Showing posts with label HTML5. Show all posts
Showing posts with label HTML5. Show all posts

Monday, June 24, 2013

HTML5 Blitting Using an Offscreen Buffer



One of the great benefits HTML5 has brought us javascript game hackers is the canvas and context. Or more important, the ability to create an off screen canvas and context. This brings us one step closer to game console animation. Video games use off screen buffers for rendering. This technique provides smoother animation to the video game. The process involves rendering all the video game updates to an off screen buffer. An off screen buffer means that all the animation is being written to a buffer that is not visible.  When the game code has completed the off screen rendering, the buffer is FLIPPED to the visible video memory buffer.  Your game console and pc has hardware that handles this in video hardware. We're going to emulate this functionality using software. The reason buffer flipping is used is because it produces smoother looking animation in your video game.
This javascript tutorial is going to draw a simple background and a sprite using off screen buffer rendering and flipping. I am going to keep this simple. In the next demo we'll make the sprite walk and use multiple frames of animation. I just wanted to "keep it simple stupid" so you could get the idea of what is going on in the code. 

The Game Console Class

Over time I have been revamping the original game console code so I can use it in a library to write games. The first objective in this endeavor is to create a Game Console class, js/GameConsoleClass.js.

Source Listing 1. Defining a Game Console class in Javascript

function GameConsole(width, height) {
    this.width = width;
    this.height = height;  
    
    // create the main canvas
    this.canvas = document.createElement( 'canvas' );  
    this.canvas.width = this.width;
    this.canvas.height = this.height;
    this.context = this.canvas.getContext( '2d' );
    
    // add the canvas to the DOM
    document.body.appendChild(this.canvas);
    
    // create the offscreen buffer (canvas)
    this.offscreenCanvas = document.createElement('canvas');
    this.offscreenCanvas.width = this.width;
    this.offscreenCanvas.height = this.height;
    this.offscreenCanvas.context = this.offscreenCanvas.getContext('2d');

} // END GameConsole class


Of course we're going to need some member functions to perform the initialization and rendering.

Source Listing 2. Game Console member functions in Javascript

GameConsole.prototype = {

    initGC: function() {
        this.context.fillStyle = '#000000'; // Black
        //this.context.fillStyle = '#f0eef9'; // Lavender
        this.context.clearRect(0, 0, this.width, this.height);
        this.context.beginPath();
        this.context.rect(0, 0, this.width, this.height);
        this.context.closePath();
        this.context.fill();
    },   // END initGC
    
    // render to the offscreen canvas
    renderOffscreenGC: function(image) {
     // render the background
        this.offscreenCanvas.context.drawImage(image, 0, 0);
    
    }, // END render 
    
    bitBlitOffscreenGC: function(sprite, srcx, srcy, srcwidth, srcheight, dstx, dsty, dstwidth, dstheight) {
        
        this.offscreenCanvas.context.drawImage(sprite, srcx, srcy, srcwidth, srcheight, dstx, dsty, dstwidth, dstheight);
        
    },
    
    // flip the offscreen canvas to the visible GC canvas
    flipGC: function () {
        this.context.drawImage(this.offscreenCanvas, 0, 0);
    }, // END flipGC
    
}; // END GameConsole.prototype

Again, I kept everything really simplistic to give you a good idea of how the code works. I too have spent time in javascript books where the author's intent isn't to educate but to demonstrate how great their coding skills are. What is going on in their code is not blatantly obvious to the casual observer.

The Main Driver Code

Ok, let's draw some sprites. The source code js/MainGame.js contains the demo code to create a Game Console object in javascript and render to it. The code is logically straight forward with no sneaky coding demos. The demo code loads a background image and a sprite. That's it. Nothing fancy.



