18 KiB
Build a Space Game Part 5: Scoring and Lives
journey
title Your Game Design Journey
section Player Feedback
Understand scoring psychology: 3: Student
Learn visual communication: 4: Student
Design reward systems: 4: Student
section Technical Implementation
Canvas text rendering: 4: Student
State management: 5: Student
Event-driven updates: 5: Student
section Game Polish
User experience design: 5: Student
Balance challenge and reward: 5: Student
Create engaging gameplay: 5: Student
Pre-Lecture Quiz
Ready to make your space game feel like a real game? Let's add scoring points and managing lives - the core mechanics that transformed early arcade games like Space Invaders from simple demonstrations into addictive entertainment. This is where your game becomes truly playable.
mindmap
root((Game Feedback Systems))
Visual Communication
Text Rendering
Icon Display
Color Psychology
Layout Design
Scoring Mechanics
Point Values
Reward Timing
Progress Tracking
Achievement Systems
Life Management
Risk vs Reward
Player Agency
Difficulty Balance
Recovery Mechanics
User Experience
Immediate Feedback
Clear Information
Emotional Response
Engagement Loops
Implementation
Canvas API
State Management
Event Systems
Performance
Drawing Text on Screen - Your Game's Voice
To display your score, we need to learn how to render text on the canvas. The fillText() method is your primary tool for this - it's the same technique used in classic arcade games to show scores and status information.
flowchart LR
A["📝 Text Content"] --> B["🎨 Styling"]
B --> C["📍 Positioning"]
C --> D["🖼️ Canvas Render"]
E["Font Family"] --> B
F["Font Size"] --> B
G["Color"] --> B
H["Alignment"] --> B
I["X Coordinate"] --> C
J["Y Coordinate"] --> C
style A fill:#e3f2fd
style B fill:#e8f5e8
style C fill:#fff3e0
style D fill:#f3e5f5
You have complete control over the text appearance:
ctx.font = "30px Arial";
ctx.fillStyle = "red";
ctx.textAlign = "right";
ctx.fillText("show this on the screen", 0, 0);
✅ Dive deeper into adding text to a canvas - you might be surprised at how creative you can get with fonts and styling!
Lives - More Than Just a Number
In game design, a "life" represents the player's margin for error. This concept dates back to pinball machines, where you'd get multiple balls to play with. In early video games like Asteroids, lives gave players permission to take risks and learn from mistakes.
flowchart TD
A["🎮 Player Action"] --> B{"Risk Assessment"}
B --> C["High Risk, High Reward"]
B --> D["Safe Strategy"]
C --> E{"Outcome"}
D --> F["Steady Progress"]
E -->|Success| G["🏆 Big Points"]
E -->|Failure| H["💔 Lose Life"]
H --> I{"Lives Remaining?"}
I -->|Yes| J["🔄 Try Again"]
I -->|No| K["💀 Game Over"]
J --> B
G --> B
F --> B
style C fill:#ffebee
style D fill:#e8f5e8
style G fill:#e3f2fd
style H fill:#fff3e0
Visual representation matters significantly - displaying ship icons instead of just "Lives: 3" creates immediate visual recognition, similar to how early arcade cabinets used iconography to communicate across language barriers.
Building Your Game's Reward System
Now we'll implement the core feedback systems that keep players engaged:
sequenceDiagram
participant Player
participant GameEngine
participant ScoreSystem
participant LifeSystem
participant Display
Player->>GameEngine: Shoots Enemy
GameEngine->>ScoreSystem: Award Points
ScoreSystem->>ScoreSystem: +100 points
ScoreSystem->>Display: Update Score
Player->>GameEngine: Collides with Enemy
GameEngine->>LifeSystem: Lose Life
LifeSystem->>LifeSystem: -1 life
LifeSystem->>Display: Update Lives
alt Lives > 0
LifeSystem->>Player: Continue Playing
else Lives = 0
LifeSystem->>GameEngine: Game Over
end
- Scoring system: Each destroyed enemy ship awards 100 points (round numbers are easier for players to calculate mentally). The score displays in the bottom left corner.
- Life counter: Your hero starts with three lives - a standard established by early arcade games to balance challenge with playability. Each collision with an enemy costs one life. We'll display remaining lives in the bottom right using ship icons
.
Let's Get Building!
First, set up your workspace. Navigate to the files in your your-work sub folder. You should see these files:
-| assets
-| enemyShip.png
-| player.png
-| laserRed.png
-| index.html
-| app.js
-| package.json
To test your game, start the development server from the your_work folder:
cd your-work
npm start
This runs a local server at http://localhost:5000. Open this address in your browser to see your game. Test the controls with arrow keys and try shooting enemies to verify everything works.
flowchart TD
A["1. Asset Loading"] --> B["2. Game Variables"]
B --> C["3. Collision Detection"]
C --> D["4. Hero Enhancement"]
D --> E["5. Display Functions"]
E --> F["6. Event Handlers"]
G["Life Icon Image"] --> A
H["Score & Lives Tracking"] --> B
I["Hero-Enemy Intersections"] --> C
J["Points & Life Methods"] --> D
K["Text & Icon Rendering"] --> E
L["Reward & Penalty Logic"] --> 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
Time to Code!
