HTML5 Game Development – Lesson 8

Image Tutorials

This is our next game development article. We continue a series of articles on game development in HTML5 using canvas. Today I will show how to apply some physics to your project (with using Box2D). Box2D is popular open source engine that simulates 2D physics for applications. 2D Physics Engine is a hot topic in game development. With the help of physics engine, we can easily create a playable game by just defining an environment and a simple rule.

Here you can read our previous lesson: Developing Your First HTML5 Game – Lesson 7.

Here are our demo and downloadable package:

Live Demo
download in package

Ok, download the example files and lets start coding !


Step 0. Pre-phase

First, you have to download Box2D library here.

Step 1. HTML

Today we have to link all necessary library files to our project.

index.html

01 <!DOCTYPE html>
02 <html lang="en" >
03     <head>
04         <meta charset="utf-8" />
05         <title>HTML5 Game Development - Lesson 8 | Script Tutorials</title>
06         <link href="css/main.css" rel="stylesheet" type="text/css" />
07         <script src="js/protoclass.js"></script>
08         <script src="js/jquery-1.6.min.js"></script>
09         <!-- box2djs -->
10         <script src='js/box2d/common/b2Settings.js'></script>
11         <script src='js/box2d/common/math/b2Vec2.js'></script>
12         <script src='js/box2d/common/math/b2Mat22.js'></script>
13         <script src='js/box2d/common/math/b2Math.js'></script>
14         <script src='js/box2d/collision/b2AABB.js'></script>
15         <script src='js/box2d/collision/b2Bound.js'></script>
16         <script src='js/box2d/collision/b2BoundValues.js'></script>
17         <script src='js/box2d/collision/b2Pair.js'></script>
18         <script src='js/box2d/collision/b2PairCallback.js'></script>
19         <script src='js/box2d/collision/b2BufferedPair.js'></script>
20         <script src='js/box2d/collision/b2PairManager.js'></script>
21         <script src='js/box2d/collision/b2BroadPhase.js'></script>
22         <script src='js/box2d/collision/b2Collision.js'></script>
23         <script src='js/box2d/collision/Features.js'></script>
24         <script src='js/box2d/collision/b2ContactID.js'></script>
25         <script src='js/box2d/collision/b2ContactPoint.js'></script>
26         <script src='js/box2d/collision/b2Distance.js'></script>
27         <script src='js/box2d/collision/b2Manifold.js'></script>
28         <script src='js/box2d/collision/b2OBB.js'></script>
29         <script src='js/box2d/collision/b2Proxy.js'></script>
30         <script src='js/box2d/collision/ClipVertex.js'></script>
31         <script src='js/box2d/collision/shapes/b2Shape.js'></script>
32         <script src='js/box2d/collision/shapes/b2ShapeDef.js'></script>
33         <script src='js/box2d/collision/shapes/b2BoxDef.js'></script>
34         <script src='js/box2d/collision/shapes/b2CircleDef.js'></script>
35         <script src='js/box2d/collision/shapes/b2CircleShape.js'></script>
36         <script src='js/box2d/collision/shapes/b2MassData.js'></script>
37         <script src='js/box2d/collision/shapes/b2PolyDef.js'></script>