Source Listing 3. Loading and Blitting Sprites in Javascript

// create a Game Console object
var gc = new GameConsole(592,448);
gc.initGC();

// Background image
// load the image
var backgroundReady = false;
var backgroundImage = new Image();
backgroundImage.onload = function () {
    backgroundReady = true;
};
backgroundImage.src = "img/Level_1_warehouse.png";


// load the sprite
// load Sprite Sheet
var sprite = {};
var spriteSheetReady = false;
var spriteSheetImage = new Image();
spriteSheetImage.onload = function () {
    spriteSheetReady = true;
};
spriteSheetImage.src = "img/aliensvspredator_ltlinnkurosawa_sheet_sclx2.png";
var spriteWidth = spriteSheetImage.width /4;
var spriteHeight = 118;

gc.renderOffscreenGC(backgroundImage);

sprite.x = 250;
sprite.y = 250;

gc.bitBlitOffscreenGC(spriteSheetImage, 0, 144, spriteWidth, spriteHeight, sprite.x, sprite.y, spriteWidth, spriteHeight); 
gc.flipGC();

The code can be downloaded from GitHub   https://github.com/retrogamecode/tutorials.
Unfortunately, I can't upload the images there. So I will add them at the end of this article where you can grab it and download it.

Walking through the not so obvious code....

var sprite = {}; 


Creates a simple javascript object I will use for storing values for the sprite's current x (sprite.x), and y, (sprite.y) position. 

gc.renderOffscreenGC(backgroundImage);

sprite.x = 250;
sprite.y = 250;

gc.bitBlitOffscreenGC(spriteSheetImage, 0, 144, spriteWidth, spriteHeight, sprite.x, sprite.y, spriteWidth, spriteHeight); 
gc.flipGC();

In the bitBlit operation, the sprite.x and sprite.y are the destination positions I will draw the sprite. The x=0, and y =144 values for the bitBlit are values I pulled from photoshop when examining the sprite's location. It's a quick a dirty demo.

Since this is retro game coding we are blitting!!!! A bit blit is bit block transfer. We're kicking it old school here. Even though most low end PCs now have far more computing power than the CRAY computer of the early 90s. Anyhow, video game consoles of ages since past had hardware blitters in them for this operation. We're doing it in our software.

When the blit is completed -we FLIP the offscreen buffer to the visible buffer with the class method,

gc.flipGC();


Play around with the code and the sprites.


Source Listing 4. The HTML source file index.html

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
"http://www.w3.org/TR/html4/loose.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
    <head>
        <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
        <title>RetroGameCode</title>
    </head>
    <h1>Game Console Offscreen Tutorial</h1>
        
        <script src="js/GameConsoleClass.js"></script>
        <script src="js/MainGame.js"></script>
    <body>
</html>

That's it for this demo. Have fun coding! Next venture we will move the sprites and do cell animation!



img/aliensvspredator_ltlinnkurosawa_sheet_sclx2.png

img/Level_1_warehouse.png

Tuesday, March 19, 2013

Creating a Console Game Screen Using HTML5

 After some time off from playing with this code from tutorials 1-3, I decided to go back and optimize and clean up a few things before we move on. This edition of retrogamecode we're going to look at creating a dynamic game console interface using HTML 5 canvas object.

I ripped out a lot of code for the examples to stand on their own and be clear to you the student or the developer.

Here are the basic javascript code snippets for creating a game console using the HTML5 canvas object.

You can download the entire HTML source file from github: create_html5_canvas.html

Source Listing 1. Defining a Super Nintendo Game Console in Javascript

// game console variables
var gc_canvas;                    // 'gc' 'game console'
var gc_context;                   // gc context
var gc_width = 592, gc_height = 448;   // game console viewport width and height Super Nintendo parameters
var gc_light_lavender = '#f0eef9';  // color light lavender
var gc_lavender = '#f0e7f9';   // color lavender
var gc_black = '#000000';    // color black

We're creating a Super Nintendo console of 592 pixels wide by 448 pixels high. The var gc_canvas is our game console HTML5 canvas object. Let's take a look at the javascript function we'll use to do this.

