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README.md
Build a Space Game Part 6: End and Restart
journey
title Your Game Completion Journey
section End Conditions
Define win/lose states: 3: Student
Implement condition checking: 4: Student
Handle state transitions: 4: Student
section Player Experience
Design feedback systems: 4: Student
Create restart mechanics: 5: Student
Polish user interface: 5: Student
section System Integration
Manage game lifecycle: 5: Student
Handle memory cleanup: 5: Student
Create complete experience: 5: Student
Every great game needs clear end conditions and a smooth restart mechanism. You've built an impressive space game with movement, combat, and scoring - now it's time to add the final pieces that make it feel complete.
Your game currently runs indefinitely, like the Voyager probes that NASA launched in 1977 - still traveling through space decades later. While that's fine for space exploration, games need defined endpoints to create satisfying experiences.
Today, we'll implement proper win/lose conditions and a restart system. By the end of this lesson, you'll have a polished game that players can complete and replay, just like the classic arcade games that defined the medium.
mindmap
root((Game Completion))
End Conditions
Victory States
Defeat Conditions
Progress Tracking
State Validation
Player Feedback
Visual Messages
Color Psychology
Clear Communication
Emotional Response
State Management
Game Loop Control
Memory Cleanup
Object Lifecycle
Event Handling
Restart Systems
Input Handling
State Reset
Fresh Initialization
User Experience
Polish Elements
Message Display
Smooth Transitions
Error Prevention
Accessibility
Pre-Lecture Quiz
Understanding Game End Conditions
When should your game end? This fundamental question has shaped game design since the early arcade era. Pac-Man ends when you're caught by ghosts or clear all dots, while Space Invaders ends when aliens reach the bottom or you destroy them all.
As the game creator, you define the victory and defeat conditions. For our space game, here are proven approaches that create engaging gameplay:
flowchart TD
A["🎮 Game Start"] --> B{"Check Conditions"}
B --> C["Enemy Count"]
B --> D["Hero Lives"]
B --> E["Score Threshold"]
B --> F["Level Progress"]
C --> C1{"Enemies = 0?"}
D --> D1{"Lives = 0?"}
E --> E1{"Score ≥ Target?"}
F --> F1{"Objectives Complete?"}
C1 -->|Yes| G["🏆 Victory"]
D1 -->|Yes| H["💀 Defeat"]
E1 -->|Yes| G
F1 -->|Yes| G
C1 -->|No| B
D1 -->|No| B
E1 -->|No| B
F1 -->|No| B
G --> I["🔄 Restart Option"]
H --> I
style G fill:#e8f5e8
style H fill:#ffebee
style I fill:#e3f2fd
NEnemy ships have been destroyed: It's quite common if you divide up a game into different levels that you need to destroyNEnemy ships to complete a level- Your ship has been destroyed: There are definitely games where you lose the game if your ship is destroyed. Another common approach is that you have the concept of lives. Every time a your ship is destroyed it deducts a life. Once all lives have been lost then you lose the game.
- You've collected
Npoints: Another common end condition is for you to collect points. How you get points is up to you but it's quite common to assign points to various activities like destroying an enemy ship or maybe collect items that items drop when they are destroyed. - Complete a level: This might involve several conditions such as
Xenemy ships destroyed,Ypoints collected or maybe that a specific item has been collected.
Implementing Game Restart Functionality
Good games encourage replayability through smooth restart mechanisms. When players complete a game (or meet defeat), they often want to try again immediately - whether to beat their score or improve their performance.
stateDiagram-v2
[*] --> Playing: Game Start
Playing --> Victory: All enemies destroyed
Playing --> Defeat: Lives = 0
Victory --> MessageDisplay: Show win message
Defeat --> MessageDisplay: Show lose message
MessageDisplay --> WaitingRestart: Press Enter prompt
WaitingRestart --> Resetting: Enter key pressed
Resetting --> CleanupMemory: Clear intervals
CleanupMemory --> ClearEvents: Remove listeners
ClearEvents --> InitializeGame: Fresh start
InitializeGame --> Playing: New game begins
note right of MessageDisplay
Color-coded feedback:
Green = Victory
Red = Defeat
end note
note right of Resetting
Complete state reset
prevents memory leaks
end note
Tetris exemplifies this perfectly: when your blocks reach the top, you can instantly start a new game without navigating complex menus. We'll build a similar restart system that cleanly resets the game state and gets players back into action quickly.
