I'm working on a canvas-based game myself. There are lots of newish
engines about that you could start with or learn from if you decide to
go that route. Also, there's no reason you couldn't combine the two
techniques. For instance I've considered using divs for the underlying
tile map and placing a canvas on top for effects.

One advantage that canvas has apart from anything technical is that
you can use many of the techniques that have been developed by game
developers in the past, especially those pioneered when computers had
a lot fewer resources. Compositing and transformations allow you to
use a lot of those techniques.

The reason I'm using canvas primarily is because it allows me to do
shadows, lighting, particle effects, and neat tricks like like
rendering elements with transparency. There's also the fact that I can
limit how many images the browser has to download (and I have to
create) by having the browser take one sprite sheet and create new
ones with different tinting, etc. Lately I've been playing with using
the mousewheel for zooming and dynamically rescaling everything in the
drawImage() call.

The main thing I've learned is to limit how often you call
drawImage().

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