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Sunday, 7 September 2014

Games HTML 5


Gan sekaran  ini saya ingin bikin games nih tapi menggunakan HTML,,  hehehehe

Coba Lihat gan langkah - langkahnya seperti di bawah ini

1. Pertama - tama kita buka aplikasi Macromedia Dremmever atau Notped
2. Copas Source Code Dibawah ini

Source Code :


<html lang="en">
<head>
<meta name="viewport" content="width=device-width,
user-scalable=no, initial-scale=1, maximum-scale=1, user-scalable=0" />
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent" />
<style type="text/css">
body { margin: 0; padding: 0; background: #000;}
canvas { display: block; margin: 0 auto; background: #00FF00; }
</style>
</head>
<body>
<canvas></canvas>
<script>
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function( callback ){
window.setTimeout(callback, 1000 / 60);
};
})();
// namespace our game
var POP = {
// set up some inital values
WIDTH: 320,
HEIGHT: 480,
scale: 1,
// the position of the canvas
// in relation to the screen
offset: {top: 0, left: 0},
// store all bubble, touches, particles etc
entities: [],
// the amount of game ticks until
// we spawn a bubble
nextBubble: 100,
// for tracking player's progress
score: {
taps: 0,
hit: 0,
escaped: 0,
accuracy: 0
},
// we'll set the rest of these
// in the init function
RATIO: null,
currentWidth: null,
currentHeight: null,
canvas: null,
ctx: null,
ua: null,
android: null,
ios: null,
init: function() {
// the proportion of width to height
POP.RATIO = POP.WIDTH / POP.HEIGHT;
// these will change when the screen is resize
POP.currentWidth = POP.WIDTH;
POP.currentHeight = POP.HEIGHT;
// this is our canvas element
POP.canvas = document.getElementsByTagName('canvas')[0];
// it's important to set this
// otherwise the browser will
// default to 320x200
POP.canvas.width = POP.WIDTH;
POP.canvas.height = POP.HEIGHT;
// the canvas context allows us to
// interact with the canvas api
POP.ctx = POP.canvas.getContext('2d');
// we need to sniff out android & ios
// so we can hide the address bar in
// our resize function
POP.ua = navigator.userAgent.toLowerCase();
POP.android = POP.ua.indexOf('android') > -1 ? true : false;
POP.ios = ( POP.ua.indexOf('iphone') > -1 || POP.ua.indexOf('ipad') > -1 ) ? true : false;
// set up our wave effect
// basically, a series of overlapping circles
// across the top of screen
POP.wave = {
x: -25, // x coord of first circle
y: -40, // y coord of first circle
r: 50, // circle radius
time: 0, // we'll use this in calculating the sine wave
offset: 0 // this will be the sine wave offset
};
// calculate how many circles we need to
// cover the screen width
POP.wave.total = Math.ceil(POP.WIDTH / POP.wave.r) + 1;
// listen for clicks
window.addEventListener('click', function(e) {
e.preventDefault();
POP.Input.set(e);
}, false);
// listen for touches
window.addEventListener('touchstart', function(e) {
e.preventDefault();
// the event object has an array
// called touches, we just want
// the first touch
POP.Input.set(e.touches[0]);
}, false);
window.addEventListener('touchmove', function(e) {
// we're not interested in this
// but prevent default behaviour
// so the screen doesn't scroll
// or zoom
e.preventDefault();
}, false);
window.addEventListener('touchend', function(e) {
// as above
e.preventDefault();
}, false);
// we're ready to resize
POP.resize();
POP.loop();
},
resize: function() {
POP.currentHeight = window.innerHeight;
// resize the width in proportion
// to the new height
POP.currentWidth = POP.currentHeight * POP.RATIO;
// this will create some extra space on the
// page, allowing us to scroll pass
// the address bar, and thus hide it.
if (POP.android || POP.ios) {
