebGL, which is a JavaScript API to render 2D and 3D graphics on the browser, using the GPU for greater performance. Server sideIf you want your games to saved data remotely you’ll need a server-side for your game.
You can develop your own backend using any server-side language, you’ll need well a server in this case. PHP. JavaScript (NodeJS).
Java. Python. RubyOr you can use a third-party Backend-as-a-Service provider. Some have free versions you can use and they’ll start charging you once you surpass certain limits. Some of these providers are particularly focused on games, some are mostly conceived for mobile apps but can be used for games too.
How to distribute a HTML5 gameThe easiest way to distribute a HTML5 is to simply put it out there! By being built as a website, you can just embed it in on a page and publish it. Just like that.If you want to distribute it through proprietary platforms you have to go through a process called wrapping. Tinymce wysiwyg editor joomla download page.
Basically you create a native app for the platform you wanna distribute it to (iOS, Android, etc) and put your game inside so that this app acts like a web browser and “runs” your game.is a popular tool used for this purpose which supports several platforms. It also gives you access to more advanced phone API’s so that for instance you can access the phone contacts or calendar from your HTML5 game.For desktop platforms such as Windows, Mac or Linux there is a tool called that allows you to pack your HTML5 games for these platforms. HTML5 game frameworksMost games share some concepts, that of sprites (graphic elements that represent enemies, players, elements in your game), scenes or stages, animations, sound, loading graphic assets, etc. Since most game developers want to focus on their actual game and not in creating this whole abstraction layer, it is recommended you use a HTML5 game frameworks.HTML5 game frameworks and libraries that contain building components you can use to create your own games. These libraries are Open Source projects created and maintained by people who want to contribute to the HTML5 gamedev environment. In many cases they created the frameworks for their own games, and after realizing that other people would want to not only use it but also contribute to it they released them as Open Source code, so everybody wins.Picking what game engine to use is an important decision, so make sure you do proper research before making your choice.
No matter what engine you pick, you will have to get familiar with its code and inner working if you want to use properly, so they shouldn’t be treated as black boxes.What can help you make your choice:. Is your game for desktop, mobile or both?. Do they have an active community?. Are there many people using the framework nowadays?.
Is it being maintained or the Github page looks like an abandoned town?Sometimes looking at real games gives you more insight than just words. Compares different engines by making the exact same Breakout game in all of them.Some popular free frameworks are:. – The most popular these days. – WebGL framework for 3D renderingHTML5 game development coursesVideo courses are a great way to learn new technologies. The main difference between a video course and just watching YouTube videos is that there is more structure. Good courses have a clear goal and build on to it step by step.
I’m currently spending most of my time explaining to students, hobbyists, professional developers and teachers how to build games using HTML5. Then, I recently thought, rather than keeping all these details for small audiences, wouldn’t it be smarter to share it with you?This article is then based on my own experience. I will probably omit some crucial things some of you may know. But I’ll try to update this post with my own new discoveries and, of course, based on the feedback you kindly provide in the comments or via. But why are so many people currently interested in HTML5 Gaming?Well, simply because today we can really use HTML5 to target multi-platforms using the same code: for desktop machines of course (with IE9/IE10, Firefox, Chrome, Opera and Safari), for iOS and Android tablets and phones and Windows 8 (and its future associated millions of tablets and PCs, is also warmly welcoming HTML5 Games!
I then frequently see some HTML5 gaming projects ported to each of these platforms with almost no effort.What’s more, the modern JavaScript engines performance coupled with the GPU hardware-accelerated graphics layers enable us to build great games in HTML5 with confidence.Note: we will only talk about the tag of HTML5 and about SVG in this article. Canvas and SVG: two ways to draw on the screenThe first thing you need to understand before building your first HTML5 game is how to draw nice objects on the screen.
