Develop simple games using HTML5
HTML5 provides robust support for game development. Through technologies like Canvas, WebGL, and the Audio API, developers can create rich, interactive gaming experiences. From simple 2D games to complex 3D scenes, HTML5 is capable of handling it all.
HTML5 Game Development Basics
HTML5 game development primarily relies on several core technologies:
- Canvas: For drawing 2D graphics
- WebGL: For 3D rendering
- Web Audio API: For handling game sound effects
- requestAnimationFrame: For smooth animations
- Local Storage: For saving game progress
<!DOCTYPE html>
<html>
<head>
<title>Simple HTML5 Game</title>
<style>
canvas { background: #eee; display: block; margin: 0 auto; }
</style>
</head>
<body>
<canvas id="gameCanvas" width="480" height="320"></canvas>
<script>
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
// Main game loop
function gameLoop() {
update();
render();
requestAnimationFrame(gameLoop);
}
function update() {
// Game logic updates
}
function render() {
// Render game visuals
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
gameLoop();
</script>
</body>
</html>
Canvas Drawing Basics
Canvas is the core component of HTML5 game development, offering a rich set of drawing APIs:
// Draw a rectangle
ctx.fillStyle = 'red';
ctx.fillRect(10, 10, 50, 50);
// Draw a circle
ctx.beginPath();
ctx.arc(100, 100, 30, 0, Math.PI * 2);
ctx.fillStyle = 'blue';
ctx.fill();
// Draw text
ctx.font = '20px Arial';
ctx.fillStyle = 'black';
ctx.fillText('Hello HTML5', 150, 50);
Creating Game Characters
Game characters are typically represented as objects with properties like position and velocity:
class Player {
constructor(x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.speed = 5;
}
update(keys) {
if (keys.ArrowLeft) this.x -= this.speed;
if (keys.ArrowRight) this.x += this.speed;
if (keys.ArrowUp) this.y -= this.speed;
if (keys.ArrowDown) this.y += this.speed;
// Boundary checks
this.x = Math.max(0, Math.min(canvas.width - this.width, this.x));
this.y = Math.max(0, Math.min(canvas.height - this.height, this.y));
}
draw(ctx) {
ctx.fillStyle = 'green';
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
// Usage example
const player = new Player(50, 50, 30, 30);
const keys = {};
window.addEventListener('keydown', (e) => {
keys[e.key] = true;
});
window.addEventListener('keyup', (e) => {
keys[e.key] = false;
});
function update() {
player.update(keys);
}
function render() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
player.draw(ctx);
}
Implementing Collision Detection
Games use various collision detection methods; here's a simple rectangle collision check:
function checkCollision(rect1, rect2) {
return rect1.x < rect2.x + rect2.width &&
rect1.x + rect1.width > rect2.x &&
rect1.y < rect2.y + rect2.height &&
rect1.y + rect1.height > rect2.y;
}
// Usage example
class Enemy {
constructor(x, y) {
this.x = x;
this.y = y;
this.width = 30;
this.height = 30;
}
draw(ctx) {
ctx.fillStyle = 'red';
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
const enemies = [new Enemy(100, 100), new Enemy(200, 150)];
function update() {
player.update(keys);
enemies.forEach(enemy => {
if (checkCollision(player, enemy)) {
console.log('Collision detected!');
}
});
}
function render() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
player.draw(ctx);
enemies.forEach(enemy => enemy.draw(ctx));
}
Game State Management
Complex games require state management for menus, gameplay, game over screens, etc.:
const GameState = {
MENU: 0,
PLAYING: 1,
GAME_OVER: 2
};
let currentState = GameState.MENU;
let score = 0;
function update() {
switch(currentState) {
case GameState.MENU:
// Menu logic
break;
case GameState.PLAYING:
player.update(keys);
// Game logic
break;
case GameState.GAME_OVER:
// Game over logic
break;
}
}
function render() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
switch(currentState) {
case GameState.MENU:
// Render menu
ctx.fillStyle = 'black';
ctx.font = '30px Arial';
ctx.fillText('Press SPACE to start', 100, 150);
break;
case GameState.PLAYING:
// Render game
player.draw(ctx);
enemies.forEach(enemy => enemy.draw(ctx));
ctx.fillText(`Score: ${score}`, 10, 30);
break;
