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Beschreibung

Key Features

    Book Description

    This book is for web designers who have a basic knowledge of HTML, CSS, and JavaScript and want to create Canvas or DOM-based games that run on browsers.

    What you will learn

    • Build realtime network multiplayer games
    • Add physics to your canvas games by using the Box2D physics engine
    • Build a CSS3driven card game with transform and 3D flipping effects
    • Learn to add sounds to your games
    • Make a drawing tool in Canvas
    • Create multiple layers in a canvas game
    • Store game data persistently by using local storage
    • Use sprite sheets to create framebased animation

    Who this book is for

    This book is for web designers who have a basic knowledge of HTML, CSS, and JavaScript and want to create Canvas or DOM-based games that run on browsers.

    Das E-Book können Sie in Legimi-Apps oder einer beliebigen App lesen, die das folgende Format unterstützen:

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    Seitenzahl: 389

    Veröffentlichungsjahr: 2015

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    Table of Contents

    HTML5 Game Development by Example Beginner's Guide Second Edition
    Credits
    About the Author
    About the Reviewers
    www.PacktPub.com
    Support files, eBooks, discount offers, and more
    Why subscribe?
    Free access for Packt account holders
    Preface
    What this book covers
    What you need for this book
    Who this book is for
    Sections
    Time for action – heading
    What just happened?
    Pop quiz – heading
    Have a go hero – heading
    Conventions
    Reader feedback
    Customer support
    Downloading the example code
    Downloading the color images of this book
    Errata
    Piracy
    Questions
    1. Introducing HTML5 Games
    Discovering new features in HTML5
    Canvas
    Audio
    Touch Events
    GeoLocation
    WebGL
    WebSocket
    Local storage
    Offline applications
    Discovering new features in CSS3
    CSS3 transition
    CSS3 transform
    CSS3 animation
    The benefit of creating HTML5 games
    Free and open standards
    Support for multiple platforms
    Native app-rendering performance in particular scenarios
    Breaking the boundary of usual browser games
    Building HTML5 games
    What others are playing with HTML5
    Coca-Cola's Ahh campaign
    Asteroid-styled bookmarklet
    X-Type
    Cursors.io
    What we are going to create in this book
    Preparing the development environment
    Summary
    2. Getting Started with DOM-based Game Development
    Preparing the HTML documents for a DOM-based game
    Time for action – installing the jQuery library
    What just happened?
    New HTML5 doctype
    Header and footer
    The best practice to place the JavaScript code
    Choosing the jQuery file
    Running jQuery inside a scope
    Running our code after the page is ready
    Pop quiz
    Downloading the image assets
    Setting up the Ping Pong game elements
    Time for action – placing Ping Pong game elements in the DOM
    What just happened?
    Using jQuery
    Understanding basic jQuery selectors
    Understanding the jQuery CSS function
    Manipulating game elements in DOM with jQuery
    Understanding the behavior of absolute position
    Declaring global variables in a better way
    Pop quiz
    Getting mouse input
    Time for action – moving DOM objects by mouse input
    What just happened?
    Getting the mouse event
    RequestAnimationFrame
    Checking the console window
    Moving a DOM object with JavaScript Interval
    Time for action – Moving the ball with JavaScript Interval
    What just happened?
    Creating a JavaScript timer with the setInterval function
    Understanding the game loop
    Separating the data and the view logic
    Beginning collision detection
    Time for action – hitting the ball with the paddles
    What just happened?
    Have a go hero
    Controlling the left paddle movement
    Time for action – auto moving the left paddle
    What just happened?
    Showing text dynamically in HTML
    Time for action – Showing the score of both players
    What just happened?
    Have a go hero – winning the game
    Summary
    3. Building a Card-matching Game in CSS3
    Moving game objects with CSS3 transition
    Time for action – moving a playing card around
    What just happened?
    2D transform functions
    3D transform functions
    Tweening the styles using CSS3 transition
    Have a go hero
    Creating a card-flipping effect
    Time for action – flipping a card with CSS3
    What just happened?
    Toggling a class with jQuery's toggleClass function
    Introducing CSS' perspective property
    Have a go hero
    Introducing backface-visibility
    Creating a card-matching memory game
    Downloading the sprite sheet of playing cards
    Setting up the game environment
    Time for action – preparing the card-matching game
    What just happened?
    Cloning DOM elements with jQuery
    Selecting the first child of an element in jQuery using child filters
    Vertically aligning a DOM element
    Using CSS sprite with a background position
    Adding game logic to the matching game
    Time for action – adding game logic to the matching game
    What just happened?
    Executing code after the CSS transition has ended
    Delaying code execution on flipping cards
    Randomizing an array in JavaScript
    Storing internal custom data with an HTML5 custom data attribute
    Pop quiz
    Accessing custom data attribute with jQuery
    Pop quiz
    Have a go hero
    Making other playing card games
    Have a go hero
    Embedding web fonts into our game
    Time for action – embedding a font from the Google Fonts directory
    What just happened?
    Choosing different font delivery services
    Summary
    4. Building the Untangle Game with Canvas and the Drawing API
    Introducing the HTML5 canvas element
    Drawing a circle in the Canvas
    Time for action – drawing color circles in the Canvas
    What just happened?
    Putting in fallback content when the web browser does not support the Canvas
    The Canvas context
    Drawing circles and shapes with the Canvas arc function
    Converting degrees to radians
    Executing the path drawing in the Canvas
    Beginning a path for each style
    Have a go hero
    Closing a path
    Pop quiz
    Wrapping the circle drawing in a function
    Time for action – putting the circle drawing code into a function
