
HTML5 Game Development – Lesson 2. Today we continue a series of articles on game development in HTML5. Today we will continue basics (and maybe even advanced basics). I going to show you how to fill objects with gradient color, draw text, use custom fonts to draw text, basic animation, and most important: ui element – Button.
Our previous article you can read here: Developing Your First HTML5 Game – Lesson 1. I going to work with our previous script – we will just enhance it. I going to draw text using custom font, animate object (square) filled with gradient color, and will draw ‘Play / Pause’ button to pausing animation.
Here are our demo and downloadable package:
Live Demo
[sociallocker]
download in package
[/sociallocker]
Ok, download the example files and lets start coding !
Step 1. HTML
Here are all html of my demo
index.html
<!DOCTYPE html> <html lang="en" > <head> <meta charset="utf-8" /> <title>HTML5 Game Development - Lesson 2 | Dev School</title> <link href="css/main.css" rel="stylesheet" type="text/css" /> <!--[if lt IE 9]> <script src="http://html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <script type="text/javascript" src="js/jquery-1.5.2.min.js"></script> <script type="text/javascript" src="js/script.js"></script> </head> <body> <div class="container"> <canvas id="scene" width="800" height="600"></canvas> </div> <footer> <h2>HTML5 Game Development - Lesson 2</h2> <a href="https://dev-school.net/html5-game-development-lesson-2" class="stuts">Back to original tutorial on <span>Dev School</span></a> </footer> </body> </html>
Step 2. CSS
Here are used CSS styles.
css/main.css
/* general styles */ *{ margin:0; padding:0; } @font-face { font-family: "DS-Digital"; src: url("../fonts/Ds-digib.ttf"); } body { background-color:#bababa; background-image: -webkit-radial-gradient(600px 300px, circle, #ffffff, #bababa 60%); background-image: -moz-radial-gradient(600px 300px, circle, #ffffff, #bababa 60%); background-image: -o-radial-gradient(600px 300px, circle, #ffffff, #bababa 60%); background-image: radial-gradient(600px 300px, circle, #ffffff, #bababa 60%); color:#fff; font:14px/1.3 Arial,sans-serif; min-height:1000px; } .container { width:100%; } .container > * { display:block; margin:50px auto; } footer { background-color:#212121; bottom:0; box-shadow: 0 -1px 2px #111111; display:block; height:70px; left:0; position:fixed; width:100%; z-index:100; } footer h2{ font-size:22px; font-weight:normal; left:50%; margin-left:-400px; padding:22px 0; position:absolute; width:540px; } footer a.stuts,a.stuts:visited{ border:none; text-decoration:none; color:#fcfcfc; font-size:14px; left:50%; line-height:31px; margin:23px 0 0 110px; position:absolute; top:0; } footer .stuts span { font-size:22px; font-weight:bold; margin-left:5px; } h3 { text-align:center; } #scene { background-image:url(../images/01.jpg); position:relative; }
Pay attention to ‘@font-face’. We will using this way to link custom font file (ttf) to our lesson (to draw at canvas).
Step 3. JS
js/jquery-1.5.2.min.js
We will using jQuery for our demo. This allows easy bind different events (for mouse etc). Next file most important (here are all our html5 functional):
js/script.js
var canvas, ctx; var circles = []; var selectedCircle; var hoveredCircle; var button; var moving = false; var speed = 2.0; // ------------------------------------------------------------- // objects : function Circle(x, y, radius){ this.x = x; this.y = y; this.radius = radius; } function Button(x, y, w, h, state, image) { this.x = x; this.y = y; this.w = w; this.h = h; this.state = state; this.imageShift = 0; this.image = image; } // ------------------------------------------------------------- // draw functions : function clear() { // clear canvas function ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); } function drawCircle(ctx, x, y, radius) { // draw circle function ctx.fillStyle = 'rgba(255, 35, 55, 1.0)'; ctx.beginPath(); ctx.arc(x, y, radius, 0, Math.PI*2, true); ctx.closePath(); ctx.fill(); ctx.lineWidth = 1; ctx.strokeStyle = 'rgba(0, 0, 0, 1.0)'; ctx.stroke(); // draw border } function drawScene() { // main drawScene function clear(); // clear canvas // draw the title text ctx.font = '42px DS-Digital'; ctx.textAlign = 'center'; ctx.fillStyle = '#ffffff'; ctx.fillText('Welcome to lesson #2', ctx.canvas.width/2, 50); var bg_gradient = ctx.createLinearGradient(0, 200, 0, 400); bg_gradient.addColorStop(0.0, 'rgba(255, 0, 0, 0.8)'); bg_gradient.addColorStop(0.5, 'rgba(0, 255, 0, 0.8)'); bg_gradient.addColorStop(1.0, 'rgba(0, 0, 255, 0.8)'); ctx.beginPath(); // custom shape begin ctx.fillStyle = bg_gradient; ctx.moveTo(circles[0].x, circles[0].y); for (var i=0; i<circles.length; i++) { ctx.lineTo(circles[i].x, circles[i].y); } ctx.closePath(); // custom shape end ctx.fill(); // fill custom shape ctx.lineWidth = 2; ctx.strokeStyle = 'rgba(0, 0, 255, 0.5)'; ctx.stroke(); // draw border // reverting direction if (circles[0].x <= 300 || circles[0].x >= 385) { speed = -speed; } // central object behavior if (moving) { circles[0].x -= speed; circles[0].y -= speed; circles[1].x += speed; circles[1].y -= speed; circles[2].x += speed; circles[2].y += speed; circles[3].x -= speed; circles[3].y += speed; } drawCircle(ctx, circles[0].x, circles[0].y, (hoveredCircle == 0) ? 