Real Game Devs Use Events. Here's How.

Published: 08 May 2026
on channel: Franks laboratory
3,725
256

Learn this before your game gets too big. The cleanest way to connect game systems is with an event system built on the Observer design pattern, trigger anything from anywhere, zero coupling. Plain vanilla JavaScript, principles that apply everywhere.

As your game grows, tightly coupled systems become your biggest enemy. In this video we build a custom EventEmitter from scratch, wire it into a 2D game, and replace direct function calls with a clean event-driven architecture that lets any system react to anything, without depending on it directly.

What you'll learn:
What the Observer design pattern is and when to use it
How to build a custom EventEmitter with on, off, and emit methods
How to decouple game systems using custom events
How to trigger sounds, UI updates, and game state changes through events
Why event-driven architecture makes your codebase easier to scale and maintain

This is part of a full vanilla JavaScript game development series, where we’re building a reusable starter kit step by step:    • Vanilla JavaScript Game Development Course  

Resources:
Source code: https://code-laboratory.kit.com/f9018...

⏱ Timestamps
00:00 Observer Design Pattern in vanilla JavaScript
01:05 Source Code Checkpoint P15
01:34 Why We Need an Event System
05:05 Creating a Custom Event System
10:58 Emitting Events from UI
14:18 Registering and Responding to Events

This applies to any language or framework, not just JavaScript.
Whether you're building in Unity, Godot, Phaser, or pure JS, the principles covered here translate directly. Once you have an event system in place, adding new features becomes as simple as registering a new listener, nothing else changes.

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