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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:

html
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">

2) Fullscreen canvas

css
* {
  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

js
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

js
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

js
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

js
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

js
// 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

js
// 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

js
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?
js
// 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)
  }
}

External Resources