document.body.style.height = (window.innerHeight + 50) + 'px';
}
// set the new canvas style width & height
// note: our canvas is still 320x480 but
// we're essentially scaling it with CSS
POP.canvas.style.width = POP.currentWidth + 'px';
POP.canvas.style.height = POP.currentHeight + 'px';
// the amount by which the css resized canvas
// is different to the actual (480x320) size.
POP.scale = POP.currentWidth / POP.WIDTH;
// position of canvas in relation to
// the screen
POP.offset.top = POP.canvas.offsetTop;
POP.offset.left = POP.canvas.offsetLeft;
// we use a timeout here as some mobile
// browsers won't scroll if there is not
// a small delay
window.setTimeout(function() {
window.scrollTo(0,1);
}, 1);
},
// this is where all entities will be moved
// and checked for collisions etc
update: function() {
var i,
checkCollision = false; // we only need to check for a collision
// if the user tapped on this game tick
// decrease our nextBubble counter
POP.nextBubble -= 1;
// if the counter is less than zero
if (POP.nextBubble < 0) {
// put a new instance of bubble into our entities array
POP.entities.push(new POP.Bubble());
// reset the counter with a random value
POP.nextBubble = ( Math.random() * 100 ) + 100;
}
// spawn a new instance of Touch
// if the user has tapped the screen
if (POP.Input.tapped) {
// keep track of taps; needed to
// calculate accuracy
POP.score.taps += 1;
// add a new touch
POP.entities.push(new POP.Touch(POP.Input.x, POP.Input.y));
// set tapped back to false
// to avoid spawning a new touch
// in the next cycle
POP.Input.tapped = false;
checkCollision = true;
}
// cycle through all entities and update as necessary
for (i = 0; i < POP.entities.length; i += 1) {
POP.entities[i].update();
if (POP.entities[i].type === 'bubble' && checkCollision) {
hit = POP.collides(POP.entities[i],
{x: POP.Input.x, y: POP.Input.y, r: 7});
if (hit) {
// spawn an exposion
for (var n = 0; n < 5; n +=1 ) {
POP.entities.push(new POP.Particle(
POP.entities[i].x,
POP.entities[i].y,
2,
// random opacity to spice it up a bit
'rgba(255,255,255,'+Math.random()*1+')'
));
}
POP.score.hit += 1;
}
POP.entities[i].remove = hit;
}
// delete from array if remove property
// flag is set to true
if (POP.entities[i].remove) {
POP.entities.splice(i, 1);
}
}
// update wave offset
// feel free to play with these values for
// either slower or faster waves
POP.wave.time = new Date().getTime() * 0.002;
POP.wave.offset = Math.sin(POP.wave.time * 0.8) * 5;
// calculate accuracy
POP.score.accuracy = (POP.score.hit / POP.score.taps) * 100;
POP.score.accuracy = isNaN(POP.score.accuracy) ?
0 :
~~(POP.score.accuracy); // a handy way to round floats
},
// this is where we draw all the entities
render: function() {
var i;
POP.Draw.rect(0, 0, POP.WIDTH, POP.HEIGHT, '#036');
// display snazzy wave effect
for (i = 0; i < POP.wave.total; i++) {
POP.Draw.circle(
POP.wave.x + POP.wave.offset + (i * POP.wave.r),
POP.wave.y,
POP.wave.r,
'#fff');
}
// cycle through all entities and render to canvas
for (i = 0; i < POP.entities.length; i += 1) {
POP.entities[i].render();
}
// display scores
POP.Draw.text('Hit: ' + POP.score.hit, 20, 30, 14, '#fff');
POP.Draw.text('Escaped: ' + POP.score.escaped, 20, 50, 14, '#fff');
POP.Draw.text('Accuracy: ' + POP.score.accuracy + '%', 20, 70, 14, '#fff');
},
// the actual loop
// requests animation frame
// then proceeds to update
// and render
loop: function() {
requestAnimFrame( POP.loop );
POP.update();
POP.render();
}
};
// checks if two entties are touching
POP.collides = function(a, b) {
var distance_squared = ( ((a.x - b.x) * (a.x - b.x)) +
((a.y - b.y) * (a.y - b.y)));
var radii_squared = (a.r + b.r) * (a.r + b.r);
if (distance_squared < radii_squared) {
