HTML5 Game Development

Course

Online

£ 10 VAT inc.

Description

  • Type

    Course

  • Methodology

    Online

  • Start date

    Different dates available

Build two HTML5 games in two hours with these fast-paced beginner-friendly videosHTML5 (as a platform) is a collection of technologies, such as JavaScript and CSS3, that allows the delivery of new and exciting multimedia using the native features of new and more capable web browsers. It allows game developers to create fun, exciting, and immersive games, as well as other interactive content that can enhance your web portals.HTML5 Game Development will teach you all that you need to know to get started with creating your first game in HTML5 so you can start building captivating games from scratch.This course is packed with step-by-step instructions to help you build modular code, optimize your game for deployment, and easily modify and reuse game logic to extend your game.With this course, you’ll build two incrementally complex 2D games that run on both desktop and mobile browsers. This course will explain game programming best practices, complete with simplified game logic, physics and collision handling, as well as custom graphics and fonts.Your first exercise is a simple counting game that lays the foundations for creating clean, customizable, and modular code. We’ll then move on to building a “rush” game with moving backgrounds, basic physics, and dynamic scoreboards.We’ll cover essentials such as handling mobile touch events, controlling scene transitions, custom fonts and graphics, optimizing your game's load time, a loading progress bar, collision detection, keeping score, and creating a deployable game.HTML5 Game Development will be your guide as you create two complete games that are compatible with multiple desktop and mobile web browsers.About the AuthorMakzan 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.

Facilities

Location

Start date

Online

Start date

Different dates availableEnrolment now open

About this course

Create interactive games with gravity and collisions
Modularize game components and create easily maintainable code
Convert and embed custom fonts into your game and web pages
Develop sprite and sprite sheet animations
Preload graphic files and optimize your startup performance
Control scene transitions such as main menu and game over scenes
Understand core concepts that can be applied to developing other rich media and interfaces for your websites
Test and optimize your game's performance

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This centre's achievements

2021

All courses are up to date

The average rating is higher than 3.7

More than 50 reviews in the last 12 months

This centre has featured on Emagister for 4 years

Subjects

  • Press
  • GCSE Physics
  • Planning
  • Project
  • Web
  • Drawing
  • Graphics
  • Logic
  • Javascript
  • HTML
  • Javascript training

