Uploaded April 2026 | Updated September 2026, 2 weeks ago
Build scalable web games without messy code.
In this episode, we move to a fully data-driven, modular architecture in vanilla JavaScript. Instead of hardcoding behavior, our systems run on data, making it easy to add new enemies, tweak gameplay, and expand your game without rewriting core logic.
What we learn:
Data-driven design (data vs logic)
Modular enemy + manager systems
Replacing magic numbers with constants
Cleaner, more scalable code structure
β± Timestamps
00:00 How to make Data-Driven JavaScript games
00:52 Source code P11
01:22 Code Cleanup
06:40 Data-Driven Architecture
10:38 Cleaner State Management
17:30 Source code P12
18:00 Data-Driven Enemies
29:21 Enemy Movement
This is part of a full vanilla JavaScript game development series, where weβre building a reusable starter kit step by step: youtube.com/playlist?list=PLYElE_rzEw_tjnJ_5gzRw0ZM5HRn7AIS0&si=j53kz7v7JoN5dg1B
Source code download: code-laboratory.kit.com/ee19aa04cb
π¨ Art assets I purchased for quick prototype in this episode: papoycore.itch.io
Free assets used:
opengameart.org/content/pixel-art-spells
opengameart.org/content/lpc-tile-atlas
In this episode, we take a major step toward modular, data-driven game development in vanilla JavaScript. Instead of hardcoding behavior, we redesign our systems so that logic operates purely on data, making it incredibly easy to add new enemy types, tweak gameplay, and expand your game without rewriting core systems.
Youβll learn how to separate data from logic, eliminate magic numbers, and structure your codebase for long-term scalability. By the end, adding a new enemy is as simple as dropping in a new data block, no messy refactoring required.
#JavaScriptGameDevelopment #VanillaJavaScript #HTML5Canvas #frankslaboratory
Build scalable web games without messy code.
In this episode, we move to a fully data-driven, modular architecture in vanilla JavaScript. Instead of hardcoding behavior, our systems run on data, making it easy to add new enemies, tweak gameplay, and expand your game without rewriting core logic.
What we learn:
Data-driven design (data vs logic)
Modular enemy + manager systems
Replacing magic numbers with constants
Cleaner, more scalable code structure
β± Timestamps
00:00 How to make Data-Driven JavaScript games
00:52 Source code P11
01:22 Code Cleanup
06:40 Data-Driven Architecture
10:38 Cleaner State Management
17:30 Source code P12
18:00 Data-Driven Enemies
29:21 Enemy Movement
This is part of a full vanilla JavaScript game development series, where weβre building a reusable starter kit step by step: youtube.com/playlist?list=PLYElE_rzEw_tjnJ_5gzRw0ZM5HRn7AIS0&si=j53kz7v7JoN5dg1B
Source code download: code-laboratory.kit.com/ee19aa04cb
π¨ Art assets I purchased for quick prototype in this episode: papoycore.itch.io
Free assets used:
opengameart.org/content/pixel-art-spells
opengameart.org/content/lpc-tile-atlas
In this episode, we take a major step toward modular, data-driven game development in vanilla JavaScript. Instead of hardcoding behavior, we redesign our systems so that logic operates purely on data, making it incredibly easy to add new enemy types, tweak gameplay, and expand your game without rewriting core systems.
Youβll learn how to separate data from logic, eliminate magic numbers, and structure your codebase for long-term scalability. By the end, adding a new enemy is as simple as dropping in a new data block, no messy refactoring required.
#JavaScriptGameDevelopment #VanillaJavaScript #HTML5Canvas #frankslaboratory