case GameState.GAME_OVER:
// Render game over screen
ctx.fillText('Game Over', 150, 150);
ctx.fillText(`Final Score: ${score}`, 130, 200);
break;
}
}
// Start game
window.addEventListener('keydown', (e) => {
if (e.key === ' ' && currentState === GameState.MENU) {
currentState = GameState.PLAYING;
}
});
Adding Game Sound Effects
Use the Web Audio API to add sound effects:
// Audio context
const audioContext = new (window.AudioContext || window.webkitAudioContext)();
// Load sound
function loadSound(url) {
return fetch(url)
.then(response => response.arrayBuffer())
.then(arrayBuffer => audioContext.decodeAudioData(arrayBuffer));
}
// Play sound
function playSound(buffer, volume = 1) {
const source = audioContext.createBufferSource();
const gainNode = audioContext.createGain();
source.buffer = buffer;
gainNode.gain.value = volume;
source.connect(gainNode);
gainNode.connect(audioContext.destination);
source.start(0);
}
// Usage example
let jumpSound, hitSound;
Promise.all([
loadSound('jump.wav'),
loadSound('hit.wav')
]).then(([jump, hit]) => {
jumpSound = jump;
hitSound = hit;
});
// Play sounds at appropriate times
function handleJump() {
if (jumpSound) playSound(jumpSound);
}
function handleHit() {
if (hitSound) playSound(hitSound, 0.5);
}
Game Performance Optimization
Performance optimization techniques:
- Offscreen Canvas: Pre-render static elements
const offscreenCanvas = document.createElement('canvas');
offscreenCanvas.width = 100;
offscreenCanvas.height = 100;
const offscreenCtx = offscreenCanvas.getContext('2d');
// Pre-render complex graphics
offscreenCtx.beginPath();
offscreenCtx.arc(50, 50, 40, 0, Math.PI * 2);
offscreenCtx.fillStyle = 'purple';
offscreenCtx.fill();
// Use in main canvas
ctx.drawImage(offscreenCanvas, 100, 100);
- Object Pooling: Reuse objects to reduce garbage collection
class BulletPool {
constructor() {
this.pool = [];
this.active = [];
}
get() {
let bullet;
if (this.pool.length > 0) {
bullet = this.pool.pop();
} else {
bullet = new Bullet();
}
this.active.push(bullet);
return bullet;
}
release(bullet) {
const index = this.active.indexOf(bullet);
if (index !== -1) {
this.active.splice(index, 1);
this.pool.push(bullet);
}
}
}
- Throttled Event Handling: Reduce unnecessary event processing
let lastTime = 0;
const throttleRate = 1000 / 60; // 60FPS
function throttledUpdate(timestamp) {
if (timestamp - lastTime >= throttleRate) {
update();
lastTime = timestamp;
}
requestAnimationFrame(throttledUpdate);
}
Mobile Device Adaptation
Add touch controls for mobile devices:
// Touch controls
canvas.addEventListener('touchstart', handleTouch);
canvas.addEventListener('touchmove', handleTouch);
function handleTouch(e) {
e.preventDefault();
const touch = e.touches[0];
const rect = canvas.getBoundingClientRect();
const touchX = touch.clientX - rect.left;
const touchY = touch.clientY - rect.top;
// Simple touch-following
player.x = touchX - player.width / 2;
player.y = touchY - player.height / 2;
}
// Virtual joystick implementation
class VirtualJoystick {
constructor() {
this.baseX = 50;
this.baseY = canvas.height - 50;
this.thumbX = this.baseX;
this.thumbY = this.baseY;
this.radius = 40;
this.active = false;
}
draw(ctx) {
// Draw joystick base
ctx.beginPath();
ctx.arc(this.baseX, this.baseY, this.radius, 0, Math.PI * 2);
ctx.fillStyle = 'rgba(0, 0, 0, 0.3)';
ctx.fill();
// Draw joystick
ctx.beginPath();
ctx.arc(this.thumbX, this.thumbY, 20, 0, Math.PI * 2);
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
ctx.fill();
}
handleInput(x, y) {
const dx = x - this.baseX;
const dy = y - this.baseY;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < this.radius) {
this.thumbX = x;
this.thumbY = y;
} else {
this.thumbX = this.baseX + (dx / distance) * this.radius;
this.thumbY = this.baseY + (dy / distance) * this.radius;
}
// Return normalized direction vector
return {
x: (this.thumbX - this.baseX) / this.radius,
y: (this.thumbY - this.baseY) / this.radius
};
}
}
const joystick = new VirtualJoystick();
// Add to render function
joystick.draw(ctx);
Game Saving and Loading
Implement simple game saves using localStorage:
function saveGame() {
const gameData = {
level: currentLevel,
score: score,
playerX: player.x,