Source Listing 2. Dynamically creating an HTML5 canvas object in Javascript

// function: initGameConsoleCanvas
// description:
//    initialize the canvas element
//    and the drawing context API 
//    components.
//
function initGameConsoleCanvas( width, height) {
    
    // create the HTML5 canvas object
    gc_canvas = document.createElement( 'canvas' );   
    gc_context = gc_canvas.getContext( '2d' );
    
    // attach the canvas to the HTML document object
    document.body.appendChild( gc_canvas );
    gc_canvas.width = width;
    gc_canvas.height = height;
    
}
// END initGameConsoleCanvas(width, height)

We're going to need to a function to clear the screen for animation. And for right now we just want to throw something out on the screen to see if our game console canvas is working. The following function erases the game console canvas and fills the screen black.


Source Listing 3. Erase the HTML5 canvas object using Javascript

// function: clearGameConsoleCanvas
// description:
//    erase the game console using the 
//    specified color.
//
function clearGameConsoleCanvas(width, height, color) {
    // Fill the screen with a black background
   gc_context.fillStyle = color; //'#000000';
   gc_context.clearRect(0, 0, width, height);
   gc_context.beginPath();
   gc_context.rect(0, 0, width, height);
   gc_context.closePath();
   gc_context.fill();
}
// END clearGameConsoleCanvas(width, height, color)

Putting it all together, we call the document.onload() function to initialize the game screen as the web page initializes.

Source Listing 3. Erase the HTML5 canvas object using Javascript
// initialize on document load
window.onload = function() {

  // create the HTML 5 game console canvas 
  initGameConsoleCanvas(gc_width, gc_height);
  
  // initialize the game console canvas to black
  clearGameConsoleCanvas(gc_width, gc_height, gc_black);  
        
}
// END window.onload()

That's basically it. I hope by stripping out all the code the initialization of the game console canvas makes perfect sense to you. Ideally, all the game console code will be moved out to a javascript source file and then sourced in from the HTML file. We will do this in the next tutorial as we move along.

Have fun scripting! Go make some games.

Sunday, June 10, 2012

Part 02 Scrolling Background Bitmap with HTML 5

In tutorial 01, we learned a few basics about HTML 5. It has a canvas element and javascript has a context API we use to draw to the canvas. We're going to build upon the simple script from tutorial 01 and have the background scroll. Our offscreen background bitmap, Level_1_warehouse.png, is 977 pixels wide by 478 pixels high. Our game console viewport is 592 pixels wide and 448 pixels high. The background bitmap file is wider and taller than our viewport.

The object is to drag the viewport along the bitmap to give a moving background effect. We're keeping this example to a simple bitmap scroll. When you get the hang of this your renderGamConsole() function we wrote in tutorial 01 can be modified to draw sprites on multiple layers with different sprite velocities. This method rendering is called parallax scrolling. You can render clouds or a star field on the first plane of animation to giving a motion feel. Then draw a slower scrolling city scape in the background as you have a spaceship battle aliens. This method of drawing sprites and backgrounds on multiple layers is called parallax scrolling. For now we're going to focus on a simple background scroll. You can see in our screen shot from the Capcom game, Alien vs. Predators, that we have the background drawn first, then the Lt. Linn sprite and the alien boss, then the sprite health bars are drawn. There are about 3 layers of animation is the screen grab. So when we render this we will draw the background  layer first, the sprite layer(s) next, and then the status bar sprites last so they are foremost in the screen. Giving the feel of depth in the final rendering.

Code Cleanup

If you have been following along from tutorial 01 you'll notice I did a quick code cleanup. I separated functions and moved around some of the logic so it's easier to understand as we work on tutorial 02. There are basically only two new function calls in this code, checkgameConsoleInputDevice() and updatePlayer(). I added these two functions so we can manually control the bitmap scrolling using the input from a keyboard with the right and left arrow keys. I am using the jQuery library for keyboard input. This can actually change as I experiment and find which library works best with input to mobile devices and computers as well. For now we're just up and running with jQuery.

The keyboard code using jQuery is here.

Source Listing 1. Checking the game console input devices.