return true;
} else {
return false;
}
};
// abstracts various canvas operations into
// standalone functions
POP.Draw = {
clear: function() {
POP.ctx.clearRect(0, 0, POP.WIDTH, POP.HEIGHT);
},
rect: function(x, y, w, h, col) {
POP.ctx.fillStyle = col;
POP.ctx.fillRect(x, y, w, h);
},
circle: function(x, y, r, col) {
POP.ctx.fillStyle = col;
POP.ctx.beginPath();
POP.ctx.arc(x + 5, y + 5, r, 0, Math.PI * 2, true);
POP.ctx.closePath();
POP.ctx.fill();
},
text: function(string, x, y, size, col) {
POP.ctx.font = 'bold '+size+'px Monospace';
POP.ctx.fillStyle = col;
POP.ctx.fillText(string, x, y);
}
};
POP.Input = {
x: 0,
y: 0,
tapped :false,
set: function(data) {
this.x = (data.pageX - POP.offset.left) / POP.scale;
this.y = (data.pageY - POP.offset.top) / POP.scale;
this.tapped = true;
}
};
POP.Touch = function(x, y) {
this.type = 'touch'; // we'll need this later
this.x = x; // the x coordinate
this.y = y; // the y coordinate
this.r = 5; // the radius
this.opacity = 1; // inital opacity. the dot will fade out
this.fade = 0.05; // amount by which to fade on each game tick
// this.remove = false; // flag for removing this entity. POP.update
// will take care of this
this.update = function() {
// reduct the opacity accordingly
this.opacity -= this.fade;
// if opacity if 0 or less, flag for removal
this.remove = (this.opacity < 0) ? true : false;
};
this.render = function() {
POP.Draw.circle(this.x, this.y, this.r, 'rgba(255,0,0,'+this.opacity+')');
};
};
POP.Bubble = function() {
this.type = 'bubble';
this.r = (Math.random() * 20) + 10;
this.speed = (Math.random() * 3) + 1;
this.x = (Math.random() * (POP.WIDTH) - this.r);
this.y = POP.HEIGHT + (Math.random() * 100) + 100;
// the amount by which the bubble
// will move from side to side
this.waveSize = 5 + this.r;
// we need to remember the original
// x position for our sine wave calculation
this.xConstant = this.x;
this.remove = false;
this.update = function() {
// a sine wave is commonly a function of time
var time = new Date().getTime() * 0.002;
this.y -= this.speed;
// the x coord to follow a sine wave
this.x = this.waveSize * Math.sin(time) + this.xConstant;
// if offscreen flag for removal
if (this.y < -10) {
POP.score.escaped += 1; // update score
this.remove = true;
}
};
this.render = function() {
POP.Draw.circle(this.x, this.y, this.r, 'rgba(255,255,255,1)');
};
};
POP.Particle = function(x, y,r, col) {
this.x = x;
this.y = y;
this.r = r;
this.col = col;
// determines whether particle will
// travel to the right of left
// 50% chance of either happening
this.dir = (Math.random() * 2 > 1) ? 1 : -1;
// random values so particles do no
// travel at the same speeds
this.vx = ~~(Math.random() * 4) * this.dir;
this.vy = ~~(Math.random() * 7);
this.remove = false;
this.update = function() {
// update coordinates
this.x += this.vx;
this.y += this.vy;
// increase velocity so particle
// accelerates off screen
this.vx *= 0.99;
this.vy *= 0.99;
// adding this negative amount to the
// y velocity exerts an upward pull on
// the particle, as if drawn to the
// surface
this.vy -= 0.25;
// offscreen
if (this.y < 0) {
this.remove = true;
}
};
this.render = function() {
POP.Draw.circle(this.x, this.y, this.r, this.col);
};
};
window.addEventListener('load', POP.init, false);
window.addEventListener('resize', POP.resize, false);
</script>
</body>
</html>

3. Save File Tersebut dengan nama Games.html
4. Kalau gan mau lihat hasilnya, maka doubel klik pada file games yang di bikin tadi, maka lihat hasilnya

Outputnya :


jangan lupa komentarnya ya gannn,,,
Salam sukses gannn

Link source code nya yang sudah jadi dan complite :  http://www.mediafire.com/?im2j646pk78x9iq

1 comment:

jago Photoshop