38         <script src='js/box2d/collision/shapes/b2PolyShape.js'></script>
39         <script src='js/box2d/dynamics/b2Body.js'></script>
40         <script src='js/box2d/dynamics/b2BodyDef.js'></script>
41         <script src='js/box2d/dynamics/b2CollisionFilter.js'></script>
42         <script src='js/box2d/dynamics/b2Island.js'></script>
43         <script src='js/box2d/dynamics/b2TimeStep.js'></script>
44         <script src='js/box2d/dynamics/contacts/b2ContactNode.js'></script>
45         <script src='js/box2d/dynamics/contacts/b2Contact.js'></script>
46         <script src='js/box2d/dynamics/contacts/b2ContactConstraint.js'></script>
47         <script src='js/box2d/dynamics/contacts/b2ContactConstraintPoint.js'></script>
48         <script src='js/box2d/dynamics/contacts/b2ContactRegister.js'></script>
49         <script src='js/box2d/dynamics/contacts/b2ContactSolver.js'></script>
50         <script src='js/box2d/dynamics/contacts/b2CircleContact.js'></script>
51         <script src='js/box2d/dynamics/contacts/b2Conservative.js'></script>
52         <script src='js/box2d/dynamics/contacts/b2NullContact.js'></script>
53         <script src='js/box2d/dynamics/contacts/b2PolyAndCircleContact.js'></script>
54         <script src='js/box2d/dynamics/contacts/b2PolyContact.js'></script>
55         <script src='js/box2d/dynamics/b2ContactManager.js'></script>
56         <script src='js/box2d/dynamics/b2World.js'></script>
57         <script src='js/box2d/dynamics/b2WorldListener.js'></script>
58         <script src='js/box2d/dynamics/joints/b2JointNode.js'></script>
59         <script src='js/box2d/dynamics/joints/b2Joint.js'></script>
60         <script src='js/box2d/dynamics/joints/b2JointDef.js'></script>
61         <script src='js/box2d/dynamics/joints/b2DistanceJoint.js'></script>
62         <script src='js/box2d/dynamics/joints/b2DistanceJointDef.js'></script>
63         <script src='js/box2d/dynamics/joints/b2Jacobian.js'></script>
64         <script src='js/box2d/dynamics/joints/b2GearJoint.js'></script>
65         <script src='js/box2d/dynamics/joints/b2GearJointDef.js'></script>
66         <script src='js/box2d/dynamics/joints/b2MouseJoint.js'></script>
67         <script src='js/box2d/dynamics/joints/b2MouseJointDef.js'></script>
68         <script src='js/box2d/dynamics/joints/b2PrismaticJoint.js'></script>
69         <script src='js/box2d/dynamics/joints/b2PrismaticJointDef.js'></script>
70         <script src='js/box2d/dynamics/joints/b2PulleyJoint.js'></script>
71         <script src='js/box2d/dynamics/joints/b2PulleyJointDef.js'></script>
72         <script src='js/box2d/dynamics/joints/b2RevoluteJoint.js'></script>
73         <script src='js/box2d/dynamics/joints/b2RevoluteJointDef.js'></script>
74         <script src="js/script.js"></script>
75     </head>
76     <body>
77         <header>
78             <h2>HTML5 Game Development - Lesson 8</h2>
79             <a href="https://www.script-tutorials.com/html5-game-development-lesson-8/" class="stuts">Back to original tutorial on <span>Script Tutorials</span></a>
80         </header>
81         <div class="container">
82             <canvas id="game" width="800" height="600"></canvas>
83         </div>
84     </body>
85 </html>