There are two ways to do that and to better understand their differences, you should start by reading this article from Patrick Dengler (member of the SVG W3C Working Group):.You should also look at these two great sessions from MIX11:––Once you have reviewed all this content, you will probably better understand why almost all HTML5 games are using Canvas rather than SVG. Canvas offers a well-known development model for games developers (low level drawing APIs) and is now very well hardware-accelerated by most of the recent browsers. Still SVG, and its vectors-based technology, is naturally better armed to scale across devices without losing quality. You just need to use the magic ViewBox property of SVG, which will handle that for you. Your games assets will then scale from 3″ to 80″ screens in a very easy way!Sometimes, it is even possible to achieve the exact same game using both technologies. For instance, here is the same simple game first using SVG then Canvas:. They both came out of this MSDN documentation:.In this case, analyzing the performance of each technology could help you to decide which one to use for your game.
For instance, here are two interesting experiments that will display a thousand small balls on your screen using SVG: and using Canvas:. Test both experiments in your favorite browser. In general, the Canvas performance is better for drawing a lot of objects on the screen, in this particular case. But this is generally also what we’d like to achieve in our video games.
To have a better overview of the performance comparison, here is an interesting diagram to look at:But nothing prevents you from mixing both technologies. Indeed, we could perfectly imagine using a first layer based on SVG to display the game menus with a second layer in background using a canvas for the game itself. You will then use what we call the browser compositing engine. However, you must pay real attention to final performance results because the browsers and devices are far from being equals in this domain.
Don’t forget that the main interest of HTML5 is to target all platforms. My colleague David Catuhe has created a couple of months ago a little brick breaker game using this composition principle:.
The first layer is using SVG for the bricks to break and the background can display a tunnel effect using the canvas tag. You can perfectly mimic this concept to display the main game in background (hosting a platformer or shoot’em up game, etc.) instead of the tunnel and your first layer will simply display the menus and configuration options in SVG. Useful libraries and tools GraphicsWriting the XML nodes of SVG manually or even playing with the low level APIs of Canvas could be fun for a moment but not very productive.
Html5 Canvas Game
Here is then a useful set of tools and libraries I like that could help you build parts of your HTML5 game.To generate some SVG, here are some cool tools:–: a free and open source desktop software–: an online software running directly inside your browserAdobe Illustrator also supports SVG as an export target but it’s a bit more expensive.;-)If you’re looking for your game assets (for menus or controls), you should have a look at this free icons library:. So if you’re not lucky enough to work with a designer, it could save you. There is another library with some free SVG content also here:.To conclude on SVG, THE ultimate library you have to know is named. It’s a JavaScript library that will help you generate dynamic SVG with a few lines of code. You’ll find a lot of cool demos on the website using for instance nonlinear animation functions on SVG elements, animated charts, etc. But if you’re looking specifically for charting (let’s say to display some players’ stats), THE ultimate charting library is named.
Those two libraries are so awesome that they even implement VML fallbacks for IE8 or older versions. But this shouldn’t be something to worry about if you’re building HTML5 games. You’ll probably target at least IE9 and above.If you’d like to display charts using Canvas, I’m a huge fan of the library. Just have a look at the demos on their website, it’s just awesome and simple to use.Let’s continue on the graphics side.
There is a very well-known library built to simplify the usage of 3D in JavaScript named. Most of the time, it is used to render some hardware-accelerated 3D via WebGL.
But you can ask for a rendering inside the 2D canvas element of HTML5. For that, simply check the “CanvasRenderer examples” section of the site. This is the library we’ve used, for instance, to build our on the. Using the “CanvasRenderer”, you can then build 3D scenes working in all HTML5 browsers.
Something that could be good to know.Note: we can also combine all of these graphics effects with the usage of CSS3 2D and 3D Transforms coupled with or in your game. But I’ve decided to stay focused on Canvas and SVG in this article. Physics EngineOf course, displaying graphics is far from being the only task you need to do in a game. There is also the AI (Artificial Intelligence) you need to code to bring life to your characters. Unfortunately, you will need to code that alone and be creative. But you will be glad to know you don’t need to worry about the physics and collisions part of your game. Simply learn to how to use.
