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Rodrigo Silveira - Learning HTML5 by Creating Fun Games

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Rodrigo Silveira Learning HTML5 by Creating Fun Games
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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.

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Learn HTML5 by Creating Fun Games

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

Cover Image by Duraid Fatouhi (<>)

Credits

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

About the Author

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 lifehis family, software development, and video games (with the last two usually being mingled together).

About the Reviewer

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.

I would like to thank my family and my wife, Candy Wong, for supporting all my writings.

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Preface

If you would like to write a software that can reach billions of people world-wide, then this book will help you get started on that journey. Today, most of the devices people use every day (computers, laptops, tablet computers, smart phones, and so on) are capable of running HTML5 code. What's more, as modern web browsers continue to get more and more powerful, your HTML5-based games and applications can run at or very near native application performance levels.

This book will help you learn all about HTML5, including the semantic markup elements, CSS3 styling, and the latest supporting JavaScript APIs. With this knowledge and skill, we'll be able to create fun games that can be played by anyone using a device connected to the Internet.

What this book covers

, An Overview of HTML5 , explains what HTML5 is, and how it fits into the Open Web platform paradigm. It also introduces the three pillars of HTML5, namely the new HTML elements, CSS3, and new JavaScript APIs.

, HTML5 Typography , introduces the first game in the book, namely, a DOM-based typography game. The main HTML5 features described in the chapter include web forms, metadata, web fonts, transitions, animation, text shadow, box shadow, window.JSON, and querySelector.

, Understanding the Gravity of HTML5 , builds a basic jelly-wobbling gravity game. This chapter includes a discussion of cross-browser support, polyfills, and how to get around different API implementations among different browsers. The main HTML5 features described in the chapter include web audio, SVG graphics, and drag-and-drop.

, Using HTML5 to Catch a Snake , creates a traditional snake game using the new HTML5 canvas element, with its accompanying 2D rendering context. Other HTML5 features described in the chapter include web workers, offline storage, and RequestAnimationFrame.

, Improving the Snake Game , builds on the same game created in the previous chapter, adding features such as window messaging, web storage, local storage, session storage, and IndexedDB.

, Adding Features to Your Game , focuses the discussion on advanced HTML5 concepts, as well as the latest features. Although no game is built in this chapter, the JavaScript and CSS APIs described represent the current state of the art in HTML5 and web development. The major features described in the chapter include WebGL, web sockets, video, geolocation, CSS shaders, CSS columns, and CSS regions and exclusions.

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