// function: checkGameConsoleInputDevice
// description:
//    jQuery routine to check the keyboard 
//    input.
//
function checkGameConsoleInputDevice() {


    $(document).keydown(function(evt) {
        if (evt.keyCode == 39) {
            if (bgx < 380) {
            gamePadMove = 'RIGHT';
            //bgx++;
            }
        } else if (evt.keyCode == 37){
            if (bgx > 0) {
            gamePadMove = 'LEFT';
            //bgx--;
            }
        }
    });         

    $(document).keyup(function(evt) {
        if (evt.keyCode == 39) {
            gamePadMove = 'NONE';
        } else if (evt.keyCode == 37){
            gamePadMove = 'NONE';
        }
    }); 
}
// END checkGameConsoleInputDevice


As you can see, the checkGameConsole() function is the basics for running a game pad or controller. We don't care if it is arrow icons on a mobile device or right and left arrows on a keyboard. This is the skeleton of our final function for checking the input values on our game console. I am setting flags if the game pad was pressed or in this simple case if the right or left arrow was pressed. These values are passed on to the game for updating the values in the game.

In function updatePlayer(), we listen for the gamePadMove flags to be set. When we act on the flag needing update, we then reset the flag.

Source Listing 2. Updating the gmae position
// function: updatePlayer
// description:
//    based on the input from
//    checkGameConsoleInputDevice
//    update the player position.
//
function updatePlayer() {

    if (gamePadMove == 'RIGHT') {
      bgx += 5;
      gamePadMove = 'NONE';
    }  
    if (gamePadMove == 'LEFT') {
      bgx -= 5;
      gamePadMove = 'NONE';
    }  
  // end switch gamePadMove
  
}
// END updatePlayer

The bgx variable is a global variable used to identify the current x-position of the origin x-component of the viewport. So as the viewport slides back and forth over the background we update the bgx variable. Essentially, this is the bottom-left corner of the viewport rectangle as slide across the bitmap.

Scrolling Background

Now we get to the topic of interest, scrolling the background. We are going to scroll the background to the right or to the left based on user input. Now that our background is non-static and it moves, we need to update how we render the bitmap in renderGameConsole() function.


Source Listing 3. Changes for scrolling bitmaps.
// function: renderGameConsole
// description:
//   draws the content to the 
//   game console canvas.
//
function renderGameConsole() {
  
  // gc_context.drawImage(img_elem, srcx, srcy, srcwidth, srcheight, dx, dy, dw, dh);
  // draw the background first
  try {
    gc_context.drawImage(background, bgx, bgy, width, height, 0, 0, gc_canvas.width, gc_canvas.height);
  } 
    catch (e) {
  };
    
}
// END renderGameConsole


Running the Code in Your Sandbox

You'll need to copy the code below and paste it into an editor. Save the file as tutorial_02.html. Your development environment should be a simple directory, with one subdirectory, called img. Place the background art file into this directory. Your setup should look like this.

The entire source code for this example is presented here. We're using the same art file from tutorial 01. You can download the Level_1_warehouse.png art file here.

Source Listing 4. The whole tamale!


<html>
<title>retrogamecode tutorial 02 scrolling background</title>
<head>

</head>
<body>

<script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script>

<script type="text/javascript">
// requestAnim shim layer by Paul Irish
    window.requestAnimFrame = (function(){
      return  window.requestAnimationFrame       || 
              window.webkitRequestAnimationFrame || 
              window.mozRequestAnimationFrame    || 
              window.oRequestAnimationFrame      || 
              window.msRequestAnimationFrame     || 
              function(/* function */ callback, /* DOMElement */ element){
                window.setTimeout(callback, 1000 / 60);
              };
    })();
// example code from mr doob : http://mrdoob.com/lab/javascript/requestanimationframe/

// http://www.retrogamecode.blogspot.com
// author: michael norton


//------------------------------------------
// Global Variables Declarations
//------------------------------------------

var gc_canvas;                  // 'gc' 'game console'
var gc_context;                 // context
var width = 592, height = 448;  // game console viewport width and height
var background;                 // image asset background
var bgwidth, bgheight;          // background width and height
var bgx, bgy;                   // background source x and y used for blitting

var gamePadMove;                // game console device input

//------------------------------------------
// Functions
//------------------------------------------