    What just happened?
    Dividing code into files
    Generating random numbers in JavaScript
    Saving the circle position
    Time for action – saving the circle position
    What just happened?
    Defining a basic class definition in JavaScript
    Have a go hero
    Drawing lines in the Canvas
    Time for action – drawing straight lines between each circle
    What just happened?
    Introducing the line drawing API
    Using mouse events to interact with objects drawn in the Canvas
    Time for action – dragging the circles in the Canvas
    What just happened?
    Detecting mouse events in circles in the Canvas
    Pop quiz
    Game loop
    Clearing the Canvas
    Pop quiz
    Detecting line intersection in the Canvas
    Time for action – distinguishing the intersected lines
    What just happened?
    Determining whether two line segments intersect
    Adding touch support for tablets
    Time for action – adding the touch input support
    What just happened?
    Handling touches
    Mouse move and Touch move
    Summary
    5. Building a Canvas Game's Masterclass
    Making the Untangle puzzle game
    Time for action – making the Untangle puzzle game in Canvas
    What just happened?
    Defining the leveling data
    Determining level-up
    Displaying the current level and completeness progress
    Have a go hero
    Drawing text in the Canvas
    Time for action – displaying the progress level text inside the canvas element
    What just happened?
    Pop quiz – drawing text in the Canvas
    Using embedded web font inside the Canvas
    Time for action – embedding a Google web font into the canvas element
    What just happened?
    Drawing images in the Canvas
    Time for action – adding graphics to the game
    What just happened?
    Have a go hero
    Using the drawImage function
    Have a go hero – optimizing the background image
    Decorating the Canvas-based game
    Time for action – adding CSS styles and image decoration to the game
    What just happened?
    Pop quiz – styling a Canvas background
    Animating a sprite sheet in Canvas
    Time for action – making a game guide animation
    What just happened?
    Creating a multilayer Canvas game
    Time for action – dividing the game into four layers
    What just happened?
    Mixing a CSS technique with Canvas drawing
    Have a go hero
    Summary
    6. Adding Sound Effects to Your Games
    Adding a sound effect to the Play button
    Time for action – adding sound effects to the Play button
    What just happened?
    Defining an audio element
    Playing a sound
    jQuery's selector versus browser selector
    Pausing a sound
    Adjusting the sound volume
    Using the jQuery hover event
    File format for WebAudio
    Pop quiz – using the audio tag
    Building a mini piano musical game
    Time for action – creating a basic background for the music game
    What just happened?
    Creating scenes in games
    Creating a slide-in effect in CSS3
    Have a go hero – creating different scene transition effects
    Visualizing the music playback
    Time for action – creating the playback visualization in the music game
    What just happened?
    Choosing the right song for the music game
    Playing audio on mobile devices
    Storing and extracting the song-level data
    Getting the elapsed time of the game
    Creating music dots
    Moving the music dots
    Creating a keyboard-driven mini piano musical game
    Time for action – creating a mini piano musical game
    What just happened?
    Hitting the three music lines by key down
    Determining music dot hits on key down
    Removing an element in an array with the given index
    Have a go hero
    Adding additional features to the mini piano game
    Adjusting the music volume according to the player
    Time for action – removing missed melody notes
    What just happened?
    Removing dots from the game
    Storing the success count in the last five results
    Have a go hero
    Recording music notes as level data
    Time for action – adding functionalities to record the music level data
    What just happened?
    Adding touch support
    Time for action – indicating a game over event in the console
    What just happened?
    Handling the audio event in playback complete events
    Time for action – indicating a game over event in the console
    What just happened?
    Handling audio events
    Have a go hero
    Summary
    7. Saving the Game's Progress
    Storing data using HTML5 local storage
    Creating a game over dialog
    Time for action – creating a game over dialog with the elapsed played time
    What just happened?
    Counting time
    Saving scores in the browser
    Time for action – saving the game score
    What just happened?
    Storing and loading data with local storage
    The local storage saves the string value
    Treating the local storage object as an associative array
    Saving objects in the local storage
    Time for action – saving the time alongside the score
    What just happened?
    Getting the current date and time in JavaScript
    Using the native JSON to encode an object into a string
    Loading a stored object from a JSON string
    Inspecting the local storage in a console window
    Notifying players when they break a new record with a nice ribbon effect
    Time for action – creating a ribbon in CSS3
    What just happened?
    Have a go hero – saving and comparing only to the fastest time
    Saving the entire game progress
    Time for action – saving all essential game data in the local storage
    What just happened?
    Removing a record from the local storage
    Cloning an array in JavaScript
    Resuming the game progress
    Time for action – resuming a game from the local storage
    What just happened?
    Pop quiz – using local storage
    Caching the game for offline access
    Time for action – adding the AppCache Manifest
    What just happened?
    The AppCache file
    Summary
    8. Building a Multiplayer Draw-and-Guess Game with WebSockets
    Installing a WebSocket server
    Installing the Node.js WebSocket server
    Time for action – installing Node.js
    What just happened?
    Creating a WebSocket server to send connection count
    Time for action – running a WebSocket server
    What just happened?
    Initializing the WebSocket server
    Listening to the connection event on the server side
    Creating a client that connects to a WebSocket server and getting the total connections count
