A reading that introduces the core principles of planning a browser game before coding, covering how to define objectives, establish rules, and create a game blueprint; learners read it to understand the design process that guides all subsequent coding decisions.
Topics
This module covers 6 topics. Open a topic to see its subtopics.
Module Content
14 items.
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A reading that explains the HTML5 Canvas API for browser game development, covering how to set up the canvas element, use the JavaScript drawing interface to render shapes and sprites, and update the display in real time; learners use it to gain the foundational drawing skills needed for game graphics.
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A reading that explains the concept and implementation of the game loop in browser-based games, covering how requestAnimationFrame drives continuous frame updates, movement, collision checks, and score changes; learners use it to understand how to make a canvas game run and animate smoothly.
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A reading that covers JavaScript event handling for player input, explaining how to capture and respond to keyboard, mouse, and touch events to connect physical player actions to in-game behavior; learners use it to implement responsive controls in their browser games.
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A reading that covers game logic and state management, explaining how to track and update game variables such as score, lives, and win/loss conditions over time so the game reacts correctly to player actions; learners use it to structure the rules and data flow of their games.
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A reading that guides learners through combining all previously learned skills — canvas drawing, animation loops, input handling, and game logic — into a single cohesive, playable browser game project; learners use it as a capstone walkthrough for assembling a complete game.
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A reading that guides learners through combining all previously learned skills — canvas drawing, animation loops, input handling, and game logic — into a single cohesive, playable browser game project; learners use it as a capstone walkthrough for assembling a complete game.
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A reading that walks through pre-coding game planning — defining player goals, win/lose rules, game objects and their relationships, and the input/feedback cycle — so learners can sketch a design document before building their browser game.
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A lesson on the HTML5 Canvas element and its 2D drawing context, covering how to paint backgrounds, shapes, images, and score text pixel by pixel and clear and redraw the frame, used as the graphics foundation for the module's game.
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A reading explaining the game loop as the heartbeat of a browser game, showing how requestAnimationFrame repeatedly updates object positions and state and redraws the Canvas to turn static drawings into animation.
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A lesson on wiring player input into the game, covering keyboard, mouse, and touch event listeners and how those events safely modify the shared game state read by the animation loop.
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A reading on treating the game as a data structure that changes over time — tracking score, lives, entity positions and velocities, and running/paused/won/lost status flags — and updating that state according to the rules each frame.
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A capstone topic that shows learners how to assemble the separate skills of drawing, animation, input handling, and game logic into one working, organized browser game project.
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A single-page compilation of all module topics, from game design fundamentals through final assembly, usable as a continuous reading or printable study reference for the whole module.