// Game Console Functions

// function: initGameConsoleCanvas
// description:
//    initialize the canvas element
//    and the drawing context API 
//    components.
//
function initGameConsoleCanvas() {
    
    gc_canvas = document.createElement( 'canvas' );
    gc_context = gc_canvas.getContext( '2d' );
    gc_canvas.width = width;
    gc_canvas.height = height;
    document.body.appendChild( gc_canvas );
}
// END init

// function: clearGameConsole
// description:
//   clears the game console before each
//   call to renderGameConsole.
//
function clearGameConsole(){
  gc_context.fillStyle = '#f0e7f9';
  gc_context.clearRect(0, 0, width, height);
  gc_context.beginPath();
  gc_context.rect(0, 0, width, height);
  gc_context.closePath();
  gc_context.fill();
}
// END clearGameConsole

// function: renderGameConsole
// description:
//   draws the content to the 
//   game console canvas.
//
function renderGameConsole() {
  
  // gc_context.drawImage(img_elem, srcx, srcy, srcwidth, srcheight, dx, dy, dw, dh);
  // draw the background first
  try {
    gc_context.drawImage(background, bgx, bgy, width, height, 0, 0, gc_canvas.width, gc_canvas.height);
  } 
    catch (e) {
  };
    
}
// END renderGameConsole

// function: checkGameConsoleInputDevice
// description:
//    jQuery routine to check the keyboard 
//    input.
//
function checkGameConsoleInputDevice() {


    $(document).keydown(function(evt) {
        if (evt.keyCode == 39) {
            if (bgx < 380) {
            gamePadMove = 'RIGHT';
            //bgx++;
            }
        } else if (evt.keyCode == 37){
            if (bgx > 0) {
            gamePadMove = 'LEFT';
            //bgx--;
            }
        }
    });         

    $(document).keyup(function(evt) {
        if (evt.keyCode == 39) {
            gamePadMove = 'NONE';
        } else if (evt.keyCode == 37){
            gamePadMove = 'NONE';
        }
    }); 
}
// END checkGameConsoleInputDevice

// Game specific functions

// function: loadImageAssets
// description:
//    loads the background art file
//    from local disk.
function loadImageAssets(){

  background = new Image()
  background.src = "file:img/Level_1_warehouse.png"
  
  // background pixel dimensions
  bgwidth = 977;
  bgheight = 478;
  
  // initialize background source blitting x and y
  bgx = 0;
  bgy = 0;
}
// END loadImageAssets 

// function: updatePlayer
// description:
//    based on the input from
//    checkGameConsoleInputDevice
//    update the player position.
//
function updatePlayer() {

    if (gamePadMove == 'RIGHT') {
      bgx += 5;
      gamePadMove = 'NONE';
    }  
    if (gamePadMove == 'LEFT') {
      bgx -= 5;
      gamePadMove = 'NONE';
    }  
  // end switch gamePadMove
  
}
// END updatePlayer

// function: animate
// description:
//   this is the main game lopp
//   function. It calls itself 
//   recursively.
function animate() {
    requestAnimFrame( animate );

    updatePlayer();
    clearGameConsole();
    renderGameConsole();
    checkGameConsoleInputDevice();
}
// END animate



// main game loop
initGameConsoleCanvas();
loadImageAssets();
animate();

</script>
</body>
</html>

Wednesday, June 6, 2012

Part I Drawing Sprites to an HTML5 Canvas



In my days of old I started off as an assembly language and machine code programmer. I spent my days looking at hardware register values and pointers to jump tables in memory. I had worked at Activision video games, which back then sported a benign meaningless name, Mediagenics Activision. I worked there with another engineer on reverse engineering a SEGA Genesis. Why you ask? We were looking for a cheaper means for developers to hack into the SEGA. The development systems were about $50K a pop back then and we were on a quest to hardware hack a cheaper development system. As we messed with SEGA Genesis hardware and machine code we would sometimes joke that one day in the future we would be scripting games and not machine coding them. Nonsense! We would chuckle at the mere possibility of such a crazy notion. That was an adorable fairy tale. Well, I guess the future is now. Here we are -scripting video games.