    Time for action – showing the connection count in a WebSocket application
    What just happened?
    Establishing a WebSocket connection
    WebSocket client events
    Sending a message to all connected browsers
    Time for action – sending total count to all users
    What just happened?
    Defining class and instant instance methods
    Handling a newly connected user
    Exporting modules
    Sending messages to the client
    Building a chatting application with WebSockets
    Sending a message to the server
    Time for action – sending a message to the server through WebSockets
    What just happened?
    Sending a message from the client to the server
    Receiving a message on the server side
    Sending every received message on the server side to create a chat room
    Time for action – sending messages to all connected browsers
    What just happened?
    Comparing WebSockets with polling approaches
    Making a shared drawing whiteboard with Canvas and WebSockets
    Building a local drawing sketchpad
    Time for action – making a local drawing whiteboard with the Canvas
    What just happened?
    Drawing in the Canvas
    Have a go hero – drawing with colors
    Sending the drawing to all the connected browsers
    Time for action – sending the drawing through WebSockets
    What just happened?
    Defining a data object to communicate between the client and the server
    Packing the drawing lines data into JSON for sending
    Recreating the drawing lines after receiving them from other clients
    Building a multiplayer draw-and-guess game
    Time for action – building the draw-and-guess game
    What just happened?
    Inheriting the Room class
    Controlling the game flow of a multiplayer game
    Room and Game Room
    Improving the game
    Improving the styles
    Storing drawn lines on each game
    Have a go hero
    Improving the answer checking mechanism
    Have a go hero
    Summary
    9. Building a Physics Car Game with Box2D and Canvas
    Installing the Box2D JavaScript library
    Time for action – installing the Box2D physics library
    What just happened?
    Using b2World to create a new world
    Setting the gravity of the world
    Setting Box2D to ignore the sleeping object
    Creating a static ground body in the physics world
    Time for action – creating a ground in the world
    What just happened?
    Pixel per meter
    Creating a shape with a fixture
    Creating a body
    Setting the bouncing effect with the restitution property
    Drawing the physics world in the canvas
    Time for action – drawing the physics world into the Canvas
    What just happened?
    Creating a dynamic box in the physics world
    Time for action – putting a dynamic box in the world
    What just happened?
    Advancing the world time
    Time for action – setting up the world step loop
    What just happened?
    Adding wheels to the game
    Time for action – putting two circles in the world
    What just happened?
    Creating a physical car
    Time for action – connecting the box and two circles with a revolute joint
    What just happened?
    Using a revolute joint to create an anchor point between two bodies
    Adding force to the car with a keyboard input
    Time for action – adding force to the car
    What just happened?
    Applying force to a body
    Clearing Force
    Understanding the difference between ApplyForce and ApplyImpulse
    Have a go hero
    Adding ramps to our game environment
    Time for action – creating the world with ramps
    What just happened?
    Have a go hero
    Checking collisions in the Box2D world
    Time for action – checking a collision between the car and the destination body
    What just happened?
    Getting the collision contact list
    Have a go hero
    Restarting the game
    Time for action – restarting the game while pressing the R key
    What just happened?
    Have a go hero
    Adding a level support to our car game
    Time for action – loading the game with levels data
    What just happened?
    Have a go hero
    Replacing the Box2D outline drawing with graphics
    Time for action – adding a flag graphic and a car graphic to the game
    What just happened?
    Using userData in shape and body
    Drawing graphics in every frame according to the state of its physics body
    Rotating and translating an image in the canvas
    Have a go hero
    Adding a final touch to make the game fun to play
    Time for action – decorating the game and adding a fuel limitation
    What just happened?
    Adding fuel to add a constraint when applying force
    Presenting the remaining fuel in a CSS3 progress bar
    Adding touch support for tablets
    Time for action – adding touch support
    What just happened?
    Controlling the viewport scale
    Touch-specific buttons
    Summary
    10. Deploying HTML5 Games
    Preparing the deploying materials
    Putting the game on the Web
    Hosting the node.js server
    Deploying as a mobile web app in the home screen
    Time for action – adding a meta tag for a mobile web app
    What just happened?
    Building an HTML5 game into a Mac OS X app
    Time for action—putting the HTML5 games into a Mac app
    What just happened?
    Building an HTML5 game into a mobile app with the Web View
    Building with the PhoneGap build
    App store's reviewing process
    Summary
    A. Pop Quiz Answers
    Chapter 2, Getting Started with DOM-based Game Development
    Preparing the HTML documents for a DOM-based game
    Pop quiz
    Setting up the Ping Pong game elements
    Pop quiz
    Chapter 3, Building a Card-matching Game in CSS3
    Storing internal custom data with an HTML5 custom data attribute
    Pop quiz
    Accessing custom data attribute with jQuery
    Pop quiz
    Chapter 4, Building the Untangle Game with Canvas and the Drawing API
    Drawing a circle in the Canvas
    Pop quiz
    Using mouse events to interact with objects drawn in the Canvas
    Detecting mouse events in circles in the Canvas
    Pop quiz
    Clearing the Canvas
    Pop quiz
    Chapter 5, Building a Canvas Game's Masterclass
    Drawing text in the Canvas
    Pop quiz – drawing text in the Canvas
    Drawing images in the Canvas
    Pop quiz – styling a Canvas background
    Chapter 6, Adding Sound Effects to Your Games
    Adding a sound effect to the Play button
    Pop quiz – using the audio tag
    Chapter 7, Saving the Game's Progress
    Saving the entire game progress
    Pop quiz – using local storage
    Index

