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JavaScript Tutorial Concepts -…
1. Introduction to JavaScript
2. JavaScript Examples
3. Applications of JavaScript
4. JavaScript Hello World
5. JavaScript let
6. JavaScript Callbacks
7. JavaScript Arrays
8. JavaScript Array reduce()
9. JavaScript Loops
10. JavaScript Objects
11. DOM Model in JavaScript
12. JavaScript Form Validation
13. JavaScript Games
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14. JavaScript Promises
15. JavaScript Async Await
16. JavaScript Closure
17. JavaScript this keyword
18. OOP in JavaScript
19. Operators in Javascript
20. Redirect in JavaScript
21. Express JS
22. Convert String to int in JavaScript
23. JavaScript Functions
24. JavaScript New Lines
25. JavaScript Regex
26. JavaScript Events
Once primarily the language of simple website effects, I believe that JavaScript has evolved into a serious contender for creating full-fledged games. The days of just blinking text and basic animations are long gone. Today's JavaScript boasts powerful frameworks, graphics capabilities, and the ability to run smoothly within the environment everyone already has: their web browser.
Personally, game development is extremely fun and exciting for me. Thus, I am looking forward to teaching you all the foundational concepts of developing JS-based games. If you are someone who wants to unleash the creativity inside you and learn a versatile skill, JavaScript games development will be an exciting domain for you as well.
Let us dive into this JavaScript games tutorial and discover how to bring your game ideas to life.
Here are some reasons why we should use JavaScript for game development:
Here are some reasons why JavaScript games online are so popular among both developers and gamers:
To get the most out of any in-depth game development guide, assuming a basic foundation in JavaScript is essential. Specifically for JavaScript games, readers should be comfortable with:
Let us discover the development fundamentals in regard to JavaScript games for beginners.
Let us check out some of the tools you will need to start working on your JavaScript games ideas.
1. Phaser
Pros: Great for 2D, beginner-friendly, lots of built-in components (physics, etc.), active community.
Cons: Can be heavier for very simple projects, less ideal for pure 3D experiences.
Best for: Beginners venturing into 2D games, rapid prototyping.
2. PixiJS
Pros: Extremely fast 2D rendering, gives you granular control.
Cons: Steeper learning curve, involves building up more of your own game systems.
Best for: Experienced devs wanting performance-optimized 2D, or unique visual effects.
3. BabylonJS
Pros: Powerful 3D focus, physics integration (out-of-the-box), good tooling.
Cons: Smaller community than some others, steeper curve for web newcomers.
Best for: 3D games of all sizes, when performance and visuals are paramount.
4. Three.js
Pros: Extremely popular and well-supported general 3D library (not game-specific).
Cons: Less hand-holding for game concepts, requires deeper understanding of 3D graphics
Best for: 3D games where you need maximum customization or non-game 3D visualizations on the web.
1. HTML5 Canvas
Pros: Easier to start with, good for basic 2D, built into every browser.
Cons: Slower than WebGL for complex effects or many objects, no 3D out-of-the-box.
2. WebGL
Pros: Access to the raw power of the graphics card, essential for 3D or high-performance 2D.
Cons: More complex to learn, often used via libraries like Three.js instead of directly.
Image: These are the raw building blocks (PNG, JPG, etc.)
Sprites: Often individual images used to represent game elements (player character, projectiles)
Sprite sheets: A single image file containing many sprites laid out in a grid. This can improve performance.
The 'best' tool depends on your experience and the type of game you are developing. According to me, these are the tools you should be using based on your status:
For simplicity, I’ll use a library like Phaser. You can adjust it later if you prefer a different approach for your JavaScript games.
Here's a minimal structure:
<!DOCTYPE html>
<html>
<head>
<title>My First Game</title>
<script src="https://cdn.jsdelivr.net/npm/phaser@3/dist/phaser.min.js"></script>
<script src="game.js"></script>
</head>
<body>
</body>
</html>
Phaser config: Inside game.js:
<!DOCTYPE html>
let config = {
type: Phaser.AUTO, // Determine if Canvas or WebGL will be used
width: 800, // Game width
height: 600, // Game height
scene: {
preload: preload,
create: create,
update: update
}
};
let game = new Phaser.Game(config);
Functions:
function preload() { }
function create() { }
function update() { }
In the above code,
Get an image: Find a simple game asset online (e.g., open-source player sprite).
In preload:
function preload() {
this.load.image('player', 'assets/player.png');
}
In create:
function create() {
this.player = this.add.sprite(100, 100, 'player');
}
In update:
function update() {
const cursors = this.input.keyboard.createCursorKeys();
if (cursors.left.isDown) {
this.player.x -= 5;
}
}
let score = 0;
let scoreText; // To display the score later
scoreText = this.add.text(16, 16, 'Score: 0', { fontSize: '32px' }); |
score += 10; // Increase on the triggered event
scoreText.setText('Score: ' + score);
if (score >= 100) {
this.add.text(300, 200, 'You Win!', { fontSize: '48px' });
}
if (cursors.left.isDown) {
this.player.x -= 5;
} else if (cursors.right.isDown) { // Important to add 'else if'
this.player.x += 5;
}
// Add up and down movement with similar 'if' blocks
this.physics.add.overlap(this.player, enemy, collectEnemy, null, this);
// You'd write a 'collectEnemy' function
If you wish to master JS development, you can join upGrad’s full stack development courses.
