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 theAlieninto threeAliensthat 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 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”. Lastly, 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. 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.