    HTML5 Game Development by Example Beginner's Guide Second Edition

    HTML5 Game Development by Example Beginner's Guide Second Edition

    Copyright © 2015 Packt Publishing

    All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

    Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

    Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

    First published: August 2011

    Second edition: June 2015

    Production reference: 2250615

    Published by Packt Publishing Ltd.

    Livery Place

    35 Livery Street

    Birmingham B3 2PB, UK.

    ISBN 978-1-78528-777-0

    www.packtpub.com

    Credits

    Author

    Makzan

    Reviewers

    Lauri Hosio

    Dan Nagle

    Matt Palmerlee

    Leonardo Risuleo

    Commissioning Editor

    Dipika Gaonkar

    Acquisition Editors

    Vivek Anantharaman

    Sam Wood

    Content Development Editor

    Arwa Manasawala

    Technical Editor

    Menza Mathew

    Copy Editors

    Ameesha Green

    Jasmine Nadar

    Project Coordinator

    Shweta H Birwatkar

    Proofreader

    Safis Editing

    Indexer

    Tejal Daruwale Soni

    Production Coordinator

    Manu Joseph

    Cover Work

    Manu Joseph

    About the Author

    Makzan focuses on the fields of web development and game design. He has over 14 years of experience in building digital products. He has worked on real-time multiplayer interaction games, iOS applications, and rich interactive websites.

    He has written three books, on building a Flash virtual world, and creating games with HTML5 and the latest web standards and developed a video course as well. He currently teaches courses in Hong Kong and Macao SAR. He writes tutorials and shares his know-how on makzan.net.

    I wish to thank my wife, Candy, for her patience and understanding. I would also like to thank the entire team at Packt Publishing. The book would not have been possible without their help. I thank all the reviewers for providing useful comments from which I have learned a lot.

    About the Reviewers

    Lauri Hosio has been making games since he discovered QBASIC with his friends in elementary school. Professionally, he's worked with web and mobile games for over 7 years.