Here is a basic JavaScript game that you can try out yourself. Along with the JavaScript games code, I am adding some basic HTML and CSS to keep it as simple as possible. We will be building a version of the ‘Snake’ as it is definitely one of the JavaScript games to learn.
After compilation:
Code for index.html file:
<!DOCTYPE html>
<html>
<head>
<title>Simple Snake Game</title>
<link rel="stylesheet" href="style.css">
</head>
<body>
<h1>Snake Game</h1>
<canvas id="gameCanvas" width="400" height="400"></canvas>
<script src="script.js"></script>
</body>
</html>
Code for styles.css file:
body {
display: flex;
align-items: center;
justify-content: center;
height: 100vh;
margin: 0;
background-color: #eee;
}
canvas {
background-color: #fff;
border: 3px solid black;
}
Code for script.js file:
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const gridSize = 20; // Each snake segment's size
let snake = [{ x: 200, y: 200 }]; // Initial snake position
let food = {}; // Will generate food
let dx = gridSize; // Initial direction (right)
let dy = 0;
let score = 0;
// Generate random food
function generateFood() {
food = {
x: Math.floor(Math.random() * (canvas.width / gridSize)) * gridSize,
y: Math.floor(Math.random() * (canvas.height / gridSize)) * gridSize
}
}
// Main game loop
function main() {
if (hasGameEnded()) return;
setTimeout(function onTick() {
clearCanvas();
drawFood();
moveSnake();
drawSnake();
main();
}, 100)
}
// Helper functions
function clearCanvas() {
ctx.fillStyle = '#eee'; // Background color
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
function drawSnake() {
ctx.fillStyle = 'green'; // Snake color
snake.forEach((segment) => {
ctx.fillRect(segment.x, segment.y, gridSize, gridSize);
});
}
function drawFood() {
ctx.fillStyle = 'red'; // Food color
ctx.fillRect(food.x, food.y, gridSize, gridSize);
}
// Snake movement logic
function moveSnake() {
const head = { x: snake[0].x + dx, y: snake[0].y + dy };
snake.unshift(head); // Add new head
// Check for food collision
if (head.x === food.x && head.y === food.y) {
score++;
generateFood(); // Generate new food location
} else {
snake.pop(); // Remove tail segment if no food is eaten
}
}
// Game Over check
function hasGameEnded() {
const head = snake[0];
return (
head.x < 0 ||
head.x >= canvas.width ||
head.y < 0 ||
head.y >= canvas.height ||
snake.slice(1).some((segment) => segment.x === head.x && segment.y === head.y) // Check for collision with own body
);
}
// Event Listeners (optional for user input)
document.addEventListener('keydown', changeDirection);
function changeDirection(event) {
const LEFT = 37;
const RIGHT = 39;
const UP = 38;
const DOWN = 40;
const keyPressed = event.keyCode;
// Prevent accidental reversal directions
if ((keyPressed === LEFT && dx === gridSize) || (keyPressed === RIGHT && dx === -gridSize)) {
return;
}
if ((keyPressed === UP && dy === gridSize) || (keyPressed === DOWN && dy === -gridSize)) {
return;
}
switch (keyPressed) {
case LEFT:
dx = -gridSize;
dy = 0;
break;
case RIGHT:
dx = gridSize;
dy = 0;
break;
case UP:
dx = 0;
dy = -gridSize;
break;
case DOWN:
dx = 0;
dy = gridSize;
break;
}
}
// Start the game
generateFood();
main();
Here is a quick explanation of the 4 main sections of the JS code:
You have already built your very own Snake game using JavaScript. While it might be simple, remember even the most complex JavaScript games start with core concepts similar to the ones you've used here. This is only the beginning of your journey in JavaScript games development.
If you wish to learn software engineering, you can join upGrad’s software engineering courses.
Absolutely! JavaScript, along with HTML5 and CSS, is a core technology for building web-based games.
Popular JavaScript game engines include Phaser, Babylon.js, PixiJS, and Three.js.
Yes, through advertising, in-game purchases, subscriptions, or direct sales of your game.
Earnings vary wildly. Factors include your game's success, monetization model, and your broader JavaScript development skills (which can be lucrative in web development outside of games).
Earnings vary a lot depending on the domain you use your JS skills or the job profile, thus, it is hard to say how much you can make with JavaScript.
Yes! Engines like Unity (C#), Unreal Engine (C++), and Godot (GDScript) are powerful alternatives, often used for larger-scale or non-web-based projects.
Yes, frameworks like React Native and Cordova allow you to build cross-platform mobile games using JavaScript.
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