Hello and welcome to the 18th tutorial in the corpus to the Flappy Bird c++ series. And in this Paul will literary is going to be looking at extra tasks you can do because we now have a basic Flappy Bird clone working Mavin base not quite the same, the original and you will be right this is by design as we want you to learn how to help us to do can create a flexible plan, which we actually do, then put some extra work into it to make it even the same there is no or add your own unique take onto it. We have compiled a list of tasks that you could do to make it more original plus some extras. We're not gonna be doing any code in here at all, all the extra tests. Don't worry if you don't listen to all of them or you miss one.
There will be a link in the description. They have basically a GitHub link where there'll be all the tasks so you can see. Okay, so task one we think you should look at is make the pod spawn position less drastic. And basically what we mean by that is if you play the original Flappy Bird, when you make Noticing when the pipes are spawning, they sort of the spawning sort of a curve in terms of the gap in between them whether in our gaming fury Welcome to the top or could be at the bottom in the center front making less drastic so it's a little easier because fury might be impossible. Also maybe look into abstracting code we've already gone over abstracting the definition file, look into abstracting a little more so example the transition types file paths are stuff like images and audio, etc. tinker with the frequency of the points, tinker with the speed as part and as usual, don't forget that even though you might not quite local simulator, you might have noticed that when you're watching the video, it works a lot better or it works a lot different I should say on a real device a trial testimony voice perhaps makes make the pipe speed increase over times the original Flappy Bird can do that.
It will prove harder it was but at the park just moved at a constant speed kept you from Make them increase as you score more points. Delete the post on the goal screen at the moment, they don't get deleted. Coco's to dx has a column feature built in into version 3.1. point one one I believe, which basically if it goes or not being free, but if it goes off screen it doesn't draw anymore but in theory if there's so many render equals still lag game chance on game a Flappy Bird that wouldn't be too wouldn't really come to fruition, but looking to delete now, and it's a good practice anyway. And you basically use a bear random technique, like I mentioned before, maybe try and use some sort of like a mixture of a random technique. So you could have one that sort of does occur.
As mentioned for lottery no Flappy Bird, then it will throw the odd curveball in there. So one could be a drastic one. Especially if you're doing really well consistently. As tortoise that estate virtual family time you died and then me and have some special scene for that. games do have that make the score tick up on the game of things at the moment we display the score. And on the written of Flappy Bird, the score that you get sort of ticks up to the score that you from zero to the score that you attend.
And medals for the random Flappy Bird can get bronze, silver, gold and platinum as well. Bear distinguished score in high school at the moment is a color difference the regular schools on the left, your current score is on the left and that is white, your high score is on the right and that yellow where you couldn't make it on the on the top or above each one same score and high school something like that to better distinguish them at the share button perhaps at a rate portfolio tutorial for that and maybe add some better mock system our clue with luck so we just got some random artwork in ours. But again, again, this tutorial series isn't about your work. It's about the code, you know how to do it. It'll serve as a good translation not just for Flappy Bird clone but games in general color.
He's got the flow of the game I think going from one thing to the next current update method on all his other stuff that you probably want in a game. So that is it for this tutorial. There was no code in this tutorial this was the last part well let's just confirm that. If you have any questions feel free to message us or support us on our system curry. Okay, email will be in the description. You can comment on this video or just directly messages via YouTube.
All the required links for basically the extra tasks will be in the description. And as usual, thanks for watching and hope you have a great day