    Previously, he worked at Rovio as the acting lead game programmer on Angry Birds Friends. At other companies, he has also worked on web-based MMO games and general web development.

    Before HTML5, he made independent web games with Flash that were played by millions of players. Some of his games have been published by AddictingGames and ArmorGames. Lauri currently works in Kansas City, Missouri, on mobile games and full-stack web development.

    Dan Nagle has, since graduating as a valedictorian in computer engineering from the Mississippi State University in 2003, written and published apps for Android, Windows, Mac, Linux, iOS, numerous web apps, network servers, and pure embedded C. He is the author of the book, HTML5 Game Engines: App Development and Distribution, which was published by CRC Press. He has also written articles and spoken at conferences about developing websites and HTML5-based games.

    For about 4 years, he owned and operated a web company that focused on website hosting and custom game development. Before that, he was an electrical engineer who developed embedded systems.

    Currently, he is a senior software engineer who writes control software, web interfaces, and mobile apps for network devices that distribute HD video. He can be reached through his website at http://DanNagle.com/.

    Matt Palmerlee has been developing software professionally since 2001 and has a passion for JavaScript and HTML5 game development. He built Astriarch, an open source multiplayer space strategy game, using HTML5 and Node.js. Matt has developed other HTML5 games, which were published by Mastered Software, his software development consulting company.

    Matt occasionally blogs about interesting aspects of software development and HTML5 games on his personal website at http://mattpalmerlee.com/.

    Leonardo Risuleo is the owner and creative director of Small Screen Design. He is a designer and developer with several years of experience in mobile, new media, and user experience. Leonardo is a highly dedicated professional, and he's passionate about what he does. He started his career in 2003, and in the last few years, he has worked on a variety of different mobile and embedded platforms for a number of well-known brands and studios. Leonardo designs, prototypes, and develops mobile applications, games, widgets, and websites.

    From 2008 to 2010, he had the honor of being the Nokia Developer Champion, a recognition and reward program for top mobile developers worldwide. In 2008, Leonardo formally founded Small Screen Design (https://www.smallscreendesign.com), a design and development studio focused on mobile design and user experience. In 2015, he became Digital Champion—an ambassador for the Digital Agenda—for Squillace, to help every European become digital.

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    Preface

    HTML5 promises to be the hot new platform for online games. HTML5 games work on computers, smartphones, tablets, iPhones, and iPads. Be one of the first developers to build HTML5 games today and be ready for tomorrow!

    This book will show you how to use the latest HTML5 and CSS3 web standards to build card games, drawing games, physics games, and even multiplayer games over the network. With this book, you will build six example games with clear systematic tutorials.

    HTML5, CSS3, and the related JavaScript API are the latest hot topic in the Web. These standards bring us the new game market of HTML5 games. With the new power from them, we can design games with HTML5 elements, CSS3 properties, and JavaScript to play in browsers.

    The book is divided into 10 chapters with each one focusing on one topic. While building the six games in the book, you will learn how to draw game objects, animate them, add audio, connect players, and build physics game with the Box2D physics engine.

    What this book covers

    Chapter 1, Introducing HTML5 Games, introduces the new features of HTML5, CSS3, and the related JavaScript API. It demonstrates what games we can make with these features and their benefits.

    Chapter 2, Getting Started with DOM-based Game Development, kickstarts the game development journey by creating a traditional Ping Pong game in DOM and jQuery.

    Chapter 3, Building a Card-matching Game in CSS3, walks you through the new features of CSS3 and discusses how we can create a memory card-matching game in DOM and CSS3.

    Chapter 4, Building the Untangle Game with Canvas and the Drawing API, introduces a new way to draw things and interact with them in a web page with the new canvas element. This also demonstrates how to handle dragging on touch devices.

    Chapter 5, Building a Canvas Game's Masterclass, extends the Untangle game to show how we can draw gradients and images in the Canvas. It also discusses sprite sheet animations and multilayer management.

    Chapter 6, Adding Sound Effects to Your Games, adds sound effects and background music to the game by using the Audio element. It discusses the audio format capability among web browsers and creates a keyboard-driven music game by the end of the chapter.

    Chapter 7, Saving the Game's Progress, extends the CSS3 memory-matching game to demonstrate how we can use the Local Storage API to store and resume game progress and records the best scores.

    Chapter 8, Building a Multiplayer Draw-and-Guess Game with WebSockets, discusses the WebSockets API that allows browsers to establish persistent connection with the socket server. This allows multiple players to play the game together in real time. A draw-and-guess game is created at the end of the chapter.