The SNES, SEGA Genesis, and the Nintendo N64 are in my blood as a game hacking hobbyist. I love back engineering games. Sure we all have a copy of MAME and cough as we lie about owning the actual roms. I own MAME for educational and hobby purposes. I am the guy that can't leave the toaster alone and has to disassemble it to see how it works. And then rebuild it with improvements. Video games to me are no different. In writing this I could careless if you wrote a complete game engine. I have a life and I am not going to sit down and look through your 10,000 lines of spaghetti code to realize I should have wrote mine from scratch in the first place. What a headache! This blog is all about sitting in front of your fireplace, with your favorite hacking platform of choice, throwing on your favorite smoking jacket and banging out some HTML 5 javascript code.

Today I am going to focus my attention on that mid-90's master piece, the coin op video game, Aliens vs. Predator! This ultimate arcade aliens versus Colonial Marines smack down game was released by Capcom. Sure you could play as a predator too, but the character I loved to throw a beating to the aliens with was Lieutenant Linn Kurosawa. Back when this game was out as a coin op I would shovel a few quarters into the machine at the Milpitas Pizza Depot as I waited for my pizza to cook. Lt. Linn was my favorite character because she was the one player wielding a katana and wielding it to take out alien hives. I remember making an early attempt at writing this game in C on my first gen Intel Pentium powered machine. But I wasn't much of a computer artist so my initial game had frustrating results in the sprite department. Now with MAME, screen grab tools, online sprite sheets, and that wonderful expensive application -Photoshop. It's back to hacking Capcom's coin op Alien vs. Predator.

The code demonstration here is all going to be straight forward. I get sick at looking at tutorials and you have to unravel the clever code the grad student used. This code is all for edification to help you learn HTML 5's Canvas and the javascript methods used to access it.

In this tutorial we're going to load an offscreen bitmap, or background onto a static screen. Don't worry, in the next tutorial we're going to scroll the background bitmap. Just like they do in the arcade games. For this example, I created a background from the second round of level 1 in the Aliens vs. Predator game. I did multiple screen grabs and pasted together a full background for us to use. You must download the art on this site to a local directory on your development machine. For right now all the work we're doing is off your local development machine. For this tutorial all the assets for the game will be in a local directory: img.

Download the background here:  Level_1_warehouse.png
Our background image is 977 pixels wide x 478 pixels high.











A Quick Blurb on Game Loops

Whenever we write games we need a main loop. That is a function that loops forever until the game is requested to stop by the user. Game loops have come a long way since the 90's. The days of old we simply wrote some code which looked like,

while(!done) {
   updateGame();
}

That was the beauty of machine code and raw C on DOS based PCs and game consoles of days of old. Not anymore! Now most applications are all window driven to some extent. A browser is a windowed application running on a windowed  operating system such as, OS X or Windows or whatever. These environments listen for events and we need an event listener. After many wrong ways of coding my game loop I decided to just go shopping with the Google search engine and find an event handler that would work with HTML 5. I felt I would mention this fact and not just dump code on you that any grad student would surmise to be intuitively obvious to the casual observer. I am using an animate frame listener. I found one such gem on Mr. Doob's website, which also functions when the window is not active and stops the graphics animation. A plus for mobile devices applications. Here is the basic code and HTML syntax for the start of this project.

