HTML and CSS Reference
In-Depth Information
Chapter 27
Targeting App Stores
What's in this chapter?
• Creating apps for the Chrome Web Store
• Going native with CocoonJS
• Building games with AppMobi's DirectCanvas
Wrox.com Code Downloads for this Chapter
You can find the wrox.com code downloads for this chapter at www.wrox.com/rem-
title.cgi?isbn=9781118301326 on the Download Code tab. The code is in the Chapter 27 download and individu-
ally named according to the names throughout the chapter.
Introduction
Just because your game is developed for the web using HTML5 doesn't mean that's where it has to stay. There
are a number of ways you can package your game so that it's playable in the various app stores. For the desktop
version of your game, this chapter shows you how to publish your game in the Chrome Web Store. For pack-
aging mobile versions of your app, you examine two technologies: Ludei's CocoonJS and AppMobi's DirectCan-
vas. Both of these technologies enable you to take a Canvas HTML5 game and package it into a native app that
replaces the normal Canvas rendering calls with hardware-accelerated OpenGL ES calls, greatly boosting the
graphical performance of your HTML5 games with only a few code changes. The generated apps can then be
distributed in the various mobile app stores, including the Apple App Store and Google Play.
Packaging Your App for the Google
Chrome Web Store
The Google Chrome Web Store is an online marketplace for both free and paid web applications and is available
at https://chrome.google.com/webstore/ .
The applications in the Google Chrome Web Store are what Google calls “installable web apps.” Put simply,
they are just normal web apps that have been configured to work as Chrome extensions and that can be installed
via the Chrome Web Store.
The Web Store supports two different types of apps: hosted apps and packaged apps. Hosted apps are just
normal web apps that have been submitted to the Web Store with a little bit of additional meta data. Packaged
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