-
Grab the visual assets you'll need. Copy the
life.pngasset from thesolution/assets/folder into youryour-workfolder. Then add the lifeImg to your window.onload function:lifeImg = await loadTexture("assets/life.png"); -
Don't forget to add the
lifeImgto your assets list:let heroImg, ... lifeImg, ... eventEmitter = new EventEmitter(); -
Set up your game variables. Add some code to track your total score (starting at 0) and remaining lives (starting at 3). We'll display these on screen so players always know where they stand.
-
Implement collision detection. Extend your
updateGameObjects()function to detect when enemies collide with your hero:enemies.forEach(enemy => { const heroRect = hero.rectFromGameObject(); if (intersectRect(heroRect, enemy.rectFromGameObject())) { eventEmitter.emit(Messages.COLLISION_ENEMY_HERO, { enemy }); } }) -
Add life and point tracking to your Hero.
-
Initialize the counters. Under
this.cooldown = 0in yourHeroclass, set up life and points:this.life = 3; this.points = 0; -
Show these values to the player. Create functions to draw these values on screen:
function drawLife() { // TODO, 35, 27 const START_POS = canvas.width - 180; for(let i=0; i < hero.life; i++ ) { ctx.drawImage( lifeImg, START_POS + (45 * (i+1) ), canvas.height - 37); } } function drawPoints() { ctx.font = "30px Arial"; ctx.fillStyle = "red"; ctx.textAlign = "left"; drawText("Points: " + hero.points, 10, canvas.height-20); } function drawText(message, x, y) { ctx.fillText(message, x, y); } -
Hook everything into your game loop. Add these functions to your window.onload function right after
updateGameObjects():drawPoints(); drawLife();
-
🔄 Pedagogical Check-in
Game Design Understanding: Before implementing consequences, ensure you understand:
- ✅ How visual feedback communicates game state to players
- ✅ Why consistent placement of UI elements improves usability
- ✅ The psychology behind point values and life management
- ✅ How canvas text rendering differs from HTML text
Quick Self-Test: Why do arcade games typically use round numbers for point values? Answer: Round numbers are easier for players to calculate mentally and create satisfying psychological rewards
User Experience Principles: You're now applying:
- Visual Hierarchy: Important information positioned prominently
- Immediate Feedback: Real-time updates to player actions
- Cognitive Load: Simple, clear information presentation
- Emotional Design: Icons and colors that create player connection
-
Implement game consequences and rewards. Now we'll add the feedback systems that make player actions meaningful:
-
Collisions cost lives. Every time your hero crashes into an enemy, you should lose a life.
Add this method to your
Heroclass:decrementLife() { this.life--; if (this.life === 0) { this.dead = true; } } -
Shooting enemies earns points. Each successful hit awards 100 points, providing immediate positive feedback for accurate shooting.
Extend your Hero class with this increment method:
incrementPoints() { this.points += 100; }Now connect these functions to your collision events:
eventEmitter.on(Messages.COLLISION_ENEMY_LASER, (_, { first, second }) => { first.dead = true; second.dead = true; hero.incrementPoints(); }) eventEmitter.on(Messages.COLLISION_ENEMY_HERO, (_, { enemy }) => { enemy.dead = true; hero.decrementLife(); });
-
✅ Curious about other games built with JavaScript and Canvas? Do some exploring - you might be amazed at what's possible!
After implementing these features, test your game to see the complete feedback system in action. You should see life icons in the bottom right, your score in the bottom left, and watch as collisions reduce lives while successful shots increase your score.
Your game now has the essential mechanics that made early arcade games so compelling - clear goals, immediate feedback, and meaningful consequences for player actions.
🔄 Pedagogical Check-in
Complete Game Design System: Verify your mastery of player feedback systems:
- ✅ How do scoring mechanics create player motivation and engagement?
- ✅ Why is visual consistency important for user interface design?
- ✅ How does the life system balance challenge with player retention?
- ✅ What role does immediate feedback play in creating satisfying gameplay?
