In this final issue we will complete our game by adding some excitement through the possibility of dying. We will also make the game more visually appealing with some styles and graphics, experiment with the Web Speech Synthesis API and we’ll wrap it up with a small reflection about the whole experience.
At the end of the last article we had completed the beginnings of a game with a beautiful black background and some letters falling off the screen. Let’s continue building our game by adding some player interaction through the Web Speech API!
It was a super fun experience and every team had something to show at the final reckoning in the demo sessions. My personal favorite (and the winner) was a virtual fly that sprang to life when you connected several devices together and started buzzing as it randomly flied through a crowded room to everyone’s delight (or almost everyone XD).
I, myself, worked as a coach during the Hackathon so I couldn’t fully participate with any team. I did sneak some hours though and attempted to build something cool with Rx.js and Web Speech.
The first talk about Reactive Extensions I listened to was in 2010 at a .NET conference in Sweden. Back then it looked like an awesome way to write ultra-responsive (in the fast-to-respond sense) WPF applications. I watched in awe as the speaker demonstrated how to magically orchestrate a throng of diverse asynchronous operations into one beautiful, declarative and concise set of instructions.
I watched it then, admired it and never saw it again, never used it myself, not even once. Yep… that happens sometimes :)
Fast-forward to today and it feels like Rx.js is exploding (EXPLODIIIING!!!), with frameworks like cycle.js that let you build applications right on top of Rx.js or Angular2 that has chosen Rx.js as its core async pattern.
But what is Rx.js, why is it so popular and ever so useful?