Source Listing 1. Basic HTML with requestAnimationFrame callback
<html>
<head>
</head>
<body>

<script>
// requestAnim shim layer by Paul Irish
    window.requestAnimFrame = (function(){
      return  window.requestAnimationFrame       || 
              window.webkitRequestAnimationFrame || 
              window.mozRequestAnimationFrame    || 
              window.oRequestAnimationFrame      || 
              window.msRequestAnimationFrame     || 
              function(/* function */ callback, /* DOMElement */ element){
                window.setTimeout(callback, 1000 / 60);
              };
    })();
  

// example code from mr doob : http://mrdoob.com/lab/javascript/requestanimationframe/

</script>
</body>
</html>

That's it for our basic requirements to implement our game loop. Let's move on and setup the HTML 5 canvas.

HTML 5 Canvas and Context

The first thing we need to do is setup a simple HTML file for our javascript to reside in. You'll notice off the bat I don't have CSS in the source. It's not because I can't do CSS in my sleep it's because it's a distraction to those blokes trying to learn HTML 5 and javascript. When the time is right we'll add the CSS. Right now, just get comfortable with what is going on and what we're doing.

In side our HTML script element tag we're going to add the following code.

Source Listing 2. Global variables and initializing the game console viewport
// global variables
var gc_canvas;                  // 'gc' 'game console'
var gc_context;                 // context
var width = 592, height = 448;  // game console viewport width and height
var background;                 // image asset background
var bgwidth, bgheight;          // background width and height
var bgx, bgy;                   // background source x and y used for blitting

function initGameConsoleCanvas() {
    
    gc_canvas = document.createElement( 'canvas' );
    gc_context = gc_canvas.getContext( '2d' );
    gc_canvas.width = width;
    gc_canvas.height = height;
    document.body.appendChild( gc_canvas );
}
// END initGameConsole

 We have global variables for the browser <canvas> element, labelled gc_canvas, for game console canvas. And we have canvas drawing context variable, gc_context. The canvas element is the surface we draw to. The context is the javascript API we which we draw to the canvas with. These are two distinct components here. The canvas is part of the HTML 5 component, and the context is the mechanism (API) in javascript which we draw to the canvas element with.
In the code, we are creating a game console that is 592 pixels wide by 448 pixels wide. Why these dimensions? They were determined by analyzing the size of the screen grabs from the MAME application. The arcade resolution is 592 x 448 pixels. If you would like to create a SNES console, change the dimensions to 512 x 478, and so forth.  The remaining global variables are for loading and blitting the background bitmap.

Clear the Game Console Viewport

We're going to need a simple screen refresh that clears the screen. Basically, we're going to do a simple color fill. I use a sky blue, just so I know something is happening when I am debugging the code.

Source Listing 3. Clearing the Game Console Screen
function clearGameConsole(){
  gc_context.fillStyle = '#d0e7f9';
  gc_context.clearRect(0, 0, width, height);
  gc_context.beginPath();
  gc_context.rect(0, 0, width, height);
  gc_context.closePath();
  gc_context.fill();
}

During each iteration of our animationFrame callback we will call function clearGameConsole. This will essentially flood fill the viewport that is 592 x 448 pixels with the color sky blue or #d0e7f9. This is our basic clear screen before we render the background with each animation iteration.

Load the Asset

Now we need a function to load our bitmap from the local system to the application on the browser. At the moment we are only loading from local disk. In a future tutorial we will work with loading assets off the Internet which will require some more coding and a fancy load status bar. For now, we just want to throw out our bitmap onto the canvas of the browser. Remember, we have our tutorial_01.html file stored in a directory that has a subdirectory named img. In directory, img, we have the asset or bitmap file, Level_1_warehouse.png. With this in mind. let's look at the code to load the asset.

Source Listing 4. Load the local file asset.
function loadImageAssets(){

  background = new Image()
  background.src = "file:img/Level_1_warehouse.png"
  
  // background pixel dimensions
  bgwidth = 977;
  bgheight = 478;
  
  // initialize background source blitting x and y
  bgx = 0;
  bgy = 0;
}
// END loadImageAssets 


Rendering to the Game Console canvas

Now we need code to blit our bitmap, which is not stored in a javascript Image object. This is a simple render function that only draws a static image to the canvas element. As we expand our code in future tutorials we will discuss levels of blitting. This is important for parallax scrolling and scrolling bitmaps with various depths of sprite activity going on in the game scene. For now we have a simple blit operation to just through a portion of the bitmap out to the game console viewport (the canvas). Remember, our offscreen bitmap is 977 x 478 pixels. It is much larger than our game console viewport, which is 592 x 448 pixels. We will only blit a portion of bitmap to the viewport.