System Integration: Your feedback system demonstrates:
- User Experience Design: Clear visual communication and information hierarchy
- Event-Driven Architecture: Responsive updates to player actions
- State Management: Tracking and displaying dynamic game data
- Canvas Mastery: Text rendering and sprite positioning
- Game Psychology: Understanding player motivation and engagement
Professional Patterns: You've implemented:
- MVC Architecture: Separation of game logic, data, and presentation
- Observer Pattern: Event-driven updates for game state changes
- Component Design: Reusable functions for rendering and logic
- Performance Optimization: Efficient rendering in game loops
⚡ What You Can Do in the Next 5 Minutes
- Experiment with different font sizes and colors for the score display
- Try changing the point values and see how it affects gameplay feel
- Add console.log statements to track when points and lives change
- Test edge cases like running out of lives or achieving high scores
🎯 What You Can Accomplish This Hour
- Complete the post-lesson quiz and understand game design psychology
- Add sound effects for scoring and losing lives
- Implement a high score system using localStorage
- Create different point values for different enemy types
- Add visual effects like screen shake when losing a life
📅 Your Week-Long Game Design Journey
- Complete the full space game with polished feedback systems
- Implement advanced scoring mechanics like combo multipliers
- Add achievements and unlockable content
- Create difficulty progression and balancing systems
- Design user interfaces for menus and game over screens
- Study other games to understand engagement mechanisms
🌟 Your Month-Long Game Development Mastery
- Build complete games with sophisticated progression systems
- Learn game analytics and player behavior measurement
- Contribute to open source game development projects
- Master advanced game design patterns and monetization
- Create educational content about game design and user experience
- Build a portfolio showcasing game design and development skills
🎯 Your Game Design Mastery Timeline
timeline
title Game Design & Player Feedback Learning Progression
section Foundation (10 minutes)
Visual Communication: Text rendering
: Icon design
: Layout principles
: Color psychology
section Player Psychology (20 minutes)
Motivation Systems: Point values
: Risk vs reward
: Progress feedback
: Achievement design
section Technical Implementation (30 minutes)
Canvas Mastery: Text positioning
: Sprite rendering
: State management
: Performance optimization
section Game Balance (40 minutes)
Difficulty Design: Life management
: Scoring curves
: Player retention
: Accessibility
section User Experience (50 minutes)
Interface Design: Information hierarchy
: Responsive feedback
: Emotional design
: Usability testing
section Advanced Systems (1 week)
Game Mechanics: Progression systems
: Analytics integration
: Monetization design
: Community features
section Industry Skills (1 month)
Professional Development: Team collaboration
: Design documentation
: Player research
: Platform optimization
🛠️ Your Game Design Toolkit Summary
After completing this lesson, you now have mastered:
- Player Psychology: Understanding motivation, risk/reward, and engagement loops
- Visual Communication: Effective UI design using text, icons, and layout
- Feedback Systems: Real-time response to player actions and game events
- State Management: Tracking and displaying dynamic game data efficiently
- Canvas Text Rendering: Professional text display with styling and positioning
- Event Integration: Connecting user actions to meaningful game consequences
- Game Balance: Designing difficulty curves and player progression systems
Real-World Applications: Your game design skills apply directly to:
- User Interface Design: Creating engaging and intuitive interfaces
- Product Development: Understanding user motivation and feedback loops
- Educational Technology: Gamification and learning engagement systems
- Data Visualization: Making complex information accessible and engaging
- Mobile App Development: Retention mechanics and user experience design
- Marketing Technology: Understanding user behavior and conversion optimization
Professional Skills Gained: You can now:
- Design user experiences that motivate and engage users
- Implement feedback systems that guide user behavior effectively
- Balance challenge and accessibility in interactive systems
- Create visual communication that works across different user groups
- Analyze user behavior and iterate on design improvements
Game Development Concepts Mastered:
- Player Motivation: Understanding what drives engagement and retention
- Visual Design: Creating clear, attractive, and functional interfaces
- System Integration: Connecting multiple game systems for cohesive experience
- Performance Optimization: Efficient rendering and state management
- Accessibility: Designing for different skill levels and player needs
Next Level: You're ready to explore advanced game design patterns, implement analytics systems, or study game monetization and player retention strategies!
🌟 Achievement Unlocked: You've built a complete player feedback system with professional game design principles!
GitHub Copilot Agent Challenge 🚀
Use the Agent mode to complete the following challenge:
Description: Enhance the space game's scoring system by implementing a high score feature with persistent storage and bonus scoring mechanics.
Prompt: Create a high score system that saves the player's best score to localStorage. Add bonus points for consecutive enemy kills (combo system) and implement different point values for different enemy types. Include a visual indicator when the player achieves a new high score and display the current high score on the game screen.
🚀 Challenge
You now have a functional game with scoring and lives. Consider what additional features might enhance the player experience.
Post-Lecture Quiz
Review & Self Study
Want to explore more? Research different approaches to game scoring and life systems. There are fascinating game engines out there like PlayFab that handle scoring, leaderboards, and player progression. How might integrating something like that take your game to the next level?