Course programme

Planning Your First Game 5 lectures 12:09 Planning Your Game Exhibiting the final game and encouraging viewers to learn how to build it themselves. Setting Up Your File Structure Avoid having different types of files in one directory. Tidy up the file structure.
  • Create the project folder
  • Create essential folders and file placeholders
  • Put the game library in place
Setting Up HTML and JS It is cumbersome to always start from scratch; this video shows you how to lay the foundations for your game with some boilerplate code.
  • Set up the HTML document with a canvas tag and include external CSS and JS files
  • Create a Game class in JavaScript that initializes the game stage
  • Execute the game initialize code when the page is loaded
Drawing Basic Shapes with EaselJS Canvas drawing is stateless. Use the EaselJS library for the first time to draw something with managed states.
  • Create a shape object
  • Draw a rectangle with color fill and borders
  • Configure the rectangle to be displayed
Implementing Your First Game Object A game object usually contains different components. This video shows how we can put a shape and some text together.
  • Create a tile class that inherits from the EaselJS container.
  • Draw the rectangle shape and put numbered text on top of it
  • Create one tile on stage with a random position
Planning Your First Game 5 lectures 12:09 Planning Your Game Exhibiting the final game and encouraging viewers to learn how to build it themselves. Setting Up Your File Structure Avoid having different types of files in one directory. Tidy up the file structure.
  • Create the project folder
  • Create essential folders and file placeholders
  • Put the game library in place
Setting Up HTML and JS It is cumbersome to always start from scratch; this video shows you how to lay the foundations for your game with some boilerplate code.
  • Set up the HTML document with a canvas tag and include external CSS and JS files
  • Create a Game class in JavaScript that initializes the game stage
  • Execute the game initialize code when the page is loaded
Drawing Basic Shapes with EaselJS Canvas drawing is stateless. Use the EaselJS library for the first time to draw something with managed states.
  • Create a shape object
  • Draw a rectangle with color fill and borders
  • Configure the rectangle to be displayed
Implementing Your First Game Object A game object usually contains different components. This video shows how we can put a shape and some text together.
  • Create a tile class that inherits from the EaselJS container.
  • Draw the rectangle shape and put numbered text on top of it
  • Create one tile on stage with a random position
Planning Your Game Exhibiting the final game and encouraging viewers to learn how to build it themselves. Planning Your Game Exhibiting the final game and encouraging viewers to learn how to build it themselves. Planning Your Game Exhibiting the final game and encouraging viewers to learn how to build it themselves. Planning Your Game Exhibiting the final game and encouraging viewers to learn how to build it themselves. Exhibiting the final game and encouraging viewers to learn how to build it themselves. Exhibiting the final game and encouraging viewers to learn how to build it themselves. Setting Up Your File Structure Avoid having different types of files in one directory. Tidy up the file structure.
  • Create the project folder
  • Create essential folders and file placeholders
  • Put the game library in place
Setting Up Your File Structure Avoid having different types of files in one directory. Tidy up the file structure.
  • Create the project folder
  • Create essential folders and file placeholders
  • Put the game library in place
Setting Up Your File Structure Avoid having different types of files in one directory. Tidy up the file structure.
  • Create the project folder
  • Create essential folders and file placeholders
  • Put the game library in place
Setting Up Your File Structure Avoid having different types of files in one directory. Tidy up the file structure.
  • Create the project folder
  • Create essential folders and file placeholders
  • Put the game library in place
Avoid having different types of files in one directory. Tidy up the file structure.
  • Create the project folder
  • Create essential folders and file placeholders
  • Put the game library in place
Avoid having different types of files in one directory. Tidy up the file structure.
  • Create the project folder
  • Create essential folders and file placeholders
  • Put the game library in place
Setting Up HTML and JS It is cumbersome to always start from scratch; this video shows you how to lay the foundations for your game with some boilerplate code.
  • Set up the HTML document with a canvas tag and include external CSS and JS files
  • Create a Game class in JavaScript that initializes the game stage
  • Execute the game initialize code when the page is loaded
Setting Up HTML and JS It is cumbersome to always start from scratch; this video shows you how to lay the foundations for your game with some boilerplate code.
  • Set up the HTML document with a canvas tag and include external CSS and JS files
  • Create a Game class in JavaScript that initializes the game stage
  • Execute the game initialize code when the page is loaded
Setting Up HTML and JS It is cumbersome to always start from scratch; this video shows you how to lay the foundations for your game with some boilerplate code.
  • Set up the HTML document with a canvas tag and include external CSS and JS files
  • Create a Game class in JavaScript that initializes the game stage
  • Execute the game initialize code when the page is loaded
Setting Up HTML and JS It is cumbersome to always start from scratch; this video shows you how to lay the foundations for your game with some boilerplate code.
  • Set up the HTML document with a canvas tag and include external CSS and JS files
  • Create a Game class in JavaScript that initializes the game stage
  • Execute the game initialize code when the page is loaded
It is cumbersome to always start from scratch; this video shows you how to lay the foundations for your game with some boilerplate code.
  • Set up the HTML document with a canvas tag and include external CSS and JS files
  • Create a Game class in JavaScript that initializes the game stage
  • Execute the game initialize code when the page is loaded
It is cumbersome to always start from scratch; this video shows you how to lay the foundations for your game with some boilerplate code.
  • Set up the HTML document with a canvas tag and include external CSS and JS files
  • Create a Game class in JavaScript that initializes the game stage
  • Execute the game initialize code when the page is loaded
Drawing Basic Shapes with EaselJS Canvas drawing is stateless. Use the EaselJS library for the first time to draw something with managed states.
  • Create a shape object
  • Draw a rectangle with color fill and borders
  • Configure the rectangle to be displayed
