Angry Birds
Objectives
- Read and understand all of the Angry Birds source code from Lecture 6.
- 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 theAlien
into threeAliens
that all behave just like the baseAlien
.
Demo
by Edward Kang
Getting Started
Download the distro code for your game from cdn.cs50.net/games/2018/x/projects/6/angry.zip and unzip angry.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
(recall that the cd
command can change your current directory), and run
cd angry
Three’s Company
Welcome to your seventh assignment! 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 theAlien
into threeAliens
that all behave just like the baseAlien
. The code for actually launching theAlien
exists inAlienLaunchMarker
, and we could naively implement most, if not all, of this code in the same class, since theAlien
in 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 thisAlien
collides with anything else, so we’ll likely want the logic for this in theLevel
itself here, since that is where we pass in the collision callbacks viaWorld:setCallbacks()
. The centerAlien
doesn’t really need to be modified for the splitting process; really, all we need to do is spawn two newAlien
s at the right angle and velocity so that it appears we’ve turned the singleAlien
into three, one above and one below. For this, you’ll need to take linear velocity into consideration. Additionally, be aware that theAlien
we want to launch has theuserData
of the string “Player”, as opposed to theAlien
we want to kill, which has just theuserData
of “Alien”. Lastly, be sure that the launch marker doesn’t reset until all of theAlien
s we fling have slowed to nearly being still, not just the oneAlien
we normally check. In all, you should have all of the pieces at this point you need in order to make this happen; best of luck!
CS50 Games exists only in archive form, as of 1 July 2024. While you cannot submit this project for credit any longer, it is a great exercise to test your understanding of the course material.