Go play with the various samples and you’ll be amazed:If you’re interested in this topic, you should then read the excellent tutorial series by here:. Seth even used the Web Workers to compute the physics on the several available cores of your CPU.
If you don’t know what the Web Workers are, I’ve written an introduction on these new APIs here:. It could be useful in certain scenarios for your games. Handling the multi touch eventsIf you’d like to build a cross-devices game, you will have to support touch. Currently, there are two existing specifications around Touch Events. So there is no official standard one yet.
If you’d like to know a bit more about why, here is an interesting article:You will need to write code that works fine in IE10 and Windows 8 as well as with the implementation coming from the Apple devices. For that, you should definitely have a look at this sample demonstrating a possible pattern to support both kind of touch events: and its associated article:. But if you’re interesting in checking how far you can now go by handling multi-touch inside IE10, test this cool demo:. You’ll need a recent IE10 version and multitouch hardware running it.has started working for his part on a library named. The idea is to consolidate all types of touch (IE10, iOS like, mouse and pen) to simplify your developer life. You can read his article about that here:. Currently, the library is just a draft and doesn’t support yet the MSPointer.
of IE10. So feel free to contribute to the project to help him! (I’ve planned to try to help him when I have some spare time)Building connected gamesIf you’d like to build multiplayer games or simply a game connected to a server for any reason, you’ll naturally be interested in using. This W3C specification (and the underlying protocol handled by the IETF) is indeed stable enough to start to be used in production.But if you’d like to support the widest possible number of users, you need to consider a fallback for browsers or devices which aren’t supporting WebSockets yet or support an older, deprecated version. We might dream of solutions like automatically falling back to an older method of pooling or long pooling for browsers like IE9, and offering Web Sockets to more recent browsers like IE10. And yes, could it be possible also to have a unique code handling that?Well, stop dreaming: the community made it.
There are two solutions I know of doing that:– the library for Node.js– working on top of IIS and ASP.NET. Well, logically, thanks to these six tutorials, you should be able to write your own HTML5 game whatever the browser or device you’re targeting.You’ll find also a lot of simple demo to understand and great tutorials on the EaselJS website: as well as on each framework’s website mentioned above.You’ll also find more generic tutorials on these sites:––To conclude, I’d like to recommend to you two more “advanced” articles, but very instructive to read. The first one is written by David Catuhe from Microsoft:. He will share with you some optimization he has found while working on a “demo” like the one we were writing in the “demo scene”. The tips found could bring you some ideas for your own HTML5 games. The second one is written again by from Google: and it contains a ton of good advice.Some interesting online working games and experience feedbacksAgain, this is my personal favorite. You will probably find other cool examples on the web to share.
Whatever the game you like, it is interesting to analyze how the developers made them. Thanks to the magic of the web, you just have to right-click and “view source”. Even if the code will be probably minified, you can still learn a couple of interesting things by looking at the global architecture of the game.Let’s start by some productions using the EaselJS framework. The first one was written by:Grant has started his EaselJS framework while building this HTML5 game.Windows 8 note: you’ll notice you’ll find the very same game working inside Windows 8 in the Windows Store here:. Indeed, if you have a HTML5 game working fine inside IE9 or IE10, building the Windows 8 version is almost only doing a simple copy and paste! The game will then directly work inside the Windows 8 App experience.
But to make a real good Windows 8 game, you will have also to pay attention to the unique Windows 8 experience we’re building. This is described here:Another game using EaselJS is which uses 3D sprites I love. The two most currently famous HTML5 games are of course (which uses the Box2D library I was mentioning above):And:You’ll find also a Windows 8 version of it in the Windows Store here:It was very simple to port into Windows 8. Here is the process:1 – Copy/Paste the Web version into a HTML5 Style App project for Windows 82 – Add support for touch3 – Add support for the snapped view and pause the game4 – Build some High Resolution assets ( 1366×768 and 1920×1080) to propose the best experience for all the incoming Windows 8 tablets and PC.I also love the story around “Cut The Rope”.
