|
3 weeks ago | |
---|---|---|
.. | ||
solution | 3 weeks ago | |
your-work | 3 weeks ago | |
README.md | 3 weeks ago | |
assignment.md | 3 weeks ago |
README.md
Build a Space Game Part 6: End and Restart
Pre-Lecture Quiz
There are various ways to define an end condition in a game. As the creator, it's up to you to decide why the game ends. Here are some possible reasons, assuming we're talking about the space game you've been building so far:
N
Enemy ships have been destroyed: It's common in games divided into levels to require the destruction ofN
enemy ships to complete a level.- Your ship has been destroyed: In some games, you lose if your ship is destroyed. Another common approach is to introduce the concept of lives. Each time your ship is destroyed, you lose a life. Once all lives are gone, the game ends.
- You've collected
N
points: Another typical end condition is reaching a certain number of points. Points can be earned in various ways, such as destroying enemy ships or collecting items dropped when ships are destroyed. - Complete a level: This might involve multiple conditions, such as destroying
X
enemy ships, collectingY
points, or obtaining a specific item.
Restarting
If players enjoy your game, they'll likely want to replay it. When the game ends for any reason, you should provide an option to restart.
✅ Take a moment to think about the conditions under which a game ends and how you're prompted to restart.
What to build
You will add the following rules to your game:
- Winning the game: When all enemy ships are destroyed, the player wins. Display a victory message to indicate this.
- Restart: When all lives are lost or the game is won, provide an option to restart. Remember to reinitialize the game and clear the previous game state.
Recommended steps
Locate the files in the your-work
subfolder. It should contain the following:
-| assets
-| enemyShip.png
-| player.png
-| laserRed.png
-| life.png
-| index.html
-| app.js
-| package.json
Start your project in the your_work
folder by typing:
cd your-work
npm start
This will start an HTTP server at http://localhost:5000
. Open a browser and navigate to that address. Your game should be in a playable state.
tip: To avoid warnings in Visual Studio Code, edit the
window.onload
function to callgameLoopId
as is (withoutlet
), and declaregameLoopId
at the top of the file independently:let gameLoopId;
Add code
-
Track end condition: Add code to track the number of enemies or whether the hero ship has been destroyed by adding these two functions:
function isHeroDead() { return hero.life <= 0; } function isEnemiesDead() { const enemies = gameObjects.filter((go) => go.type === "Enemy" && !go.dead); return enemies.length === 0; }
-
Add logic to message handlers: Update the
eventEmitter
to handle these conditions:eventEmitter.on(Messages.COLLISION_ENEMY_LASER, (_, { first, second }) => { first.dead = true; second.dead = true; hero.incrementPoints(); if (isEnemiesDead()) { eventEmitter.emit(Messages.GAME_END_WIN); } }); eventEmitter.on(Messages.COLLISION_ENEMY_HERO, (_, { enemy }) => { enemy.dead = true; hero.decrementLife(); if (isHeroDead()) { eventEmitter.emit(Messages.GAME_END_LOSS); return; // loss before victory } if (isEnemiesDead()) { eventEmitter.emit(Messages.GAME_END_WIN); } }); eventEmitter.on(Messages.GAME_END_WIN, () => { endGame(true); }); eventEmitter.on(Messages.GAME_END_LOSS, () => { endGame(false); });
-
Add new message types: Add these messages to the constants object:
GAME_END_LOSS: "GAME_END_LOSS", GAME_END_WIN: "GAME_END_WIN",
-
Add restart code: Implement code to restart the game when a specific button is pressed.
-
Listen for the
Enter
key press: Update your window's eventListener to detect this key press:
else if(evt.key === "Enter") { eventEmitter.emit(Messages.KEY_EVENT_ENTER); }
2. **Add a restart message**: Add this message to your Messages constant: ```javascript KEY_EVENT_ENTER: "KEY_EVENT_ENTER", ```
-
-
Implement game rules: Add the following game rules:
-
Player win condition: When all enemy ships are destroyed, display a victory message.
- First, create a
displayMessage()
function:
function displayMessage(message, color = "red") { ctx.font = "30px Arial"; ctx.fillStyle = color; ctx.textAlign = "center"; ctx.fillText(message, canvas.width / 2, canvas.height / 2); }
- Then, create an
endGame()
function:
function endGame(win) { clearInterval(gameLoopId); // set a delay so we are sure any paints have finished setTimeout(() => { ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.fillStyle = "black"; ctx.fillRect(0, 0, canvas.width, canvas.height); if (win) { displayMessage( "Victory!!! Pew Pew... - Press [Enter] to start a new game Captain Pew Pew", "green" ); } else { displayMessage( "You died !!! Press [Enter] to start a new game Captain Pew Pew" ); } }, 200) }
- First, create a
-
Restart logic: When all lives are lost or the player wins, display a message indicating the game can be restarted. Restart the game when the restart key is pressed (you can choose which key to use).
- Create the
resetGame()
function:
function resetGame() { if (gameLoopId) { clearInterval(gameLoopId); eventEmitter.clear(); initGame(); gameLoopId = setInterval(() => { ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.fillStyle = "black"; ctx.fillRect(0, 0, canvas.width, canvas.height); drawPoints(); drawLife(); updateGameObjects(); drawGameObjects(ctx); }, 100); } }
- Add a call to the
eventEmitter
to reset the game ininitGame()
:
eventEmitter.on(Messages.KEY_EVENT_ENTER, () => { resetGame(); });
- Add a
clear()
function to the EventEmitter:
clear() { this.listeners = {}; }
- Create the
-
👽 💥 🚀 Congratulations, Captain! Your game is complete! Well done! 🚀 💥 👽
🚀 Challenge
Add sound! Can you enhance your gameplay by adding sound effects, such as for laser hits, the hero's death, or a victory? Check out this sandbox to learn how to play sound using JavaScript.
Post-Lecture Quiz
Review & Self Study
Your assignment is to create a new sample game. Explore some interesting games to get inspiration for the type of game you might want to build.
Assignment
Disclaimer:
This document has been translated using the AI translation service Co-op Translator. While we strive for accuracy, please note that automated translations may contain errors or inaccuracies. The original document in its native language should be regarded as the authoritative source. For critical information, professional human translation is recommended. We are not responsible for any misunderstandings or misinterpretations resulting from the use of this translation.