Flappy single pipe -Test-

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Operator
Posts: 138
Joined: Mon May 06, 2013 5:52 am

Flappy single pipe -Test-

Post by Operator »

Flappy Bird (reduced) in smart Basic :D
Fast enough even for iPhone 4 users...
Any coding hints are WELCOME.
enjoy...

Dropbox link for code and assets:
https://www.dropbox.com/sh/tsx7xiu7pd6y ... pZVfa?dl=0

Code: Select all

REM Flappy single pipe -Test-
REM 
REM sBasic 4.9/iPhone 4/iOS 6.1/ by Operator
REM 
REM bird sprite out of: http://www.appcycle.me/flappy/img/bird.png
REM pipe sprite out of: http://flappycreator.com/
REM sound fx out of: http://ice-web.cc.gatech.edu/dl/?q=node/978
REM sub link: https://drive.google.com/folderview?id=0B8jxaj85tY94V19udHd4MHBqdmM&usp=sharing
REM 
REM feel free to (re)use, expand (more pipes)
REM any hints for better coding are WELCOME

RESET:
GOSUB init_bird
GOSUB init_button
GOSUB init_text_fld()
GOSUB init_sfx

'this vars are here for easier set-up
bird_g = 600     'bird g force
bird_y = 40      'bird initial y position
bird_x = 90      'bird initial x position
bird_vy = 150    'bird initial y velocity   
bird_vang = 120  'bird initil angle velocity

pipe_x = scw     'pipe initial x position
pipe_vx = -100   'pipe initial y velocity
pipe_y = schh    'pipe initial y pisition
pipe_scl = 3     'pipe scale
pipe_hit = 0     'pipe has no hits at start
GOSUB init_pipe

score = 0

'loops per second, increase till lower lps
'show up while crossing the pipe
'with iPad mini first gen.:lps_max = 60 (OK)
lps_max = 25      
dt_min = 1/lps_max 'minimum time for a loop

'minimalitic intro
START:
IF BUTTON_PRESSED ("butA") THEN
  FIELD "info" FONT COLOR 1,1,1
  GOTO LOOP
END IF
c = RND(1)
FIELD "info" FONT COLOR c,c,c
FIELD "info" TEXT "Hit FLY Button to fly up"
GOTO START


'------ main loop -------

LOOP:
t0 = TIME()
pipe_dx = pipe_vx*dt
pipe_x = pipe_x + pipe_dx

'reposition pipe when out of screen
IF pipe_x < -40 THEN
  pipe_hit = 0 'reset hit flag
  pipe_x = scw+40
  pipe_y = schh - 170 + RND(340)
END IF

'bird angle calc
bird_dang = bird_vang*dt
bird_ang = bird_ang + bird_dang
IF bird_ang >=90 THEN bird_ang = 90

IF BUTTON_PRESSED ("butA") THEN
  IF NOT MUSIC_PLAYING ("flap") THEN
    MUSIC "flap" PLAY
  END IF
  bird_vy = -250    'inc. for sharper pull up
  bird_ang = -50    'inc. for pull up angle
END IF

'bird y speed & position calc
bird_vy = bird_vy + bird_g*dt
bird_dy = bird_vy*dt + 0.5*bird_g*dt^2
bird_y = bird_y + bird_dy

'if bird hits the floor then reset it...
IF bird_y > sch-10 THEN 
  PAUSE 2
  GOTO RESET
END IF

IF bird_ang > 0 THEN 
  bird_delay = 1
ELSE
  bird_delay = 0.05
END IF

SPRITE "bird" DELAY bird_delay
SPRITE "bird" AT bird_x,bird_y ANGLE bird_ang
SPRITE "pipe 1" AT pipe_x,pipe_y SCALE pipe_scl

'looks like this col.function takes some time
IF SPRITES_COLLIDE ("bird", "pipe 1") THEN
  IF NOT MUSIC_PLAYING ("smack") THEN
    MUSIC "smack" PLAY
    score = score - 1
  END IF
  pipe_hit = 1    'hit flag set
END IF

IF bird_x > pipe_x+110 AND pipe_hit = 0 THEN
  IF NOT MUSIC_PLAYING ("bading") THEN
    MUSIC "bading" PLAY
    score = score + 1
    pipe_vx = pipe_vx - 2 'make the pipes a bit faster
  END IF
pipe_hit = 0
END IF

dt = TIME()-t0

IF dt < dt_min THEN
  PAUSE dt_min - dt
  dt = TIME() - t0
END IF

lps$ = STR$(INT(1/dt))