25 : 15); drawCircle(ctx, circles[1].x, circles[1].y, (hoveredCircle == 1) ? 25 : 15); drawCircle(ctx, circles[2].x, circles[2].y, (hoveredCircle == 2) ? 25 : 15); drawCircle(ctx, circles[3].x, circles[3].y, (hoveredCircle == 3) ? 25 : 15); // draw button ctx.drawImage(button.image, 0, button.imageShift, button.w, button.h, button.x, button.y, button.w, button.h); // draw text ctx.font = '30px DS-Digital'; ctx.fillStyle = '#ffffff'; ctx.fillText('Play/Pause', 135, 480); ctx.fillText(button.state, 135, 515); } // ------------------------------------------------------------- // initialization $(function(){ canvas = document.getElementById('scene'); ctx = canvas.getContext('2d'); var circleRadius = 15; var width = canvas.width; var height = canvas.height; // lets add 4 circles manually circles.push(new Circle(width / 2 - 20, height / 2 - 20, circleRadius)); circles.push(new Circle(width / 2 + 20, height / 2 - 20, circleRadius)); circles.push(new Circle(width / 2 + 20, height / 2 + 20, circleRadius)); circles.push(new Circle(width / 2 - 20, height / 2 + 20, circleRadius)); // load the guide sprite image buttonImage = new Image(); buttonImage.src = 'images/button.png'; buttonImage.onload = function() { } button = new Button(50, 450, 180, 120, 'normal', buttonImage); // binding mousedown event (for dragging) $('#scene').mousedown(function(e) { var mouseX = e.layerX || 0; var mouseY = e.layerY || 0; for (var i=0; i<circles.length; i++) { // checking through all circles - are mouse down inside circle or not var circleX = circles[i].x; var circleY = circles[i].y; var radius = circles[i].radius; if (Math.pow(mouseX-circleX,2) + Math.pow(mouseY-circleY,2) < Math.pow(radius,2)) { selectedCircle = i; break; } } // button behavior if (mouseX > button.x && mouseX < button.x+button.w && mouseY > button.y && mouseY < button.y+button.h) { button.state = 'pressed'; button.imageShift = 262; } }); $('#scene').mousemove(function(e) { // binding mousemove event for dragging selected circle var mouseX = e.layerX || 0; var mouseY = e.layerY || 0; if (selectedCircle != undefined) { // var canvasPosition = $(this).offset(); var radius = circles[selectedCircle].radius; circles[selectedCircle] = new Circle(mouseX, mouseY,radius); // changing position of selected circle } hoveredCircle = undefined; for (var i=0; i<circles.length; i++) { // checking through all circles - are mouse down inside circle or not var circleX = circles[i].x; var circleY = circles[i].y; var radius = circles[i].radius; if (Math.pow(mouseX-circleX,2) + Math.pow(mouseY-circleY,2) < Math.pow(radius,2)) { hoveredCircle = i; circles[hoveredCircle] = new Circle(circleX, circleY, 25); break; } } // button behavior if (button.state != 'pressed') { button.state = 'normal'; button.imageShift = 0; if (mouseX > button.x && mouseX < button.x+button.w && mouseY > button.y && mouseY < button.y+button.h) { button.state = 'hover'; button.imageShift = 131; } } }); $('#scene').mouseup(function(e) { // on mouseup - cleaning selectedCircle selectedCircle = undefined; // button behavior if (button.state == 'pressed') { moving = !moving; } button.state = 'normal'; button.imageShift = 0; }); setInterval(drawScene, 30); // loop drawScene });
Here are several explanations about new features. 1. We can draw text (with custom font) using next code:
ctx.font = '42px DS-Digital'; ctx.textAlign = 'center'; ctx.fillStyle = '#ffffff'; ctx.fillText('Welcome to lesson #2', ctx.canvas.width/2, 50);
2. Applying gradient color to objects:
var bg_gradient = ctx.createLinearGradient(0, 200, 0, 400); bg_gradient.addColorStop(0.0, 'rgba(255, 0, 0, 0.8)'); bg_gradient.addColorStop(0.5, 'rgba(0, 255, 0, 0.8)'); bg_gradient.addColorStop(1.0, 'rgba(0, 0, 255, 0.8)'); ctx.fillStyle = bg_gradient;
3. Button itself – I used one sprite image with all 3 button states. Also I added event handlers to hover/down events. Here are way of loading and drawing image at canvas:
buttonImage = new Image(); buttonImage.src = 'images/button.png'; ....... ctx.drawImage(image, sx, sy, sWidth, sHeight, dx, dy, width, height);
Step 4. Custom files
fonts/Ds-digib.ttf and images/button.png
Both files will available in our package
Live Demo
Conclusion
Cool, isn’t it? I will be glad to see your thanks and comments. Good luck!