It’s very interesting to read. This was a successful game written in Objective-C for the Apple iOS devices. It was ported into HTML5/Canvas.I’ve also had pleasure reading this experience feedback:.Finally, here is a list of 40 more or less good HTML5 games: with some others available also here:I now hope that all these resources will help you to build your own HTML5 game. If you’re doing so and/or if you have any suggestions to provide on good frameworks/tutorials/concepts you’d like to share, please share your thoughts with me!If you enjoyed reading this post, you’ll love; the place to learn fresh skills and techniques from the masters. Members get instant access to all of SitePoint’s ebooks and interactive online courses, like.
What exactly is a HTML5 gameLet’s start from total zero. What is HTML5?
That’s a tricky question. There is a official definition of HTML5, which simply stands for the latest revision of HTML(the markup language used all over the world to build websites), and the more hypeddefinition (what most people understand when HTML5 is mentioned) which is all the “ new” featuresof the web technologies that have come out in the last few years (JavaScript API’s, semantic HTML tags, etc).For our purpose we’ll use bits of the two. HTML5 is HTML in it’s latest version, which includes a whole bunch of cool features that make the web technologies an open standard with endless possibilities combining HTML, CSS and JavaScript.Having HTML along with all these super powers that go beyond making a simple website allows us to make, among other things, games. These are HTML5 games. Building blocksThe very basic building blocks of a HTML5 game are those of the web:. HTML.
CSS. JavaScriptSimilarly to what happens with HTML5, when people talk about CSS3 they usually refer to the new things that come with CSS’s latest specifications, but in an analog manner, CSS3 is simply the latest CSS. Ignoring for a second the semantics of these definitions and thinking of the hyped versions of these terms, we also may need, in order to make HTML5 games:. HTML5 (JavaScript API’s). CSS3With the above you can make awesome games that will run on modern web browsers on mobile and desktop, but some games might require more features, so there are more building blocks that you can add.For instance, you may want to make 3D games.
If that is the case there is also WebGL, which is a standard being developed to show 3D graphics on the web browser. Server sideIf you want your games to saved data remotely you’ll need a server-sidefor your game. You can develop your own backend using any server-side language, you’ll need well a server in this case. PHP.
JavaScript (NodeJS). Java. Python. RubyOr you can use a third-party Backend-as-a-Service provider, some have free versions you can use and they’ll start charging you once you surpass certain limits.
Some of these providers are particularly focused on games, some are mostly conceived for mobile apps but can be used for games too. How to distribute a HTML5 gameThe easiest way to distribute a HTML5 is to simply put it out there! By being built as a website, you can just embed it in on a page and publish it. Just like that.If you want to distribute it through proprietary platforms you have to go through a process called wrapping. Basically you create a native app for the platform you wanna distribute it to (iOS, Android, etc) and put your game inside so that this app acts like a web browser and “runs” your game.is a popular tool used for this purpose which supports several platforms.
It also gives you access to more advanced phone API’s so that for instance you can access the phone contacts or calendar from your HTML5 game.For desktop platforms such as Windows, Mac or Linux there is a tool calledthat allows you to pack your HTML5 games for these platforms. HTML5 game frameworksMost games share some concepts, that of sprites (graphic elements that represent enemies, players, elements in your game), scenes or stages, animations, sound, loading graphic assets, etc.
Since most game developers want to focus on their actual game and not in creating this whole abstraction layer, it is recommended you use a HTML5 game frameworks.HTML5 game frameworks and libraries that contain building components you can use to create your own games. These libraries are Open Source projects created and maintained by people who want to contribute to the HTML5 gamedev environment.