FIELD "info" TEXT "lps: "&lps$&"              SCORE: "&STR$(score)
GOTO LOOP



'--------- Functions & Subs --------
init_bird:
 OPTION SPRITE POS CENTRAL
 OPTION ANGLE DEGREES
 scw = SCREEN_WIDTH()
 sch = SCREEN_HEIGHT()
 scwh = scw/2
 schh = sch/2
 SPRITE "bird" LOAD "bird.png", 3,1
 SPRITE "bird" AT 100,40
 SPRITE "bird" ORDER 2
 SPRITE "bird" SHOW
 SPRITE "bird" LOOP
RETURN

init_pipe:
 SPRITE "pipe 1" LOAD "pipe topbot.png"
 SPRITE "pipe 1" AT pipe_x,pipe_y SCALE pipe_scl
 SPRITE "pipe 1" SHOW
RETURN

init_sfx:
 MUSIC "flap" LOAD "flap.wav"
 MUSIC "smack" LOAD "smack.wav"
 MUSIC "bading" LOAD "bading.wav"
RETURN

init_button:
 SET BUTTONS CUSTOM
 FILL COLOR 0,0,1
 DRAW COLOR 1,1,1
 FILL ALPHA 0.1
 butA_txt$ = "FLY"         'button A text
 butA_scl = 1              'button A scale
 butA_w = 60*butA_scl      'button A width
 butA_h = 60*butA_scl      'button A height
 butA_x = scwh-butA_w/2   'button A x pos
 butA_y = sch-butA_h      'button A y pos
 SET BUTTONS FONT SIZE 20*butA_scl
 BUTTON "butA" TEXT butA_txt$ AT butA_x, butA_y SIZE butA_w,butA_h
 BUTTON "butA" SHOW
 GRAPHICS ! GRAPHICS CLEAR
RETURN

init_text_fld:
 FIELD "info" TEXT "" AT 0,0 SIZE 300,20 RO
 FIELD "info" BACK ALPHA 0
 FIELD "info" FONT COLOR 1,1,1
 FIELD "info" SHOW
RETURN
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User avatar
Dutchman
Posts: 851
Joined: Mon May 06, 2013 9:21 am
My devices: iMac, iPad Air, iPhone
Location: Netherlands
Flag: Netherlands

Re: Flappy single pipe -Test-

Post by Dutchman »

On my iPad Air the text "Hit FLY Button to fly up" flickers too fast.
Therefore I changed the "'minimalitic intro"

Code: Select all

DO
  c = ABS(c-1)
  pause 0.2
  FIELD "info" FONT COLOR c,c,c
  FIELD "info" TEXT "Hit FLY Button to fly up"
UNTIL BUTTON_PRESSED ("butA")
FIELD "info" FONT COLOR 1,1,1
My HighScore so far is 2 :!: :lol:

Operator
Posts: 138
Joined: Mon May 06, 2013 5:52 am

Re: Flappy single pipe -Test-

Post by Operator »

Thx for the toggler hint: c=abs(c-1) :)

Guess on the ipad air it is too boring with
a single pipe (at least very easy)...

To which value can you increase lps_max
before the shown value (lps) gets smaller while
crossing a pipe ?

User avatar
Dutchman
Posts: 851
Joined: Mon May 06, 2013 9:21 am
My devices: iMac, iPad Air, iPhone
Location: Netherlands
Flag: Netherlands

Re: Flappy single pipe -Test-

Post by Dutchman »

I changed the lps_max to 100 (in steps of 25) before I could see changes in lps during pipe-crossing
The minimum lps was difficult to see because the values changed so fast.
Therefore I added the value dtmax in the dt-handling section:

Code: Select all

dt = TIME()-t0

IF dt < dt_min THEN
  PAUSE dt_min - dt
  dt = TIME() - t0
  dtmax=MAX(dtmax,dt)
END IF
Then I played until flappy crossed the pipe. Then I forced 'stop' with the right button in the top bar.
By pressing then the left button '||' you can examine the value of dtmax.

With lps_max=25 the result was: dtmax=0.041 So the lps_min was 1/0.041=24.4
With lps_max=100 the result was: dtmax=0.016 So the lps_min was then 1/0.061=62.5
Is that what you expected? :D

Operator
Posts: 138
Joined: Mon May 06, 2013 5:52 am

Re: Flappy single pipe -Test-

Post by Operator »

Thx for checking out lps_max on iPad air.
I get similar results with my iPad mini first
generation, so i guess a value of ~60 is the
smoothest you can run the code while using
the built in sprite collision detection function.
If you comment that function out a much higher
lps value is possible...

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