Akihabara (see here) is the first comprehensive and optimized (2D) game creation framework based on HTML5 (uses Canvas for rendering) :
– allows multiple grouped objects moving simultaneously, helps with collisions, rendering and moving objects, provides monospaced pixel-fonts rendering too, handles keyboard, double buffering and eventually FSEs,
– provides a complete generic game cycle: intro, menus, crossfading between stages/lifes, gameover and ending
– provides lots lots of common routines during the game developing: from effects for screen titles to HUD handling to platform/SHMUP/RPG oriented routines, like jumping characters, Z-Indexed objects, bullets, sparks, staff rolls, bonus screens, dialogues etc.
– provides simple developing tools. Actually there is only a cel-composer: it can compose an image stacking a set of frames for animating objects, applying a number of filters to each frame.
– provides some math stuff for moving objects in a direction or following a round path
– provides a touchpad for touch-based device (for now, Android and iDevices)
Demo games are provided.
Another area where Flash isn’t anymore required. However there is still to consider that Flash’s interest isn’t all about its plugin (Adobe indeed just started to migrate its solution to HTML5/WebKit foundations), and more about its components library, editor (Flash Studio), and bridge (BlazeDS).
The later is however less evolved than Cappuccino’s CP2JavaWS (this solution works at Objective-J level – higher level/more object than ActionScript -, and manages far more complex objets graphs – including nested heterogeneous collections, null values, generic types, references/cycles -, as well as Digest authentication, and finally Direct2CP mode).