Drawing Basic Shapes with EaselJS Canvas drawing is stateless. Use the EaselJS library for the first time to draw something with managed states.
  • Create a shape object
  • Draw a rectangle with color fill and borders
  • Configure the rectangle to be displayed
Drawing Basic Shapes with EaselJS Canvas drawing is stateless. Use the EaselJS library for the first time to draw something with managed states.
  • Create a shape object
  • Draw a rectangle with color fill and borders
  • Configure the rectangle to be displayed
Drawing Basic Shapes with EaselJS Canvas drawing is stateless. Use the EaselJS library for the first time to draw something with managed states.
  • Create a shape object
  • Draw a rectangle with color fill and borders
  • Configure the rectangle to be displayed
Canvas drawing is stateless. Use the EaselJS library for the first time to draw something with managed states.
  • Create a shape object
  • Draw a rectangle with color fill and borders
  • Configure the rectangle to be displayed
Canvas drawing is stateless. Use the EaselJS library for the first time to draw something with managed states.
  • Create a shape object
  • Draw a rectangle with color fill and borders
  • Configure the rectangle to be displayed
Implementing Your First Game Object A game object usually contains different components. This video shows how we can put a shape and some text together.
  • Create a tile class that inherits from the EaselJS container.
  • Draw the rectangle shape and put numbered text on top of it
  • Create one tile on stage with a random position
Implementing Your First Game Object A game object usually contains different components. This video shows how we can put a shape and some text together.
  • Create a tile class that inherits from the EaselJS container.
  • Draw the rectangle shape and put numbered text on top of it
  • Create one tile on stage with a random position
Implementing Your First Game Object A game object usually contains different components. This video shows how we can put a shape and some text together.
  • Create a tile class that inherits from the EaselJS container.
  • Draw the rectangle shape and put numbered text on top of it
  • Create one tile on stage with a random position
Implementing Your First Game Object A game object usually contains different components. This video shows how we can put a shape and some text together.
  • Create a tile class that inherits from the EaselJS container.
  • Draw the rectangle shape and put numbered text on top of it
  • Create one tile on stage with a random position
A game object usually contains different components. This video shows how we can put a shape and some text together.
  • Create a tile class that inherits from the EaselJS container.
  • Draw the rectangle shape and put numbered text on top of it
  • Create one tile on stage with a random position
A game object usually contains different components. This video shows how we can put a shape and some text together.
  • Create a tile class that inherits from the EaselJS container.
  • Draw the rectangle shape and put numbered text on top of it
  • Create one tile on stage with a random position
Creating the Core Game Logic 5 lectures 15:19 Displaying Multiple Objects on Stage We need to have many tiles on stage so we can make them clickable and playable in the next video.
  • Add a for loop for to create multiple tiles
  • Set the total number of displayed tiles with a variable
  • Test the game in a web browser
Adding Click Input Events Our tiles are not yet clickable. We'll make the tiles clickable and remove a tile when it is clicked.
  • Add the mouse-press event handler for a tile.
  • Add the tile-removal logic inside the mouse press handler
  • Optimize the code by extracting the mouse handler function creation outside the for loop
Adding the Game Logic Tiles can be randomly removed - so we now need some logic to make sure that players eliminate them sequentially, as well as some way to tell the player which tile is next.
  • Add a current counter check inside the mouse-press event handler to prevent removing tiles out of turn.
  • Add an indicator to tell the player which tile is the next one to be clicked on
  • Add styles to the counting indicator
Adding the Game Over Logic The counter continues even after a player removes all tiles - we'll need to add a "game over" check and display a game over scene.
  • Stop the counting when all the tiles are removed
  • Prepare a game over scene in HTML and CSS
  • Show the game over scene using CSS transition that's toggled using JavaScript logic
Restarting the Game The game stops at the game over scene, and we'll need to make a provision to play the game again by adding a restart link and logic.
  • Extract the game's initialization logic into a function so that we can call it later to reinitialize the game
  • Add a restart game link to the game over scene
  • Add the restart game logic when the restart game logic is triggered
Creating the Core Game Logic. 5 lectures 15:19 Displaying Multiple Objects on Stage We need to have many tiles on stage so we can make them clickable and playable in the next video.
  • Add a for loop for to create multiple tiles
  • Set the total number of displayed tiles with a variable
  • Test the game in a web browser
Adding Click Input Events Our tiles are not yet clickable. We'll make the tiles clickable and remove a tile when it is clicked.
  • Add the mouse-press event handler for a tile.
  • Add the tile-removal logic inside the mouse press handler
  • Optimize the code by extracting the mouse handler function creation outside the for loop
Adding the Game Logic Tiles can be randomly removed - so we now need some logic to make sure that players eliminate them sequentially, as well as some way to tell the player which tile is next.
  • Add a current counter check inside the mouse-press event handler to prevent removing tiles out of turn.
  • Add an indicator to tell the player which tile is the next one to be clicked on
  • Add styles to the counting indicator
Adding the Game Over Logic The counter continues even after a player removes all tiles - we'll need to add a "game over" check and display a game over scene.
  • Stop the counting when all the tiles are removed
  • Prepare a game over scene in HTML and CSS
  • Show the game over scene using CSS transition that's toggled using JavaScript logic
Restarting the Game The game stops at the game over scene, and we'll need to make a provision to play the game again by adding a restart link and logic rong The game's startup...

Additional information

Create interactive games with gravity and collisions Modularize game components and create easily maintainable code Convert and embed custom fonts into your game and web pages Develop sprite and sprite sheet animations Preload graphic files and optimize your startup performance Control scene transitions such as main menu and game over scenes Understand core concepts that can be applied to developing other rich media and interfaces for your websites Test and optimize your game's performance

HTML5 Game Development

£ 10 VAT inc.