Game Scene Background

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Transcript

Hello, welcome to the fifth tutorial on the carpus to the Flappy Bird c++ series. And in this part, we'll be looking at implementing the game c background. We'll be using the source code from the previous part of this series. And I think that's pretty much the key for all of these tutorials. So there'll be a link in the description to the source code if you don't have it or if you haven't done it. So let's add the game spawning static background which is going to be the same as the background on the main menu and also the background or no yeah, that's the only other place we've added the main menu at the moment.

So we want to go to gain single CPP opening within the Xcode ID and then here do auto backward. Actually, you know what? It's gonna be a lot faster if I literally copy and paste it from here. We're done. We don't do anything special with it model copy and paste. It is also good habit to get into reuse code.

If it's already there, you know, it works. And it's the same one but a modification of reuse. Before we add scrolling pipes, we need to make the scene into a physics scene as we will use the built in physics engine for collision detection. We're not going to actually be doing any sort of point in this tutorial for this clear there. Oh, but we still need to set it up in preparation though in here. Deploy very close to the physics world.

Intelligence kind of pop up it is indeed. That's drink scene well, so this is a local instance of the physics world. Then we're going to have a method great, earth, void set, physics world and this is going to take focus today. Physics world, call it asterik world and then here we're going to be defending inline functions from very simple sign world to seen world. So we can modify and modify the physics or later on if we need to. And then we're going to go to our creating method.

And what we're going to do is instead of using create we're going to use create with physics. Only one such brackets The next thing we'll do is scene get physics world debug draw mask, physics world, debug, draw all the journal what is in an actual game this is so we can see the physics bodies and where they are and how they perform. So we can actually see collision detection is a basically good for debugging demands just right Hear the GoPro and the last thing we're gonna do is they're set for this what is the method that we just created, and we're going to provide it scene get physics world. And now they're in it for the creative team efforts, we will now add a boundary because of Flappy Bird if you collide with the edge aka at the top of bottom because you're not technically moving on the screen from left or right the background moving on you're moving but the horizontal position is always the same is only the vertical position that changes.

So if the bird collides with the edge a can of die. And so what we're going to do here, we're going to do auto edge node equals now first of all we're going to alter a body sorry, equals physics body con con create a bot. And for the side, we're just going to specify visible sois. And then we're going to specify material. So physics, body material default, comma free. And then we'll do auto edge node and ugliness Pro is going to use a basic node to attach the physical body to create semi-colon edge node.

Set position for the position where it's going to do plaint going to century basically the same as this, so we have to just copy and paste it. Because the edge node is going to be centered. Again, there's going to be a reason code that you've already created. So typing it again and again. I think when you originally learn it then yet Open quite a lot don't help cuz he puts it into your mind. But once you're a bit more experience, just reuse the code set physics body so it's going to set the physics body.

So we're going to attach it a body, body. And then the last thing we will do this Shawn old for the pegging route. And now if you run this, we'll get the simulator. We'll get splash screen that'll go to the main menu, we'll click the play button and we'll have a game scene background plus a red edge box drawn on least therefore I hope because that's what we have coded and hopefully that works. So good screen. forgot to mention in the previous tutorial, something I didn't want to mention.

These are the artwork in this game are just placeholders we it's a mixture or something that would just quickly created for this theories and it's a mixture of artwork from old games. So for that reason, obviously won't look the best. But this series isn't to create the artwork of Flappy Bird, but to actually program Flappy Bird. So if we click play, we get the game screen and we get the background and plus we get the edge box so physics bodies can collide with it. That is it for this part of the series. In the next part, we're gonna be looking at the pipe class creation.

If you have any questions, feel free to message us at support at sonar systems coda UK email will be in the description you can comment on this video or just directly messages via YouTube, or the Wi Fi links or source code will also be in the description. And as usual, thanks for watching and I hope you have a great day.

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