Source Listing 5. Blitting the bitmap to the game console viewport.
function renderGameConsole() {

  
  // gc_context.drawImage(img_elem, srcx, srcy, srcwidth, srcheight, dx, dy, dw, dh);
  // draw the background first
  try {
    gc_context.drawImage(background, bgx, bgy, gc_canvas.width, gc_canvas.height, 0, 0, gc_canvas.width, gc_canvas.height);
  } 
    catch (e) {
  };
    
}
// END renderGameConsole

We use the context API drawImage to blit to the game console viewport.

Source Listing 6. The animation loop
function animate() {
    requestAnimFrame( animate );

    clearGameConsole();
    renderGameConsole();
}
// END animate

We recursively call requestAnimFrame with our animate function as a parameter. This is the magic woobly, goobly, goo that makes time and relative dimension in space travel and coding possible. That in a nutshell is our game animation loop.
That's the whole lesson for right now. Next time we see you we'll be scrolling that background!
Remember, download the art to an img subdirectory,  should look like this.

tutorial_01.html
\img
    Level_01_warehouse.png

Or from a window environment, like this.


Just copy and paste the code below into your editor and save it as tutorial_01.html.

Source Listing 7. The whole tamale of code for tutorial_01.html !
 
<html>
<head>
</head>
<body>

<script>
// requestAnim shim layer by Paul Irish
    window.requestAnimFrame = (function(){
      return  window.requestAnimationFrame       || 
              window.webkitRequestAnimationFrame || 
              window.mozRequestAnimationFrame    || 
              window.oRequestAnimationFrame      || 
              window.msRequestAnimationFrame     || 
              function(/* function */ callback, /* DOMElement */ element){
                window.setTimeout(callback, 1000 / 60);
              };
    })();
  

// example code from mr doob : http://mrdoob.com/lab/javascript/requestanimationframe/

// global variables
var gc_canvas;                  // 'gc' 'game console'
var gc_context;                 // context
var width = 592, height = 448;  // game console viewport width and height
var background;                 // image asset background
var bgwidth, bgheight;          // background width and height
var bgx, bgy;                   // background source x and y used for blitting

// main code section
initGameConsoleCanvas();
loadImageAssets();
animate();

// function library
function initGameConsoleCanvas() {
    
    gc_canvas = document.createElement( 'canvas' );
    gc_context = gc_canvas.getContext( '2d' );
    gc_canvas.width = width;
    gc_canvas.height = height;
    document.body.appendChild( gc_canvas );
}
// END initGameConsole

function clearGameConsole(){
  gc_context.fillStyle = '#f0e7f9';
  gc_context.clearRect(0, 0, width, height);
  gc_context.beginPath();
  gc_context.rect(0, 0, width, height);
  gc_context.closePath();
  gc_context.fill();
}

function loadImageAssets(){

  background = new Image()
  background.src = "file:img/Level_1_warehouse.png"
  
  // background pixel dimensions
  bgwidth = 977;
  bgheight = 478;
  
  // initialize background source blitting x and y
  bgx = 0;
  bgy = 0;
}
// END loadImageAssets 


function animate() {
    requestAnimFrame( animate );

    clearGameConsole();
    renderGameConsole();
}
// END animate

function renderGameConsole() {

  
  // gc_context.drawImage(img_elem, srcx, srcy, srcwidth, srcheight, dx, dy, dw, dh);
  // draw the background first
  try {
    gc_context.drawImage(background, bgx, bgy, gc_canvas.width, gc_canvas.height, 0, 0, gc_canvas.width, gc_canvas.height);
  } 
    catch (e) {
  };
    
}
// END renderGameConsole 
</script>
</body>
</html>