    Chapter 9, Building a Physics Car Game with Box2D and Canvas, teaches you how to integrate a famous physics engine, Box2D, into our canvas games. It discusses how to create physics bodies, apply force, connect them together, associate graphics with the physics, and finally create a platform car game.

    Chapter 10, Deploying HTML5 Games, shares the different ways in which we can publish our games. It discusses wrapping the web into a native app for Apple's App Store.

    Appendix, Pop Quiz Answers, gives the answers to the pop quiz questions in each of the chapters.

    What you need for this book

    You need the latest modern web browsers, a good text editor, and a basic knowledge of HTML, CSS, and JavaScript. In Chapter 8, Building a Multiplayer Draw-and-Guess Game with WebSockets, we need the Node.js server, which we will help you to install in that chapter.

    Who this book is for

    This book is for web designers who have a basic knowledge of HTML, CSS, and JavaScript and want to create Canvas or DOM-based games that run on browsers.

    Sections

    In this book, you will find several headings that appear frequently (Time for action, What just happened?, Pop quiz, and Have a go hero).

    To give clear instructions on how to complete a procedure or task, we use these sections as follows:

    Time for action – heading

    Action 1Action 2Action 3

    Instructions often need some extra explanation to ensure they make sense, so they are followed with these sections:

    What just happened?

    This section explains the working of the tasks or instructions that you have just completed.

    You will also find some other learning aids in the book, for example:

    Pop quiz – heading

    These are short multiple-choice questions intended to help you test your own understanding.

    Have a go hero – heading

    These are practical challenges that give you ideas to experiment with what you have learned.

    Reader feedback

    Feedback from our readers is always welcome. Let us know what you think about this book—what you liked or disliked. Reader feedback is important for us as it helps us develop titles that you will really get the most out of.

    To send us general feedback, simply e-mail <[email protected]>, and mention the book's title in the subject of your message.

    If there is a topic that you have expertise in and you are interested in either writing or contributing to a book, see our author guide at www.packtpub.com/authors.

    Customer support

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    Downloading the example code

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    Chapter 1. Introducing HTML5 Games

    Hypertext Markup Language, HTML, has been shaping the Internet in the last few decades. It defines how content is structured in the Web and the linkage between related pages. HTML has kept evolving from version 2 to HTML 4, and later to XHTML 1.1. Thanks to the web applications and social networking applications, it the era of HTML5 now.

    Cascading Style Sheet (CSS) defines how web pages are presented visually. It styles all HTML elements and the styles of their states, such as hover and active.

    JavaScript is the logic controller of a web page. It makes the web page dynamic and provides client-side interaction between the page and users. It accesses the HTML through Document Object Model (DOM). It controls the new HTML features via their APIs.

    There are modern web browsers in most desktop and mobile devices. These latest web techniques bring us the new game market—the HTML5 games. With the new power from these techniques, we can design games with HTML5 elements, CSS3 properties, and JavaScript to play in most browsers and mobile devices.

    In this chapter, we will cover the following topics:

    Discovering new features in HTML5Discussing what makes us so excited around HTML5 and CSS3Previewing what games we are going to build in later chaptersPreparing the development environment

    So, let's get started.

    Discovering new features in HTML5

    There are many new things introduced in HTML5 and CSS3. Before getting our hands dirty by creating the games, let's take an overview of the new features and see how we can use them to create games.

    Canvas

    Canvasis an HTML5 element that provides drawing shapes and bitmap manipulation functions in low levels. We can imagine the Canvas element as a dynamic image tag. The traditional <img> tag shows a static image. This image is usually static after it's loaded. We can change the <img> tag to another image source or apply styles to the image, but we cannot modify the image's bitmap context itself.

    On the other hand, Canvas is like a client-side dynamic <img> tag. We can load images inside it, draw shapes there, and interact with it using JavaScript.

    Canvas plays an important role in HTML5 game development. It is one of our main focus areas in this book.

    Audio

    Background music and sound effects are essential elements in game design. HTML5 comes with native audio support from the audio tag. Thanks to this feature, we do not require the proprietary Flash Player to play sound effects in our HTML5 games. However, there have been some restrictions on using Web Audio on the Web. We will discuss the usage of the audio tag in Chapter 6, Adding Sound Effects to Your Games.

    Touch Events

    Besides the traditional keyboard and mouse events, there are touch events that we can use to handle single and multi-touch events. We can design a game that works on mobile devices with touches. We can also handle gestures by observing the touch patterns.

    GeoLocation

    GeoLocation lets the web page retrieve the latitude and longitude of the user's computer. For example, Google's Ingress game makes use of GeoLocation to let players play the game in their real city. This feature may not have been so useful years ago when everyone was using the Internet with their desktop. There are not many things for which we need the accurate location of the road of the user. We can get the rough location by analyzing the IP address.

