Jeff Mesnil

HTML5 Web Application for iPhone and iPad With node.js

November 24, 2010

Update: I have written another post about adding offline support to the Web application and making it look like a native iPhone application.

On the server, I want to learn more about node.js which is an interesting way to develop server-side applications. On the client-side, I also wanted to check what can be done with HTML5 on iPhone and iPad with the release of iOS 4.2.1.

I will write a simple web application to do both at the same time. The idea is simple enough but will allow me to dive into node.js and HTML5 quite extensively.

The idea is to write a web application that display a piece moving on a board when the user moves its device. Later on, I will expand it so that the user will also see the pieces of all others users connected to the server.

But the first iteration will be enough to familiarize with:

  • node.js (to serve static content at first)
  • Canvas API (to draw the board and the piece)
  • DeviceOrientation Event API (to detect the orientation of the mobile, it was added in iOS 4.2.1)

Web Server

I will use node.js as my Web server (I installed it from Git by following the build instructions on its web site).

The first version of the server needs to serve static files with the correct HTTP Content-Type. At first, it will serve only HTML pages, CSS stylesheets and JavaScript files.

The whole server.js code is:

var http = require('http');
var url = require('url');
var fs = require('fs');
var sys = require('sys');
// the HTTP server
var server;
// the HTTP port
var port = 8080;

server = http.createServer(function(req, res){
  var path = url.parse(req.url).pathname;
  if (path == '/') {
    path = '/index.html'
  console.log("serving " + path);
  fs.readFile(__dirname + path, function(err, data){
    if (err) {
    } else {
      res.writeHead(200, {'Content-Type': contentType(path)});
      res.write(data, 'utf8');
function contentType(path) {
  if (path.match('.js$')) {
    return "text/javascript";
  } else if (path.match('.css$')) {
    return  "text/css";
  }  else {
    return "text/html";
console.log("HTTP server running at htpp://" + port );

The code is straightforward: when a request is handled by the server, it looks in the current directory (where server.js is) for a file with the given path and writes its content in the HTTP response body.
The contentType(path) function checks the file suffix to use the correct HTTP Content-Type for the response.

It will serve files from
For the rest of the example, I will use the name of my machine, blackbook.local: to access the Web application from my iPhone, I am using http://blackbook.local:8080.

In future iterations, I will add more interesting code to node.js (to use WebSockets for example) but for the moment this simple server is enough.

Web Application

Let's now focus on the client-side part of the Web application.


The Web application is loaded from a single HTML5 page, index.html:

  <meta charset="UTF-8"></meta>
  <meta content="width=device-width, user-scalable=0" name="viewport"></meta>
  <link href="screen.css" rel="stylesheet">
  <canvas width="320" id="board" height="460"></canvas>

  <script src="jquery.min.js"></script>
  <script src="client.js"></script>

The page contains a single <canvas> element named board. All the code to draw on the canvas is in client.js JavaScript file.


client.js contains code to:

  • get orientation information from the device (using the DeviceOrientation Event API)
  • draw the board and the piece based on the orientation information (using the Canvas API)

First, it defines a few constants used to draw the board and the piece:

var kBoardWidth = 320;
var kBoardHeight = 460;
var kCircleRadius = 32;

The piece object is defined literally:

var piece = {
   center : {
      x: kBoardWidth / 2,
      y: kBoardHeight / 2,
      xShift : 0,
      yShift : 0
   color: "#000"

The piece has a center position with its coordinates (initially at the center of the board) and its acceleration on the x and y axes, and its color is black.

I use jQuery to bootstrap the application when the document is ready:

$(document).ready(function() {
   var board = document.getElementById("board");
   var context = board.getContext("2d");
   window.addEventListener("devicemotion", function(event) {
     var accel = event.accelerationIncludingGravity; = computeCenter(, accel);
     drawPiece(context, piece);
  }, true);

First we keep a reference on the board canvas that was declared in the HTML page and its associated 2D context. The context will be used to draw the piece and the board on the canvas.

