This isn't a direct port of either tutorial, however; I'll be completely rewriting the code and the explanations to suit HTML5. Here, we're using the var keyword again - but this time, it says something subtly different: "hey, create a new Image object and use the word avatarImage to refer to it from now on, please."

© 2020 Envato Pty Ltd. Don't worry, I'll explain how to solve this in a future part of the tutorial.).

Alter your HTML to refer to this JS file: Note that I haven't written src="http://active.tutsplus.com/...whatever.../js/main.js", or src="C:\AvoiderGame\js\main.js"; this way, we're telling the HTML page, "look for a js folder in the same directory as you, and then use the main.js file that's inside it." HTML5 tutorial.

Thanks, Chrome.

The if statement is a way of checking whether something has happened. Get the latest and greatest from MDN delivered straight to your inbox.

Create a new file, and enter the following: If you don't understand what any of that does, read my basic guide to HTML.

Modify your redrawAvatar() function like so: Try it out. Take a look at this: This does roughly the same thing as the above suggestion; the redrawAvatar() function (which we haven't written yet) will be called whenever the mouse moves over the canvas.

Phaser is commonly used as a 2D game engine for creating HTML5 desktop and mobile games. Your method might be different to mine - that's okay, as long as it works! Just as the function keyword says, "hey, wrap all this code up under the name changeCanvasSize(), please", the var keyword says, "hey, use the word gameCanvas to refer to the HTML element with an ID of "gameCanvas", please".

Add this to your CSS: Check it out. Bounding volume collision detection with THREE.js. Okay, now, you will not be surprised to hear that we will soon be writing some JavaScript - remember, JavaScript lets web pages do things, and that's exactly what we need for making games.

In the meantime, why not experiment with what you've learned? Okay, good, because I'm going to make it more complicated: In this code, we've introduced a new operator: ||. Remember in the HTML guide I showed you how to make things happen when you clicked HTML elements? You'll notice that the dialog box only appears when the mouse moves over the canvas element. Modify your stylesheet like so: In most browsers, this will make your cursor disappear when it's on top of the canvas... but not in Chrome.

Add this code to your JS file: Aha - this time, the way we define the function is a little different: we've added the word mouseEvent in-between those parentheses.

One of the most amazing features of JavaScript is its ability to change the HTML of the page. It's called an inline comment and is very important.

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