Mobile-friendly web games
Mobile is the biggest gaming platform. A few adjustments make your web game work great on phones and tablets.
1) Viewport setup
Prevent zoom and ensure proper scaling:
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">2) Fullscreen canvas
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
html, body {
width: 100%;
height: 100%;
overflow: hidden;
background: #000;
touch-action: none; /* Prevent browser gestures */
}
#game {
display: block;
width: 100%;
height: 100%;
}If you size UI off viewport height instead of height: 100%, prefer the dynamic viewport units dvh, svh, and lvh over vh. They account for the mobile browser's collapsing/expanding toolbar, which 100vh ignores (on iOS 100vh is the toolbar-hidden height, so the bottom of your layout gets clipped). These units reached Baseline Widely Available and are supported in Chrome/Edge 108+, Firefox 101+, and Safari/iOS Safari 15.4+, roughly 92% of users.
3) Touch event handling
const canvas = document.getElementById('game')
// Prevent default touch behaviors
canvas.addEventListener('touchstart', (e) => e.preventDefault(), { passive: false })
canvas.addEventListener('touchmove', (e) => e.preventDefault(), { passive: false })
// Track touches
const touches = new Map()
canvas.addEventListener('touchstart', (e) => {
for (const touch of e.changedTouches) {
touches.set(touch.identifier, {
x: touch.clientX,
y: touch.clientY,
startX: touch.clientX,
startY: touch.clientY,
})
}
})
canvas.addEventListener('touchmove', (e) => {
for (const touch of e.changedTouches) {
const t = touches.get(touch.identifier)
if (t) {
t.x = touch.clientX
t.y = touch.clientY
}
}
})
canvas.addEventListener('touchend', (e) => {
for (const touch of e.changedTouches) {
touches.delete(touch.identifier)
}
})If your game also needs to work with a mouse or stylus, consider Pointer Events (pointerdown/pointermove/pointerup) instead of touch events. MDN now recommends them as the single, device-agnostic input model: one code path handles touch, mouse, and pen, and multi-touch still works through pointerId (the analog of touch.identifier used above). Touch events remain perfectly fine for touch-only games.
4) Virtual joystick
class VirtualJoystick {
constructor(x, y, radius) {
this.baseX = x
this.baseY = y
this.radius = radius
this.knobRadius = radius * 0.4
this.active = false
this.touchId = null
this.dx = 0
this.dy = 0
}
handleTouchStart(touch) {
const dist = Math.hypot(touch.clientX - this.baseX, touch.clientY - this.baseY)
if (dist < this.radius) {
this.active = true
this.touchId = touch.identifier
this.updatePosition(touch.clientX, touch.clientY)
}
}
handleTouchMove(touch) {
if (touch.identifier === this.touchId) {
this.updatePosition(touch.clientX, touch.clientY)
}
}
handleTouchEnd(touch) {
if (touch.identifier === this.touchId) {
this.active = false
this.touchId = null
this.dx = 0
this.dy = 0
}
}
updatePosition(x, y) {
let dx = x - this.baseX
let dy = y - this.baseY
const dist = Math.hypot(dx, dy)
if (dist > this.radius) {
dx = (dx / dist) * this.radius
dy = (dy / dist) * this.radius
}
this.dx = dx / this.radius
this.dy = dy / this.radius
}
draw(ctx) {
// Base circle
ctx.beginPath()
ctx.arc(this.baseX, this.baseY, this.radius, 0, Math.PI * 2)
ctx.fillStyle = 'rgba(255, 255, 255, 0.2)'
ctx.fill()
// Knob
const knobX = this.baseX + this.dx * this.radius
const knobY = this.baseY + this.dy * this.radius
ctx.beginPath()
ctx.arc(knobX, knobY, this.knobRadius, 0, Math.PI * 2)
ctx.fillStyle = 'rgba(255, 255, 255, 0.5)'
ctx.fill()
}
getInput() {
return { x: this.dx, y: this.dy }
}
}5) Touch buttons
class TouchButton {
constructor(x, y, radius, label) {
this.x = x
this.y = y
this.radius = radius
this.label = label
this.pressed = false
this.touchId = null
}
contains(px, py) {
return Math.hypot(px - this.x, py - this.y) < this.radius
}
handleTouchStart(touch) {
if (this.contains(touch.clientX, touch.clientY)) {
this.pressed = true
this.touchId = touch.identifier
}
}
handleTouchEnd(touch) {
if (touch.identifier === this.touchId) {
this.pressed = false
this.touchId = null
}
}
draw(ctx) {
ctx.beginPath()
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2)
ctx.fillStyle = this.pressed ? 'rgba(255, 255, 255, 0.5)' : 'rgba(255, 255, 255, 0.2)'