We use the DeviceOrientation API (supported by the iPhone and the iPad since iOS 4.2.1) to detect the acceleration of the device. Periodically, the browser will call the handler associated to the devicemotion event.
When that happens, the handler retrieves the accelerationIncludingGravity property, compute the new center position of the piece and draw the board and the piece on the canvas.

The method to draw the board is using the 2D context (the board is displayed as a grid):

function drawBoard(context) {
  context.clearRect(0, 0, kBoardWidth, kBoardHeight);
  for (var x = 0.5; x < kBoardWidth; x += 10) {
     context.moveTo(x, 0);
     context.lineTo(x, kBoardHeight);
  for (var y = 0.5; y < kBoardHeight; y += 10) {
    context.moveTo(0, y);
    context.lineTo(kBoardWidth, y);
  context.strokeStyle = "#eee";

The code to draw the piece is also using the 2D context to draw a circle from the piece's center and its color:

function drawPiece(context, piece) {
   context.fillStyle = piece.color;
   context.arc(,, kCircleRadius, 0, Math.PI * 2, false);

Finally, we need to compute the updated position of the piece's center based on its current position and the acceleration information from the browser:

function computeCenter (oldCenter, acceleration) {
  newCenter = {};
  newCenter.xShift = oldCenter.xShift * 0.8 + acceleration.x * 2.0;
  newCenter.yShift = oldCenter.yShift * 0.8 + acceleration.y * 2.0;
  newCenter.x = oldCenter.x + oldCenter.xShift;
  // use *minus* to compute the center's new y
  newCenter.y = oldCenter.y - oldCenter.yShift;
  // do not go outside the boundaries of the canvas
  if (newCenter.x < kCircleRadius) {
    newCenter.x = kCircleRadius;
  if (newCenter.x > kBoardWidth - kCircleRadius) {
    newCenter.x = kBoardWidth - kCircleRadius;
  if (newCenter.y < kCircleRadius) {
    newCenter.y = kCircleRadius;
  if (newCenter.y > kBoardHeight - kCircleRadius) {
    newCenter.y = kBoardHeight - kCircleRadius;
  return newCenter;

To smooth the movement and increase the acceleration when the mobile is moved, I applied a low-pass filter:

newCenter.xShift = oldCenter.xShift * 0.8 + acceleration.x * 2.0;
newCenter.yShift = oldCenter.yShift * 0.8 + acceleration.y * 2.0;

The rest of the method ensures that the piece will remain in the boundaries of the board.


Last thing is to make sure that the canvas fills the whole Web page by removing the margin and padding on the body element. This is done through CSS in the screen.css file:

body {
  margin: 0px;
  padding: 0px;

All these files are located in the same directory than server.js.

Run the example

Let's start the node.js server:

$ node server.js
HTTP server running at htpp://

Now, from my iPhone, I go to the Web page on http://blackbook.local:8080 (if you go on the Web application from your machine, nothing will happen since the devicemotion event is not available on desktop browsers).

As I have not found a way to prevent the iPhone to change the screen orientation when it is moved, I have locked the iPhone in portrait mode before running the Web application.

Here is a small video of the result:

It's not obvious from the video but the camera was recording from above: the iPhone was held horizontally.

Source Code

I have pushed the application on Github. You can clone it with Git:

git clone git://

The code is slightly different as I have already started the next iteration but the main idea remains the same.


With a few lines of JavaScript on both the client and server sides, it is possible to:

  • use node.js to write a Web server returning files
  • use the Canvas API to draw things on a Web page
  • use the DeviceOrientation Event API orientation to have interaction between the device and the Web page

Next steps will be to improve the user experience:

  • make the application appear as a standalone application on the iPhone home screen and remove Safari chrome
  • support offline mode to use the Web application even when the server is not running

Further Reading