Step 2. CSS

css/main.css

I won’t publish CSS styles today, there are only a few page layout styles. You can find this file in our package.

Step 3. JS

js/jquery-1.6.min.js and js/protoclass.js

Both libraries available in our package. Next file is most important – it is our main code of our game:

js/script.js

001 var canvas, ctx;
002 var canvasWidth;
003 var canvasHeight;
004 var world;
005 var iBorder = 5;
006 // get rand number between X and Y
007 function getRand(x, y) {
008     return Math.floor(Math.random()*y)+x;
009 }
010 $(function() {
011     // create the world
012     world = createWorld();
013     // get canvas and context
014     canvas = document.getElementById('game');
015     ctx = canvas.getContext('2d');
016     canvasWidth = parseInt(canvas.width);
017     canvasHeight = parseInt(canvas.height);
018     // create the ground
019     createGround(canvasWidth / 2, canvasHeight - iBorder, canvasWidth / 2, iBorder, 0);
020     createGround(iBorder, canvasHeight / 2, iBorder, canvasHeight / 2, 0); // left border
021     createGround(canvasWidth - iBorder, canvasHeight / 2, iBorder, canvasHeight / 2, 0); // right border
022     // add first rand object
023     addObjects();
024     // draw frame
025     frame();
026 });
027 // add random objects
028 function addObjects() {
029     var iVar = getRand(1, 2);
030     if (iVar == 1) {
031         var x = getRand(100, 600);
032         var y = 0;
033         var r = getRand(10, 40);
034         createCircleAt(x, y, r);
035     else if (iVar == 2) {
036         var x = getRand(100, 600);
037         var y = 0;
038         var w = getRand(5, 40);
039         var h = getRand(5, 40);
040         createBoxAt(x, y, w, h);
041     }
042     // set timer
043     setTimeout(addObjects, 500);
044 }
045 // draw frame
046 function frame() {
047     world.Step(1.0 / 60, 1);
048     ctx.clearRect(0, 0, canvasWidth, canvasHeight);
049     // draw world
050     drawWorld(world, ctx);
051     // set timer
052     setTimeout(frame, 10);
053 }
054 // create world
055 function createWorld() {
056     // set the size of the world
057     var worldAABB = new b2AABB();
058     worldAABB.minVertex.Set(-1000, -1000);
059     worldAABB.maxVertex.Set(1000, 1000);
060     // Define the gravity
061     var gravity = new b2Vec2(0, 200);
062     // set to ignore sleeping object
063     var doSleep = false;
064     // finally create the world with the size, graivty and sleep object parameter.
065     return new b2World(worldAABB, gravity, doSleep);
066 }
067 // create ground (box-type object)
068 function createGround(x, y, width, height, rotation) {
069     // box shape definition
070     var groundSd = new b2BoxDef();
071     groundSd.extents.Set(width, height);
072     groundSd.restitution = 0.4;
073     var groundBd = new b2BodyDef();
074     groundBd.AddShape(groundSd);
075     groundBd.position.Set(x, y);
076     groundBd.rotation = rotation * Math.PI / 180;
077     return world.CreateBody(groundBd);
078 }
079 // create box
080 function createBoxAt(x, y, w, h) {
081     var boxSd = new b2BoxDef();
082     boxSd.density = 1.0;
083     boxSd.friction = 1.0;
084     boxSd.restitution = .5;
085     boxSd.extents.Set(w, h);
086     // add to world as shape
087     var boxBd = new b2BodyDef();
088     boxBd.AddShape(boxSd);
089     boxBd.position.Set(x,y);
090     return world.CreateBody(boxBd);
091 }
092 // create circle
093 function createCircleAt(x, y, r) {
094     var boxSd = new b2CircleDef();
095     boxSd.density = 1.0;
096     boxSd.friction = 1.0;
097     boxSd.restitution = .5;
098     boxSd.radius = r;
099     // add to world as shape
100     var boxBd = new b2BodyDef();
101     boxBd.AddShape(boxSd);
102     boxBd.position.Set(x,y);
103     return world.CreateBody(boxBd);
104 }
105 // draw world
106 function drawWorld(world, context) {
107     for (var b = world.m_bodyList; b != null; b = b.m_next) {
108         for (var s = b.GetShapeList(); s != null; s = s.GetNext()) {
109             drawShape(s, context);
110         }
111     }
112 }
113 // draw shapes
114 function drawShape(shape, context) {
115     context.strokeStyle = '#0000ff';
116     context.fillStyle = 'rgba(100, 100, 255, 0.8)';
117     context.beginPath();
118     switch (shape.m_type) {
119         case b2Shape.e_circleShape:
120             var circle = shape;
121             var pos = circle.m_position;
122             var r = circle.m_radius;
123             var segments = 16.0;
124             var theta = 0.0;
125             var dtheta = 2.0 * Math.PI / segments;
126             context.moveTo(pos.x + r, pos.y);
127             for (var i = 0; i < segments; i++) {
128                 var d = new b2Vec2(r * Math.cos(theta), r * Math.sin(theta));
129                 var v = b2Math.AddVV(pos, d);
130                 context.lineTo(v.x, v.y);
131                 theta += dtheta;
132             }
133             context.lineTo(pos.x + r, pos.y);
134             context.moveTo(pos.x, pos.y);
135             var ax = circle.m_R.col1;
136             var pos2 = new b2Vec2(pos.x + r * ax.x, pos.y + r * ax.y);
137             context.lineTo(pos2.x, pos2.y);
138             break;
139         case b2Shape.e_polyShape:
140             var poly = shape;
141             var tV = b2Math.AddVV(poly.m_position, b2Math.b2MulMV(poly.m_R, poly.m_vertices[0]));
142             context.moveTo(tV.x, tV.y);
143             for (var i = 0; i < poly.m_vertexCount; i++) {
144                 var v = b2Math.AddVV(poly.m_position, b2Math.b2MulMV(poly.m_R, poly.m_vertices[i]));
145                 context.lineTo(v.x, v.y);
146             }
147             context.lineTo(tV.x, tV.y);
148             break;
149     }
150     context.fill();
151     context.stroke();
152 }

I have added my comments everywhere, hope that all this code is pretty understandable.


Live Demo
download in package

Conclusion

And that’s it! You have just completed our new lesson with HTML5 and Box2D. Congratulations!

Rate article