✅ Reflection: Think about the games you've played. Under what conditions do they end, and how are you prompted to restart? What makes a restart experience feel smooth versus frustrating?
What You'll Build
You'll implement the final features that transform your project into a complete game experience. These elements distinguish polished games from basic prototypes.
Here's what we're adding today:
- Victory condition: Blast all the enemies and get a proper celebration (you've earned it!)
- Defeat condition: Run out of lives and face the music with a defeat screen
- Restart mechanism: Hit Enter to jump right back in - because one game is never enough
- State management: Clean slate every time - no leftover enemies or weird glitches from the last game
Getting Started
Let's prepare your development environment. You should have all your space game files from the previous lessons ready.
Your project should look something like this:
-| assets
-| enemyShip.png
-| player.png
-| laserRed.png
-| life.png
-| index.html
-| app.js
-| package.json
Start your development server:
cd your-work
npm start
This command:
- Runs a local server on
http://localhost:5000 - Serves your files properly
- Automatically refreshes when you make changes
Open http://localhost:5000 in your browser and verify your game is running. You should be able to move, shoot, and interact with enemies. Once confirmed, we can proceed with the implementation.
💡 Pro Tip: To avoid warnings in Visual Studio Code, declare
gameLoopIdat the top of your file aslet gameLoopId;instead of declaring it inside thewindow.onloadfunction. This follows modern JavaScript variable declaration best practices.
flowchart TD
A["1. Condition Tracking"] --> B["2. Event Handlers"]
B --> C["3. Message Constants"]
C --> D["4. Restart Controls"]
D --> E["5. Message Display"]
E --> F["6. Reset System"]
G["isHeroDead()\nisEnemiesDead()"] --> A
H["Collision Events\nEnd Game Events"] --> B
I["GAME_END_WIN\nGAME_END_LOSS"] --> C
J["Enter Key\nRestart Trigger"] --> D
K["Victory/Defeat\nColor-coded Text"] --> E
L["State Cleanup\nFresh Initialization"] --> F
F --> M["🎮 Complete Game"]
style A fill:#e3f2fd
style B fill:#e8f5e8
style C fill:#fff3e0
style D fill:#f3e5f5
style E fill:#e0f2f1
style F fill:#fce4ec
style M fill:#e1f5fe
Implementation Steps
Step 1: Create End Condition Tracking Functions
We need functions to monitor when the game should end. Like sensors on the International Space Station that constantly monitor critical systems, these functions will continuously check the game state.
function isHeroDead() {
return hero.life <= 0;
}
function isEnemiesDead() {
const enemies = gameObjects.filter((go) => go.type === "Enemy" && !go.dead);
return enemies.length === 0;
}
Here's what's happening under the hood:
- Checks if our hero is out of lives (ouch!)
- Counts how many enemies are still alive and kicking
- Returns
truewhen the battlefield is clear of enemies - Uses simple true/false logic to keep things straightforward
- Filters through all game objects to find the survivors
Step 2: Update Event Handlers for End Conditions
Now we'll connect these condition checks to the game's event system. Every time a collision occurs, the game will evaluate whether it triggers an end condition. This creates immediate feedback for critical game events.
