Angry Birds
Objectives
- Read and understand all of the Angry Birds source code from Lecture 6.
- Implement
Aliensplitting. - Implement varied textures (with variable strengths).
- Implement
Jointtypes.
Getting Started
Download the distribution code for your game from cdn.cs50.net/2d/2025/x/projects/6/project6.zip and unzip project6.zip, which should yield a directory called angry.
Then, in a terminal window (located in /Applications/Utilities on Mac or by typing cmd in the Windows task bar), move to the directory where you extracted angry, and run
cd angry
Three’s Company
This week, we took a look at the fundamentals of Box2D, one of the most widely-used 2D physics engines, and how it ties into LÖVE, with its built-in wrappers for it. This assignment will be a little simpler than some of the previous ones (indeed, there’s only one core objective, albeit a reasonably complex one) but will still require knowledge of Box2D and the distro before we can dive in too quickly.
Specification
-
Implement it such that when the player presses the space bar after they’ve launched an
Alien(and it hasn’t hit anything yet), split theAlieninto threeAliensthat all behave just like the baseAlien. The code for actually launching theAlienexists inAlienLaunchMarker, and we could naively implement most, if not all, of this code in the same class, since theAlienin question we want to split off is a field of this class. However, because we want to only allow splitting before we’ve hit anything, we need a flag that will get triggered whenever thisAliencollides with anything else, so we’ll likely want the logic for this in theLevelitself here, since that is where we pass in the collision callbacks viaWorld:setCallbacks(). The centerAliendoesn’t really need to be modified for the splitting process; really, all we need to do is spawn two newAliens at the right angle and velocity so that it appears we’ve turned the singleAlieninto three, one above and one below. For this, you’ll need to take linear velocity into consideration. Additionally, be aware that theAlienwe want to launch has theuserDataof the string “Player”, as opposed to theAlienwe want to kill, which has just theuserDataof “Alien”. Finally for this objective, be sure that the launch marker doesn’t reset until all of theAliens we fling have slowed to nearly being still, not just the oneAlienwe normally check. -
Incorporate the glass and metal material types as obstacles. As is often the case with the course’s projects overall, this project ships not just with the wood-textured sprites seen in lecture and the distribution code, but also with glass and metal sprites in similar shapes split out into separate files (
graphics/metal.pngandgraphics/glass.png). Include at least one metal and one glass obstacle in the starting scene, either by including them additionally on top of the wood pieces already there or by replacing some of said wood pieces. Ensure that the glass piece is more sensitive to contact (as by checking theLevel:init’sbeginContactcallback), as well as breaking upon hitting the ground. (Note: Per-material differences should be relatively easy to do as is, but if you want a sneak peek on how to potentially implement some of the data adjustments needed to more comfortably make per-obstacle behavior more feasible, as opposed to just blanket treating allObstacles the same as we currently do, take a look at the next objective!) -
Make wood and metal objects take multiple hits to destroy; each hit should add visible cracks to said
Obstacles before they are destroyed. Right now, there are essentially just velocity checks to determine whether anObstacle,Alien, etc. should break, and it’s an all-or-nothing calculation. Each spritesheet for the different materials, you’ll observe, comes with variants of said shapes that have cracks on them; leverage these to add not just a single-hit calculation for objects breaking, but instead a gradual weakening of said objects through multiple hits. Glass should preserve the existing behavior of just needing one hit; wood should take two hits; lastly, metal should require three hits. These hits as well should still be velocity-gated; in other words, a hit should not register unless it would have caused damage in the original implementation. There are multiple ways to accomplish this objective, but likely the most robust way will be to extend our usage of user data through theObstacles’Fixtures to allow for including theObstaclereference itself as part of the user data, e.g., using something like the following inObstacle.lua, from:
self.fixture:setUserData('Obstacle')
to:
self.fixture:setUserData({
type = 'Obstacle',
entity = self
})
whereby it should then be much easier to do things like call methods and update fields on the Obstacles themselves in the beginContact callback, such as HP adjustments, calling something like :takeDamage(1), etc.!
-
Incorporate at least one
Jointtype in your level. This one’s more for fun and flavor, but per some of the lecture examples, exercise your own creativity and apply at least oneJointtype to the level, combiningObstacles, either those pre-existing in the scene or new ones, to do whatever your imagination concocts!
Errata
NONE
How to Submit
- Download a ZIP file containing your implementation of this project.
- Go to CSCI E-23a’s Gradescope page.
- Click Project 6: Angry Birds.
- Drag and drop your downloaded file to the area that says “Drag & Drop”.
- Click Upload.
You should see a message that your project was submitted successfully. Contact your teaching fellow if not!