n1ckn1ght / flappyboid Goto Github PK
View Code? Open in Web Editor NEWA clone of the famous Flappy Bird
A clone of the famous Flappy Bird
Use those minc, maxc variables
It's possible to drag game window in correct timing and skip pipe pair. Even if bird in that case will, probably, fall to death, it's still possible on game modes like 'Fast'. Possible solution: prevent game from updating if lag is more than half second or something.
For every gamemode
Maybe outline them at least?
Add this feature in addition to field.acceleration with limit variable as well.
And maybe input for a seed as well.
It happens, no matter what difficulty.
Also seems like not everyone has them (good sign).
As far as I've tested out it's caused by CollisionDetector (of course).
There're a lot of possible optimizations though, so need to do them.
When there's almost no distance between pipes it doesn't generate a possible path to navigate.
Yes, I didn't intend to make something like that, however it might be not that hard to fix.
Random next gap accordingly to previous (-X to X) if it's too close.
Get X from current field.velocity (with or without field.acceleration in mind), G and VelocityOnClick.
It's perfectly clear now that calculating next pipe x from previous by absolute position in real-time was a horrible idea. Doesn't cancel the fact that this bug is really weird, it happens when field.curr goes from field.count to 1.
Doesn't affect gameplay itself, BUT prevents it from calculating score correctly (since distance is floating, you might expect pipe on 3000 general distance, but it'd be on ~3020-3030).
For now there's a workaround, it'd be good to solve this issue by revamping field.lua class in the future.
Short description for every difficulty and controls will be enough.
Even on demonstration video:
https://youtu.be/ZAl5vmRbxI8?t=58
Yep, it's made just for lulz, but should be playable. Easy fix by placing maxRandomGap, however it's possible to make things more interesting.
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