sequenceDiagram
participant Collision
participant GameLogic
participant Conditions
participant EventSystem
participant Display
Collision->>GameLogic: Laser hits enemy
GameLogic->>GameLogic: Destroy objects
GameLogic->>Conditions: Check isEnemiesDead()
alt All enemies defeated
Conditions->>EventSystem: Emit GAME_END_WIN
EventSystem->>Display: Show victory message
else Enemies remain
Conditions->>GameLogic: Continue game
end
Collision->>GameLogic: Enemy hits hero
GameLogic->>GameLogic: Decrease lives
GameLogic->>Conditions: Check isHeroDead()
alt Lives = 0
Conditions->>EventSystem: Emit GAME_END_LOSS
EventSystem->>Display: Show defeat message
else Lives remain
GameLogic->>Conditions: Check isEnemiesDead()
alt All enemies defeated
Conditions->>EventSystem: Emit GAME_END_WIN
end
end
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);
});
What's going on here:
- Laser hits enemy: Both disappear, you get points, and we check if you've won
- Enemy hits you: You lose a life, and we check if you're still breathing
- Smart ordering: We check for defeat first (nobody wants to win and lose at the same time!)
- Instant reactions: As soon as something important happens, the game knows about it
Step 3: Add New Message Constants
You'll need to add new message types to your Messages constant object. These constants help maintain consistency and prevent typos in your event system.
GAME_END_LOSS: "GAME_END_LOSS",
GAME_END_WIN: "GAME_END_WIN",
In the above, we've:
- Added constants for game end events to maintain consistency
- Used descriptive names that clearly indicate the event purpose
- Followed the existing naming convention for message types
Step 4: Implement Restart Controls
Now you'll add keyboard controls that allow players to restart the game. The Enter key is a natural choice since it's commonly associated with confirming actions and starting new games.
Add Enter key detection to your existing keydown event listener:
else if(evt.key === "Enter") {
eventEmitter.emit(Messages.KEY_EVENT_ENTER);
}
Add the new message constant:
KEY_EVENT_ENTER: "KEY_EVENT_ENTER",
What you need to know:
- Extends your existing keyboard event handling system
- Uses the Enter key as the restart trigger for intuitive user experience
- Emits a custom event that other parts of your game can listen for
- Maintains the same pattern as your other keyboard controls
Step 5: Create the Message Display System
Your game needs to communicate results clearly to players. We'll create a message system that displays victory and defeat states using color-coded text, similar to the terminal interfaces of early computer systems where green indicated success and red signaled errors.
Create the 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);
}
Step by step, here's what's happening:
- Sets the font size and family for clear, readable text
- Applies a color parameter with "red" as the default for warnings
- Centers the text horizontally and vertically on the canvas
- Uses modern JavaScript default parameters for flexible color options
- Leverages the canvas 2D context for direct text rendering
Create the endGame() function:
function endGame(win) {
clearInterval(gameLoopId);
// Set a delay to ensure any pending renders complete
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)
}
What this function does:
- Freezes everything in place - no more moving ships or lasers
- Takes a tiny pause (200ms) to let the last frame finish drawing
- Wipes the screen clean and paints it black for dramatic effect
- Shows different messages for winners and losers
- Color codes the news - green for good, red for... well, not so good
- Tells players exactly how to jump back in
🔄 Pedagogical Check-in
Game State Management: Before implementing reset functionality, ensure you understand:
- ✅ How end conditions create clear gameplay objectives
- ✅ Why visual feedback is essential for player understanding
- ✅ The importance of proper cleanup in preventing memory leaks
- ✅ How event-driven architecture enables clean state transitions
Quick Self-Test: What would happen if you didn't clear event listeners during reset? Answer: Memory leaks and duplicate event handlers causing unpredictable behavior
Game Design Principles: You're now implementing:
- Clear Objectives: Players know exactly what defines success and failure
- Immediate Feedback: Game state changes are communicated instantly
- User Control: Players can restart when they're ready
- System Reliability: Proper cleanup prevents bugs and performance issues
Step 6: Implement Game Reset Functionality
The reset system needs to completely clean up the current game state and initialize a fresh game session. This ensures players get a clean start without any leftover data from the previous game.