ctx.fill()
ctx.font = 'bold 24px sans-serif'
ctx.fillStyle = '#fff'
ctx.textAlign = 'center'
ctx.textBaseline = 'middle'
ctx.fillText(this.label, this.x, this.y)
}
}6) Orientation handling
function checkOrientation() {
const isLandscape = window.innerWidth > window.innerHeight
if (!isLandscape) {
showRotatePrompt()
} else {
hideRotatePrompt()
resizeCanvas()
}
}
window.addEventListener('resize', checkOrientation)
window.addEventListener('orientationchange', checkOrientation)
function showRotatePrompt() {
document.getElementById('rotate-prompt').style.display = 'flex'
}
function hideRotatePrompt() {
document.getElementById('rotate-prompt').style.display = 'none'
}7) Performance optimization
// Reduce resolution on low-end devices
function getDeviceScale() {
const dpr = window.devicePixelRatio || 1
const isLowEnd = navigator.hardwareConcurrency <= 2
return isLowEnd ? Math.min(dpr, 1.5) : Math.min(dpr, 2)
}
// Throttle expensive operations
let lastHeavyUpdate = 0
function maybeDoHeavyWork(timestamp) {
if (timestamp - lastHeavyUpdate > 100) { // 10 fps for heavy stuff
doExpensiveCalculations()
lastHeavyUpdate = timestamp
}
}
// Use lower quality assets
function getAssetQuality() {
const memory = navigator.deviceMemory || 4
if (memory <= 2) return 'low'
if (memory <= 4) return 'medium'
return 'high'
}8) Battery considerations
// Check battery and reduce effects
async function checkBattery() {
if ('getBattery' in navigator) {
const battery = await navigator.getBattery()
if (battery.level < 0.2 && !battery.charging) {
enableBatterySaver()
}
battery.addEventListener('levelchange', () => {
if (battery.level < 0.2 && !battery.charging) {
enableBatterySaver()
}
})
}
}
function enableBatterySaver() {
game.particleCount = Math.floor(game.particleCount * 0.5)
game.targetFps = 30
console.log('Battery saver enabled')
}9) Fullscreen API
async function requestFullscreen() {
const elem = document.documentElement
try {
if (elem.requestFullscreen) {
await elem.requestFullscreen()
} else if (elem.webkitRequestFullscreen) {
await elem.webkitRequestFullscreen()
}
// Lock orientation
if (screen.orientation?.lock) {
await screen.orientation.lock('landscape')
}
} catch (err) {
console.warn('Fullscreen failed:', err)
}
}
// Call on user interaction
document.getElementById('play-btn').addEventListener('click', () => {
requestFullscreen()
startGame()
})One caveat: the Fullscreen API doesn't work for general elements on iPhone. iOS Safari only exposes fullscreen for native video elements (via the non-standard webkitEnterFullscreen), so documentElement.requestFullscreen() will reject on iPhone. The try/catch above handles that gracefully, so design your game to be playable without true fullscreen on iPhone and treat fullscreen as an enhancement on iPad, Android, and desktop where it's supported. The screen.orientation.lock() call has the same limitation on iPhone, so don't depend on it.
10) Testing checklist
Before shipping:
- Touch responsiveness — Test on actual devices, not just emulators
- Various screen sizes — Phone, tablet, iPad Pro
- Both orientations — Or lock to one
- Low-end devices — Test on 2-3 year old phones
- Slow networks — Test on 3G simulation
- Safari iOS — Has quirks with audio, fullscreen
- Chrome Android — Most common browser
- Interruptions — Phone calls, notifications
- Memory pressure — Does it recover after background tab?
// Debug touch visualization
function drawTouchDebug(ctx) {
for (const [id, touch] of touches) {
ctx.beginPath()
ctx.arc(touch.x, touch.y, 30, 0, Math.PI * 2)
ctx.fillStyle = 'rgba(255, 0, 0, 0.5)'
ctx.fill()
ctx.fillStyle = '#fff'
ctx.fillText(id.toString(), touch.x, touch.y)
}
}Related
- Game input handling
- Responsive game canvas
- PWA for offline games
- Web Audio API for games — handling iOS audio restrictions
- Ship a web game that loads fast — optimizing load times for mobile connections
- Iframe embedding games — mobile-specific embed considerations
External Resources
- MDN: Touch events — multi-touch handling
- MDN: Screen Orientation API — locking orientation
- MDN: Fullscreen API — entering fullscreen on mobile
- web.dev: Responsive design — responsive patterns that apply to game UI