    These days, more and more users are going on the Internet with their powerful smartphones. Webkit and other modern mobile browsers are in everyone's pocket. GeoLocation lets us design mobile applications and games to play with the inputs of a location.

    WebGL

    WebGL extends the Canvas element by providing a set of 3D graphics APIs in the web browser. The APIs follow the standard of OpenGL ES 2.0. WebGL provides a powerful GPG-accelerated, 3D rendering API for HTML5 games. Some 3D game engines support the export of WebGL, including the popular Unity engine. We can expect to see more HTML5 3D games waiting to be released using WebGL.

    The techniques used to create games with WebGL are quite different than using Canvas. Creating games in WebGL requires handing the 3D models and using an API similar to OpenGL. Therefore, we will not discuss WebGL game development in this book.

    WebGL has a better performance than 2D Canvas because of the GPU-rendering support. Some libraries allow a game to use Canvas 2D drawing API, and the tools render the canvas by drawing on WebGL to gain performance. Pixi.js (http://www.pixijs.com), EaselJS (http://blog.createjs.com/webgl-support-easeljs/) and WebGL-2D (https://github.com/corbanbrook/webgl-2d) are several such tools among them.

    WebSocket

    WebSocket is part of the HTML5 spec to connect the web page to a socket server. It provides us with a persistent connection between the browser and server. This means that the client does not need to poll the server for new data within short periods. The server will push updates to the browsers whenever there is any data to update. One benefit of this feature is that game players can interact with each other in almost real time. When one player does something and sends data to the server, we can send the individual player the update to create one-on-one real-time page play, or we can iterate all the connections in the server to send an event to every other connected browser to acknowledge what the player just did. This creates the possibility of building multiplayer HTML5 games.

    Local storage

    HTML5 provides a persistent data storage solution to web browsers.

    Local Storage stores key-value pair data persistently. The data is still there after the browser terminates. Moreover, the data is not limited to be accessible only to the browsers that created it. It is available to all browser instances with the same domain. Thanks to Local Storage, we can easily save a game's status, such as progress and earned achievements, locally in web browsers.

    Another database on web browser is IndexedDB. It's key-value pair too, but it allows storing objects and querying data with condition.

    Offline applications

    Normally, we need an Internet connection to browse web pages. Sometimes, we can browse cached offline web pages. These cached offline web pages usually expire quickly. With the next offline application introduced by HTML5, we can declare our cache manifest. This is a list of files that will be stored for later access when there is no Internet connection.

    With the cache manifest, we can store all the game graphics, game control JavaScript files, CSS stylesheets, and the HTML files locally. We can also pack our HTML5 games as offline games on the desktop or mobile devices. Players can play the games even in the airplane mode. The following screenshot from the Pie Guy game (http://mrgan.com/pieguy) shows an HTML5 game being played on an iPhone without an Internet connection; note the little airplane symbol indicating the offline status:

    Discovering new features in CSS3

    CSS is the presentation layer and HTML is the content layer. It defines how the HTML looks. We cannot miss CSS when we create games with HTML5, especially DOM-based games. We may purely use JavaScript to create and style the games with a Canvas element. However, we need CSS when we create DOM-based HTML5 games. Therefore, let's take a look at what is new in CSS3 and how we can use the new properties to create games.

    Instead of directly drawing and interacting on Canvas' drawing board, new CSS3 properties let us animate the DOM in different ways. This makes it possible to make more complicated DOM-based browser games.

    CSS3 transition

    Traditionally, the style changes immediately when we apply a new style to an element. CSS3 transition renders in-between styles during the style changes of the target elements over duration. For example, here, we have a blue box and want to change it to dark blue when we do a mouseover. We can do this by using the following code snippets:

    HTML:

    <a href="#" class="box"></a>

    CSS:

    a.box { display: block; width: 100px; height: 100px; background: blue; } a.box:hover { background: darkblue; }

    The box changes to dark blue immediately when we do a mouseover. With CSS3 transition applied, we can tween the styles for a specific duration and easing value:

    a.box { transition: all 0.5s ease-out; }

    Tip

    Downloading the example code

    For all the Packt Publishing books you have purchased, you can download the example code files from your account at http://www.packtpub.com. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register to have the files e-mailed directly to you.

    In the past, we needed JavaScript to calculate and render the in-between styles; this is much slower than using CSS3 transition because the browser natively makes the effects happen.