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);
}
}
Let's understand each part:
- Checks if a game loop is currently running before resetting
- Clears the existing game loop to stop all current game activity
- Removes all event listeners to prevent memory leaks
- Reinitializes the game state with fresh objects and variables
- Starts a new game loop with all the essential game functions
- Maintains the same 100ms interval for consistent game performance
Add the Enter key event handler to your initGame() function:
eventEmitter.on(Messages.KEY_EVENT_ENTER, () => {
resetGame();
});
Add the clear() method to your EventEmitter class:
clear() {
this.listeners = {};
}
Key points to remember:
- Connects the Enter key press to the reset game functionality
- Registers this event listener during game initialization
- Provides a clean way to remove all event listeners when resetting
- Prevents memory leaks by clearing event handlers between games
- Resets the listeners object to an empty state for fresh initialization
Congratulations! 🎉
👽 💥 🚀 You've successfully built a complete game from the ground up. Like the programmers who created the first video games in the 1970s, you've transformed lines of code into an interactive experience with proper game mechanics and user feedback. 🚀 💥 👽
You've accomplished:
- Implemented complete win and lose conditions with user feedback
- Created a seamless restart system for continuous gameplay
- Designed clear visual communication for game states
- Managed complex game state transitions and cleanup
- Assembled all components into a cohesive, playable game
🔄 Pedagogical Check-in
Complete Game Development System: Celebrate your mastery of the full game development cycle:
- ✅ How do end conditions create satisfying player experiences?
- ✅ Why is proper state management critical for game stability?
- ✅ How does visual feedback enhance player understanding?
- ✅ What role does the restart system play in player retention?
System Mastery: Your complete game demonstrates:
- Full-Stack Game Development: From graphics to input to state management
- Professional Architecture: Event-driven systems with proper cleanup
- User Experience Design: Clear feedback and intuitive controls
- Performance Optimization: Efficient rendering and memory management
- Polish and Completeness: All the details that make a game feel finished
Industry-Ready Skills: You've implemented:
- Game Loop Architecture: Real-time systems with consistent performance
- Event-Driven Programming: Decoupled systems that scale effectively
- State Management: Complex data handling and lifecycle management
- User Interface Design: Clear communication and responsive controls
- Testing and Debugging: Iterative development and problem-solving
⚡ What You Can Do in the Next 5 Minutes
- Play your complete game and test all victory and defeat conditions
- Experiment with different end condition parameters
- Try adding console.log statements to track game state changes
- Share your game with friends and gather feedback
🎯 What You Can Accomplish This Hour
- Complete the post-lesson quiz and reflect on your game development journey
- Add audio effects for victory and defeat states
- Implement additional end conditions like time limits or bonus objectives
- Create different difficulty levels with varying enemy counts
- Polish the visual presentation with better fonts and colors
📅 Your Week-Long Game Development Mastery
- Complete the enhanced space game with multiple levels and progression
- Add advanced features like power-ups, different enemy types, and special weapons
- Create a high score system with persistent storage
- Design user interfaces for menus, settings, and game options
- Optimize performance for different devices and browsers
- Deploy your game online and share it with the community
🌟 Your Month-Long Game Development Career
- Build multiple complete games exploring different genres and mechanics
- Learn advanced game development frameworks like Phaser or Three.js
- Contribute to open source game development projects
- Study game design principles and player psychology
- Create a portfolio showcasing your game development skills
- Connect with the game development community and continue learning
🎯 Your Complete Game Development Mastery Timeline
timeline
title Complete Game Development Learning Progression
section Foundation (Lessons 1-2)
Game Architecture: Project structure
: Asset management
: Canvas basics
: Event systems
section Interaction Systems (Lessons 3-4)
Player Control: Input handling
: Movement mechanics
: Collision detection
: Physics simulation
section Game Mechanics (Lesson 5)
Feedback Systems: Scoring mechanisms
