Learn HTML5 by Creating Fun Games
Table of Contents
Learn HTML5 by Creating Fun Games
Credits
About the Author
About the Reviewer
www.PacktPub.com
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Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. An Overview of HTML5
What is HTML?
A brief history of HTML
The evolution of the World Wide Web
What is HTML5?
HTML5 – the next step in the evolution
HTML5 is not a single feature
More semantic document structure
A warning about performance
Native features of the browser
Automatic form validation
New input types
Telephone-friendly hyperlinks
CSS-based DOM selectors
Text-to-speech
CSS3
Separation of concerns
Reusability of visual design
Ease of maintenance
Scalability
The evolution of CSS
Experimental features and vendor prefixes
CSS preprocessors
CSS3 modules
Style attributes
Selectors
Colors
Media queries
JavaScript APIs
New JavaScript APIs
The Web as a platform
The Open Web
HTML5 – a game changer
Learning HTML5 through game development
Summary
2. HTML5 Typography
The game
Game elements
The options widget
The game title
Boat
Sky
Waves
Tracks
Players
The main container
Words to write
Words written
The message container
The message title
The new champion form
Leaderboard
Game controls
HTML
The web form
Range input
Email input
Data attributes
CSS
Web fonts
Transitions
Animations
The text shadows
The box shadows
The border radius
JavaScript
Query selectors
API usage
Web forms
New input types
Date
Month
Week
Time
Datetime
Datetime-local
Color
Email
Number
Range
Search
Tel
Url
Form validation
Validity state object
Custom validation
Used in the game
Data attributes
Used in the game
Query selectors
Used in the game
Web fonts
Transitions
Animations
The text shadow
The box shadow
The border radius
The code
The HTML structure
JavaScript and logic
Summary
3. Understanding the Gravity of HTML5
Browser compatibility
Supporting different browsers
HTML5 libraries and frameworks
jQuery
Google Web Toolkit
Supporting browsers with limited HTML5 features
Gracefully degrade
Polyfills
Modernizr
The game
Code structure
API usage
Web audio
Scalable Vector Graphics (SVG)
Drag-and-drop
Web audio
How to use it
SVG
How to use it
Drag-and-drop
How to use it
Summary
4. Using HTML5 to Catch a Snake
The game
API usage
How to use it
Typed arrays
How to use it
ArrayBuffer and ArrayBufferView
Typed array view types
Canvas
How to use it
clearRect
Fill and stroke
Lines
Shapes
Text
Transformations
Drawing images
Manipulating pixels
Web workers
How to use it
Offline application cache
How to use it
The code
Summary
5. Improving the Snake Game
The game
API usage
Web messaging
How to use it
Web storage
Local storage
Session storage
IndexedDB
IDBFactory
IDBOpenDBRequest
IDBTransaction
readwrite
readonly
versionchange
Getting elements
Deleting elements
The code
Saving the high score
Taking screenshots of the game
Summary
6. Adding Features to Your Game
Advanced HTML5 APIs
WebGL
Hello, World!
Web sockets
The connection
The server-side code
The client-side code
Video
Attributes
Events
Geolocation
A Google Maps example
Upcoming CSS features
Programming in the bleeding edge
CSS shaders
Using custom filters
CSS columns
The column rule
Column breaks
CSS regions and exclusions
Regions
Exclusions
Defining shapes
Summary
7. HTML5 and Mobile Game Development
Desktop versus mobile
Major implementation considerations
Screen size and orientation
Computing power
Battery life
Browser differences
Best practices
Degrade gracefully and enhance progressively
Finger-friendly design
Save battery life
Plan for offline
Offering a desktop version
Understanding media queries
width
height
device-width
device-height
orientation
aspect-ratio
device-aspect-ratio
color
color-index
monochrome
resolution
scan
grid
Understanding touch events
touchstart
touches
changedTouches
targetTouches
touchend
touchmove
The touch object
identifier
screenX
screenY
clientX
clientY
pageX
pageY
radiusX
radiusY
rotationAngle
force
target
The game
Code structure
/css
/img
/js
/components
/entities
/widgets
Canvas.js
EnemyManager.js
GameLoop.js
PhysicsManager.js
Vec2.js
main.js
index.html
Mobile optimizations
Combine resources
Track touches by IDs
Use CSS animations with caution
Use separate canvases for each game layer
Use image atlases
Summary
Index
Learn HTML5 by Creating Fun Games
Copyright © 2013 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: June 2013
Production Reference: 1190613
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-84969-602-9
www.packtpub.com
Author
Rodrigo Silveira
Reviewer
Thomas Mak
Acquisition Editor
Andrew Duckworth
Commissioning Editor
Shreerang Deshpande
Lead Technical Editor
Madhuja Chaudhari
Technical Editors
Veena Pagare
Priya Singh
Sampreshita Maheshwari
Project Coordinator
Apeksha Chitnis
Proofreaders
Aaron Nash
Bernadette Watkins
Indexer
Hemangini Bari
Graphics
Ronak Dhruv
Valentina Dsilva
Production Coordinator
Nilesh R. Mohite
Cover Work
Nilesh R. Mohite
Rodrigo Silveira is a web engineer at Deseret Digital Media. His responsibilities include back-end system development, tools, and maintenance, front-end application development and design, and more recently, he's been involved in mobile development of various products on the Android platform.
He received his Bachelor's of Science in Computer Science from Brigham Young University, Idaho, as well as an Associate's Degree in Business Management from LDS Business College in Salt Lake City, Utah.
His fascination for web development began in his early teenage years, and his skills grew as he discovered the power of a library subscription, a curious and willing mind, and supportive parents and friends. Today Rodrigo balances his time between the three great passions of his life—his family, software development, and video games (with the last two usually being mingled together).
Thomas Mak, also known as Makzan, is a developer with a specialty in web development and game design. He has over ten years of experience building digital products, including real-time multiplayer interaction games and iOS applications.
He is currently a founder of game development learning company, 42games (http://42games.net), where he makes game development tutorials and online learning resources.
He has written two books with Packt publishing and one screencast series for building Flash Virtual World and making games with HTML5 and related web standards.
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