In many cases they created the frameworks for their own games, and after realizing that other people would want to not only use it but also contribute to it they released them as Open Source code, so everybody wins.Picking what game engine to use is an important decision, so make sure you do proper research before making your choice.
Build your First Game with HTML5HTML5 is growing up faster than anyone could have imagined. Powerful and professional solutions are already being developedeven in the gaming world! Today, you’ll make your first game using Box2D and HTML5′s canvas tag.HTML5 Games 101In this tutorial, You ll learn how to use the basic features of HTML5 and get the simple game of Snake up and ready within a couple of hours, even if you are a beginner. All you require is some basic logic and any experience with programming is a huge plus.HTML5 Gaming: animating sprites in Canvas with EaselJSWhen you want to write casual games using the HTML5 Canvas element, you’ll need to find a way to handle your sprites. There are several libraries available to help you writing games such as ImpactJS, CraftyJS and so on.Build a cross-platform HTML5 gameHTML5 game development isn’t a straight science.
Having your games running on different platforms requires a bit of black magic. Different types of games require different sets of techniques. In terms of development, a tile-based game is completely different to a pinch-and-zoom one, for example.
However, in this tutorial, we’re going to focus on the basic elements to develop any kind of 2D JavaScript based game.How To Design A Mobile Game With HTML5Care to make a cross-platform mobile game with HTML5? No need to dabble in Java or Objective-C? Bypass the app stores?
Sounds like an instant win!Simple game with HTML5 CanvasThe goal is to control little angel & jump on the two kinds of platforms – orange (regular ones) and green (super high jump springboards). The game ends when the angel falls down to the bottom of the screen.Learn CreateJS by Building an HTML5 Pong GameIn this tutorial, you’ll learn how to use the newest CreateJS suite by creating a simple Pong clone.How to Build Asteroids with the Impact HTML5 Game EngineImpact is a commercial engine, so you’ll need to purchase a license before you can use it, but that doesn’t stop you from at least following along with the tutorial to get a feel for how it works.Create a Game Character with HTML5 and JavaScriptIn Part 1 of this series we will design a game character from scratch. We will start with a drawing on paper and with the help of JavaScript we will create a breathing, blinking character on HTML5 canvas. Hopefully by the end of Part 1 you will have the tools and inspiration to create a character of your own.How to build a racing gameThe performance of this game is very machine/browser dependent. It works quite well in modern browsers, especially those with GPU canvas acceleration, but a bad graphics driver can kill it stone dead. So your mileage may vary.
There are controls provided to change the rendering resolution and the draw distance to scale to fit your machine.Let’s Make a Drawing Game with Node.jsBy now you have probably heard of node.js. It is an asynchronous web server built ontop of Google’s V8 JavaScript engine (the same one that makes Chrome lighning fast).
![]() Html5 Canvas Game Tutorial
Using node, you can write scalable web services in JavaScript, that can handle a huge number of simultaneous connections, which makes it perfect as the backend of games, web chats and other real time tasks.
Html5 Game Programming Tutorial
Hi there!Thanks for the post, it is a great jumping off point for a canvas based snake game!Wanted to let you know a few inconsistencies you have in your post.1) Your canvas has the ID: ‘canvas’, but your global variable mycanvas in the settings file uses the id “mycanvas”2) In the drawModule definition, you define a function called ‘checkCollision’. However, when you reference it in the paint function, you attempt to call ‘checkcollision’.Just thought those things should be brought to your attention.Also, this is completely developer’s preference, but your settings file uses all lowercase variables, whereas the rest of your JS uses camelCase.
Not a big deal, but it might be clearer if this was consistent (my vote is for camelCase!). Also, in your settings file, each variable is defined with its own var declaration. This is a bit superfluous, and could be reduced to a single var declaration followed by a comma seperated list. Again, changes nothing functionally, just a matter of preference.Thanks again, all the best!
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