    Note

    Since some CSS3 specifications are still in the draft stage and not yet fixed, implementation from different browser vendors may have some minor differences to the W3C spec. Therefore, browser vendors tend to implement their CSS3 properties with a vendor prefix to prevent conflict.

    Safari uses the -webkit- prefix. Opera uses the -o- prefix. Firefox uses the -moz- prefix and IE uses the -ms- prefix. Chrome used to use -webkit-, but now it doesn't use any prefix after switching its engine to Blink. It is a little complex now to declare a CSS3 property, such as flex, with several lines of the same rule for several browsers. We can expect the prefix to be dropped after the property spec is fixed.

    In order to make the code cleaner in this book, I will use non-vendor prefix for all the properties in this book. I recommend you to use JavaScript-based libraries to automatically add the required vendor prefix for different web browsers. The prefix-free library (http://leaverou.github.io/prefixfree/) is one of them.

    Alternatively, if you are using preprocessors, the compilation process may also add the necessary vendor prefix for you.

    CSS3 transform

    CSS3 transform lets us scale the elements, rotate them, and translate their position. CSS3 transform is divided into 2D and 3D. By combining the transform origin and 3D rotation and translation, we can animate 2D graphics in a 3D space.

    CSS3 animation

    CSS3 transition is one type of animation. It declares the tweening animation between two styles of the elements.

    CSS3 animation is one step further in animation. We can define key frames of an animation. Each key frame contains a set of properties that should change at any particular moment. It is like a set of CSS3 transitions that are applied in sequence to the target element.

    The AT-AT Walker (http://anthonycalzadilla.com/css3-ATAT/index-bones.html) shows a nice demo on creating a skeleton bone animation with CSS3 animation key frames, transform, and transition. This is shown in the following diagram:

    The benefit of creating HTML5 games

    We have explored several new key features from HTML5 and CSS3. With these features, we can create HTML5 games on browsers. But why do we need to do that? What is the benefit of creating HTML5 games?

    Free and open standards

    The web standards are open and free for use. In contrast, third-party tools are usually proprietary and they cost money. With proprietary technologies, the support from them may drop because of changes to the company's focus. The standardization and openness of HTML5 ensures that we will have browsers that support it.

    Support for multiple platforms

    With the built-in support of all the HTML5 features in modern browsers, we do not require the users to preinstall any third-party plugin in order to play any file. These plugins are not standard. They usually require an extra plugin installation that you may not be able to install. For instance, millions of Apple iOS devices around the world do not support third-party plugins, such as Flash Player, in their mobile Safari. Despite whatever the reason might be, Apple does not allow Flash Player to run on their Mobile Safaris, instead, HTML5 and the related web standard are what they get in their browsers. We can reach this user base by creating HTML5 games that are optimized for mobiles.

    Native app-rendering performance in particular scenarios

    When we code the game in a Canvas, there are some rendering engines that can translate our Canvas drawing code into OpenGL, thus rendering in native mobile device. This means that while we are still coding the game for a web browser, our game can gain benefits in mobile devices by the native app OpenGL rendering. Ejecta (http://impactjs.com/ejecta) and CocoonJS (http://ludei.com/cocoonjs) are two such engines.

    Breaking the boundary of usual browser games

    In traditional game designing, we build games within a boundary box. We play video games on a television. We play Flash games in web browsers with a rectangle boundary.

    Using creativity, we are not bound in a rectangle game stage any more. We can have fun with all the page elements.

    Twitch (http://reas.com/twitch/) is a game from Chrome Experiments. It is a collection of mini games where the player has to carry the ball from the starting point to the end point. The fun part is that each mini game is a small browser window. When the ball reaches the destination point of that mini game, it is transferred into the newly created mini game browser to continue the journey. The following screenshot shows the whole map of Twitch with the individual web browsers:

    Building HTML5 games

    Thanks to the new features of HTML5 and CSS3, we can now create an entire game in the browser. We can control every element in the DOM. We can animate each document object with CSS3. We have Canvas to dynamically draw things and interact with them. We have an audio element to handle the background music and sound effects. We also have Local Storage to save game data, and WebSocket to create a real-time multiplayer game. Most modern browsers are already supporting these features. It is now time to build HTML5 games.

    What others are playing with HTML5

    This is a good opportunity to study how different HTML5 games perform by watching other HTML5 games that are made with different techniques.

    Coca-Cola's Ahh campaign

    Coca-Cola had run a campaign known as Ahh (http://ahh.com) with lots of interactive mini games. The interactions combined several techniques that included canvas and device rotation. Most of them work well in both desktop and mobile devices.

    Asteroid-styled bookmarklet

    Erik, a web designer from Sweden, created an interesting bookmarklet. This