playerY: player.y
};
localStorage.setItem('gameSave', JSON.stringify(gameData));
}
function loadGame() {
const savedData = localStorage.getItem('gameSave');
if (savedData) {
const gameData = JSON.parse(savedData);
currentLevel = gameData.level;
score = gameData.score;
player.x = gameData.playerX;
player.y = gameData.playerY;
return true;
}
return false;
}
// Auto-save
setInterval(saveGame, 30000); // Auto-save every 30 seconds
Particle Effects Implementation
Add simple particle effects to games:
class Particle {
constructor(x, y, color) {
this.x = x;
this.y = y;
this.color = color;
this.size = Math.random() * 5 + 2;
this.speedX = Math.random() * 3 - 1.5;
this.speedY = Math.random() * 3 - 1.5;
this.life = 100;
}
update() {
this.x += this.speedX;
this.y += this.speedY;
this.life--;
this.size *= 0.97;
}
draw(ctx) {
ctx.globalAlpha = this.life / 100;
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
ctx.fill();
ctx.globalAlpha = 1;
}
}
class ParticleSystem {
constructor() {
this.particles = [];
}
addParticles(x, y, color, count) {
for (let i = 0; i < count; i++) {
this.particles.push(new Particle(x, y, color));
}
}
update() {
for (let i = 0; i < this.particles.length; i++) {
this.particles[i].update();
if (this.particles[i].life <= 0) {
this.particles.splice(i, 1);
i--;
}
}
}
draw(ctx) {
this.particles.forEach(particle => particle.draw(ctx));
}
}
// Usage example
const particles = new ParticleSystem();
// Create particles on collision
function handleCollision() {
particles.addParticles(player.x, player.y, 'gold', 20);
}
function update() {
particles.update();
}
function render() {
particles.draw(ctx);
}
Game Physics Simulation
Implement simple physics like gravity and jumping:
class PhysicsObject {
constructor(x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.velocityX = 0;
this.velocityY = 0;
this.gravity = 0.5;
this.isGrounded = false;
}
update() {
// Apply gravity
this.velocityY += this.gravity;
// Update position
this.x += this.velocityX;
this.y += this.velocityY;
// Ground detection
if (this.y + this.height > canvas.height) {
this.y = canvas.height - this.height;
this.velocityY = 0;
this.isGrounded = true;
} else {
this.isGrounded = false;
}
}
jump(power = 10) {
if (this.isGrounded) {
this.velocityY = -power;
}
}
}
// Usage example
const physicsPlayer = new PhysicsObject(50, 50, 30, 30);
function update() {
physicsPlayer.update();
if (keys.ArrowLeft) physicsPlayer.velocityX = -5;
else if (keys.ArrowRight) physicsPlayer.velocityX = 5;
else physicsPlayer.velocityX = 0;
if (keys.Space) physicsPlayer.jump();
}
function render() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = 'blue';
ctx.fillRect(physicsPlayer.x, physicsPlayer.y,
physicsPlayer.width, physicsPlayer.height);
}
Game Asset Preloading
Implement an asset preloading manager:
class AssetLoader {
constructor() {
this.images = {};
this.sounds = {};
this.total = 0;
this.loaded = 0;
}
loadImage(name, url) {
this.total++;
const img = new Image();
img.onload = () => {
this.loaded++;
if (this.isDone()) console.log('All images loaded');
};
img.src = url;
this.images[name] = img;
return img;
}
loadSound(name, url) {
this.total++;
return fetch(url)
.then(response => response.arrayBuffer())
.then(arrayBuffer => audioContext.decodeAudioData(arrayBuffer))
.then(buffer => {
this.sounds[name] = buffer;
this.loaded++;
if (this.isDone()) console.log('All assets loaded');
return buffer;
});
}
isDone() {
return this.loaded === this.total;
}
getProgress() {
return (this.loaded / this.total) * 100;
}
}
// Usage example
const assets = new AssetLoader();
assets.loadImage('player', 'player.png');
assets.loadImage('enemy', 'enemy.png');
assets.loadSound('jump', 'jump.wav');
// Display loading progress
function renderLoadingScreen() {
ctx.fillStyle = 'black';
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = 'white';
ctx.font = '20px Arial';
ctx.fillText(`Loading: ${assets.getProgress().toFixed(1)}%`,
canvas.width/2 - 50, canvas.height/2);
}
function checkAssets() {
if (assets.isDone()) {
currentState = GameState.PLAYING;
} else {
renderLoadingScreen();
requestAnimationFrame(checkAssets);
}
}
checkAssets();
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