Begining HTML5 game part 1

OK. Let’s start .

Do you know HTML ?
Create file game.html with content :

       
 <!DOCTYPE html>

<html>

<head>

<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">

<title>Insert title here</title>

</head>

<body>



</body>

</html> 

Adding some javascript as framework

       
<!DOCTYPE html>

<html>

<head>

<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">

<title>Insert title here</title>

<script type="text/javascript">

    function update()

    {

        // Game UPDATE login

    }

    function draw()

    {

        // game DRAW

       

    }

    function setup()

    {

       

        setInterval(draw, 21);

        setInterval(update, 21);

    }

</script>

</head>

<body onload="setup()">

    <canvas id="gameCanvas" width="800"  height="550">



</canvas>

</body>

</html>

You can see a HTML5 Canvas tag . We will create game , and draw all thing on this canvas
function setup  some variables and create game loop .

Now we will addling some object to game . A image may be good for begin .
I will draw this image on canvas :

you can download and reset name for image is “monday.jpg” in same location of html file aaaa

       
function draw()
{

        // game DRAW

        var gameCanvas = document.getElementById("gameCanvas");

        var graphic =  gameCanvas.getContext('2d');

        var monday = new Image(); 
        // you can download and reset name for image is "monday.jpg"

            monday.src="monday.jpg";

             graphic.drawImage(monday,100, 100);

} 

               
 Open browser and you can see this image show on canvas .

OK.  For now we implement simple event mouse event .

       

          function setup()

    {

        var gameCanvas= document.getElementById("gameCanvas");

        gameCanvas.addEventListener("click", canvasClicked,true);

        //setInterval(draw, 21);

        setInterval(update, 21);

        

    }

    function canvasClicked(e)

    {

        

        var gameCanvas = document.getElementById("gameCanvas");

        var graphic =  gameCanvas.getContext('2d');

        var monday = new Image();

        monday.src="monday.jpg";

         graphic.drawImage(monday,e.clientX, e.clientY);

    }     
 

Function draw is not loop (commented //setInterval function call), to you can see when click to canvas , new Image is drawn.

As you see HTML5 not so hard as you think , it very simple .

Result : when you click mouse, you could see  monday.jpg draw 😀
Full source

<!DOCTYPE html>

<html>

<head>

<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">

<title>Insert title here</title>

<script type="text/javascript">

    function update()

    {

        // Game UPDATE login

    }

    function draw()

    {

        // game DRAW

        var gameCanvas = document.getElementById("gameCanvas");

        var graphic =  gameCanvas.getContext('2d');

        var monday = new Image();

        monday.src="monday.jpg";

         graphic.drawImage(monday,100, 100);

        

    }

    function setup()

    {

        var gameCanvas= document.getElementById("gameCanvas");

        gameCanvas.addEventListener("click", canvasClicked,true);

        //setInterval(draw, 21);

        setInterval(update, 21);

        

    }

    function canvasClicked(e)

    {
        var gameCanvas = document.getElementById("gameCanvas");

        var graphic =  gameCanvas.getContext('2d');

        var monday = new Image();

        monday.src="monday.jpg";

         graphic.drawImage(monday,e.clientX, e.clientY);

        

    }

</script>

</head><body onload="setup()">
    <canvas id="gameCanvas" width="800"  height="550">



</canvas>

</body>

</html>

part 2 is for next post .
Part 3

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