: Life management
: Visual communication
: Player motivation
section Game Completion (Lesson 6)
Polish & Flow: End conditions
: State management
: Restart systems
: User experience
section Advanced Features (1 week)
Enhancement Skills: Audio integration
: Visual effects
: Level progression
: Performance optimization
section Professional Development (1 month)
Industry Readiness: Framework mastery
: Team collaboration
: Portfolio development
: Community engagement
section Career Advancement (3 months)
Specialization: Advanced game engines
: Platform deployment
: Monetization strategies
: Industry networking
🛠️ Your Complete Game Development Toolkit Summary
After completing this entire space game series, you now have mastered:
- Game Architecture: Event-driven systems, game loops, and state management
- Graphics Programming: Canvas API, sprite rendering, and visual effects
- Input Systems: Keyboard handling, collision detection, and responsive controls
- Game Design: Player feedback, progression systems, and engagement mechanics
- Performance Optimization: Efficient rendering, memory management, and frame rate control
- User Experience: Clear communication, intuitive controls, and polish details
- Professional Patterns: Clean code, debugging techniques, and project organization
Real-World Applications: Your game development skills apply directly to:
- Interactive Web Applications: Dynamic interfaces and real-time systems
- Data Visualization: Animated charts and interactive graphics
- Educational Technology: Gamification and engaging learning experiences
- Mobile Development: Touch-based interactions and performance optimization
- Simulation Software: Physics engines and real-time modeling
- Creative Industries: Interactive art, entertainment, and digital experiences
Professional Skills Gained: You can now:
- Architect complex interactive systems from scratch
- Debug real-time applications using systematic approaches
- Optimize performance for smooth user experiences
- Design engaging user interfaces and interaction patterns
- Collaborate effectively on technical projects with proper code organization
Game Development Concepts Mastered:
- Real-time Systems: Game loops, frame rate management, and performance
- Event-Driven Architecture: Decoupled systems and message passing
- State Management: Complex data handling and lifecycle management
- User Interface Programming: Canvas graphics and responsive design
- Game Design Theory: Player psychology and engagement mechanics
Next Level: You're ready to explore advanced game frameworks, 3D graphics, multiplayer systems, or transition into professional game development roles!
🌟 Achievement Unlocked: You've completed a full game development journey and built a professional-quality interactive experience from scratch!
Welcome to the game development community! 🎮✨
GitHub Copilot Agent Challenge 🚀
Use the Agent mode to complete the following challenge:
Description: Enhance the space game by implementing a level progression system with increasing difficulty and bonus features.
Prompt: Create a multi-level space game system where each level has more enemy ships with increased speed and health. Add a scoring multiplier that increases with each level, and implement power-ups (like rapid fire or shield) that randomly appear when enemies are destroyed. Include a level completion bonus and display the current level on screen alongside the existing score and lives.
Learn more about agent mode here.
🚀 Optional Enhancement Challenge
Add Audio to Your Game: Enhance your gameplay experience by implementing sound effects! Consider adding audio for:
- Laser shots when the player fires
- Enemy destruction when ships are hit
- Hero damage when the player takes hits
- Victory music when the game is won
- Defeat sound when the game is lost
Audio implementation example:
// Create audio objects
const laserSound = new Audio('assets/laser.wav');
const explosionSound = new Audio('assets/explosion.wav');
// Play sounds during game events
function playLaserSound() {
laserSound.currentTime = 0; // Reset to beginning
laserSound.play();
}
What you need to know:
- Creates Audio objects for different sound effects
- Resets the
currentTimeto allow rapid-fire sound effects - Handles browser autoplay policies by triggering sounds from user interactions
- Manages audio volume and timing for better game experience
💡 Learning Resource: Explore this audio sandbox to learn more about implementing audio in JavaScript games.
Post-Lecture Quiz
Review & Self Study
Your assignment is to create a fresh sample game, so explore some of the interesting games out there to see what type of game you might build.