revvova.blogg.se

Flappy bird online codes
Flappy bird online codes













flappy bird online codes

For example, Game::score, Bird::texture_wing_up, and many more. There are a lot of member variables that are public that are not used outside the class itself. Prefer member variables to be private if possible Is this a better way to do this? Also, what way do you usually prefer to store stuff like this? Hence, I decided to keep them in an anonymous namespace as they are only used in bird.cpp. At first, I decided to just use the plan floating-constants, but then the magic numbers didn't look very nice. Things like acceleration, origin, positions are all constant, and bird.cpp has many of them. Top obstacle is rotated 180 ° and aligned with the bottom obstacle. One obstacle at the bottom has a constant velocity and is placed randomly on the y-axis every new generation. The obstacles are pretty straight forward. The bird also rotates according to its velocity. When fly() is called I switch to the flapped wings, and when it starts falling I switch back to the normal ones, this also adds to the effect and gives a better look. There are two images, one with the bird's wings flapped and one normal. I am happy with how the bird flew at last 😁 Every time fly() is called, it sets a point above the bird at which the bird will start to de-celerate. The values given to acceleration are quite small, but each frame it adds up so the overall movement of the bird looks really good. I used acceleration that would modify velocity. The bird's physics was the part I took time to code, not because it was tough but I tried to perfect how the bird fall() and fly(). Top_tPosition(bottom_position.x+89, bottom_position.y - 250) Īuto bottom_position = bottom_obstacle.getPosition() īottom_tPosition(800, (float)new_pos) Throw std::runtime_error("Failed to load images//obstacle.png\n") Ĭonst auto& bottom_position = bottom_obstacle.getPosition() If (!texture.loadFromFile("images//obstacle.png")) If (velocity.y > ::max_fall_vel) velocity.y = ::max_fall_vel Start_fall = static_cast(body.getPosition().y-7) If (obstacle.bottom_obstacle.getPosition().x Ĭonst float fall_rot // offset is applied to current rotationĬonst sf::Vector2f initial_bird_pos(320, 300)

flappy bird online codes

Inline void Game::update_object_positions() If (bird_bounds.intersects(obstacle.bottom_obstacle.getGlobalBounds())) If (bird_bounds.intersects(obstacle.top_obstacle.getGlobalBounds())) Although this isn't my first time learning SFML, I am pretty rusty since I never tried to make something serious with it.Ĭonst auto& bird_bounds = () The program is Object-Oriented as I believe this made it a little easier to maintain. I made this as a step towards learning GUI in C++. I have used the SFML library in C++ to make a flappy bird game of my own. Here is a project that I have been working on for the past few days.















Flappy bird online codes