/* OneLoneCoder.com - Code-It-Yourself! Flappy Bird "You asked for it... wait, no one did, ever..." - @Javidx9 License ~~~~~~~ Copyright (C) 2018 Javidx9 This program comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to redistribute it under certain conditions; See license for details. Original works located at: https://www.github.com/onelonecoder https://www.onelonecoder.com https://www.youtube.com/javidx9 GNU GPLv3 https://github.com/OneLoneCoder/videos/blob/master/LICENSE From Javidx9 :) ~~~~~~~~~~~~~~~ Hello! Ultimately I don't care what you use this for. It's intended to be educational, and perhaps to the oddly minded - a little bit of fun. Please hack this, change it and use it in any way you see fit. You acknowledge that I am not responsible for anything bad that happens as a result of your actions. However this code is protected by GNU GPLv3, see the license in the github repo. This means you must attribute me if you use it. You can view this license here: https://github.com/OneLoneCoder/videos/blob/master/LICENSE Cheers! Background ~~~~~~~~~~ Look it's Flappy Bird, OK? Press Space Bar to Flap. Get a high score. Author ~~~~~~ Twitter: @javidx9 Blog: www.onelonecoder.com Video: ~~~~~~ https://youtu.be/b6A4XHkTjs8 Last Updated: 05/11/2017 */ #include #include using namespace std; #include "olcConsoleGameEngine.h" class OneLoneCoder_FlappyBird : public olcConsoleGameEngine { public: OneLoneCoder_FlappyBird() { m_sAppName = L"Flappy Bird"; } private: float fBirdPosition = 0.0f; float fBirdVelocity = 0.0f; float fBirdAcceleration = 0.0f; float fGravity = 100.0f; float fLevelPosition = 0.0f; float fSectionWidth; list listSection; bool bHasCollided = false; bool bResetGame = false; int nAttemptCount = 0; int nFlapCount = 0; int nMaxFlapCount = 0; protected: // Called by olcConsoleGameEngine virtual bool OnUserCreate() { listSection = { 0, 0, 0, 0 }; bResetGame = true; fSectionWidth = (float)ScreenWidth() / (float)(listSection.size() - 1); return true; } // Called by olcConsoleGameEngine virtual bool OnUserUpdate(float fElapsedTime) { if (bResetGame) { bHasCollided = false; bResetGame = false; listSection = { 0, 0, 0, 0 }; fBirdAcceleration = 0.0f; fBirdVelocity = 0.0f; fBirdPosition = ScreenHeight() / 2.0f; nFlapCount = 0; nAttemptCount++; } // Game if (bHasCollided) { // Do nothing until user releases space if (m_keys[VK_SPACE].bReleased) bResetGame = true; } else { if (m_keys[VK_SPACE].bPressed && fBirdVelocity >= fGravity / 10.0f) { fBirdAcceleration = 0.0f; fBirdVelocity = -fGravity / 4.0f; nFlapCount++; if (nFlapCount > nMaxFlapCount) nMaxFlapCount = nFlapCount; } else fBirdAcceleration += fGravity * fElapsedTime; if (fBirdAcceleration >= fGravity) fBirdAcceleration = fGravity; fBirdVelocity += fBirdAcceleration * fElapsedTime; fBirdPosition += fBirdVelocity * fElapsedTime; fLevelPosition += 14.0f * fElapsedTime; if (fLevelPosition > fSectionWidth) { fLevelPosition -= fSectionWidth; listSection.pop_front(); int i = rand() % (ScreenHeight() - 20); if (i <= 10) i = 0; listSection.push_back(i); } // Display Fill(0, 0, ScreenWidth(), ScreenHeight(), L' '); // Draw Sections int nSection = 0; for (auto s : listSection) { if (s != 0) { Fill(nSection * fSectionWidth + 10 - fLevelPosition, ScreenHeight() - s, nSection * fSectionWidth + 15 - fLevelPosition, ScreenHeight(), PIXEL_SOLID, FG_GREEN); Fill(nSection * fSectionWidth + 10 - fLevelPosition, 0, nSection * fSectionWidth + 15 - fLevelPosition, ScreenHeight() - s - 15, PIXEL_SOLID, FG_GREEN); } nSection++; } int nBirdX = (int)(ScreenWidth() / 3.0f); // Collision Detection bHasCollided = fBirdPosition < 2 || fBirdPosition > ScreenHeight() - 2 || m_bufScreen[(int)(fBirdPosition + 0) * ScreenWidth() + nBirdX].Char.UnicodeChar != L' ' || m_bufScreen[(int)(fBirdPosition + 1) * ScreenWidth() + nBirdX].Char.UnicodeChar != L' ' || m_bufScreen[(int)(fBirdPosition + 0) * ScreenWidth() + nBirdX + 6].Char.UnicodeChar != L' ' || m_bufScreen[(int)(fBirdPosition + 1) * ScreenWidth() + nBirdX + 6].Char.UnicodeChar != L' '; // Draw Bird if (fBirdVelocity > 0) { DrawString(nBirdX, fBirdPosition + 0, L"\\\\\\"); DrawString(nBirdX, fBirdPosition + 1, L"<\\\\\\=Q"); } else { DrawString(nBirdX, fBirdPosition + 0, L"