![]() ![]() I then compiled this function along with whatever other code that I could. I made an interface to get the feel of gravity correct: DynamicModule)^2] *) Jumping is implemented as a sudden change in the upward velocity. Thus, every frame we update the velocity, we subsequently update the position based on the new velocity. Gravity is straightforward to implement as it is a change in downward velocity, and velocity is a change in position. Every time you press a key, Flappy moves upward against gravity. The game mechanic is to keep Flappy in the air against gravity as well as gracefully maneuver through gaps in pipes. That way if the game runs poorly you can adjust this value for better performance. ![]() I then calculated all movement units w.r.t. I also followed the strategy of Luc Barthelet's Introduction to Dynamics: Learn to Build a Game where a ScheduledTask is used to update the screen at a set frame rate. I chose an aspect ratio for the game area roughly that of a phone. ![]() This is really a purely academic exercise, as I didn't stop to ask myself "should I do this?", but rather "how well would this run?". It struck me that I make a lot of interfaces, so why not make a game? As a first attempt I decided to port the game Flappy Bird to run in a Wolfram Language notebook. Make sure to check the blog for additional information and updates. Fly the bird as far as you can without hitting a pipe. I was asked to give a presentation about something fun I do with the Wolfram Language. Click on the screen, or use your spacebar to get started.
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