Spawning Pipes

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Transcript

Hello and welcome to the seventh tutorial in the Congress to dx Flappy Bird c++ series. And in this part of the MIPS spawning pipes, we have created a pipe class we will transform the pipes, we won't actually make the pipe moves in this part of the series, but just born randomly and they will move in the next tutorial. First, let's create a definition which will store the gaps between the points and the threshold for the points aka the spawn range, which we're going to implement at 0.65 and 0.35. And that just means the 35% and 65%. You'll see what this means when it runs. So let's just go to our definitions or that and hash define pipe on the gold gap.

And what this number 10 mean is the gap between the pipes will be 10 times the height height of the character the ball is a ball. In our case, if you were to change it to the bird from Flappy Bird, then it will be 10 times the height of the bird. Obviously, you can modify this accordingly. But this is a nice way to keep it dynamic. So if you're on a retina iPad or just like a regular iPhone or Android device, you're not the same regardless. Next you hash define upper underscores green.

Discuss green underscore type, underscore fresh. Oh 0.35 not so it should be the point six five, copy and paste a chain the free five to six I mean 65235 and change opcode to lower. And now what we're going to do is just if we go to our pipe dot cpp equation This spawn point method in the previous tutorial, and what we're going to do is just create a pipe in here. So auto type auto talk pipes are going to have two bytes the top and the bottom one equals two right Hong Kong create. What we're going to do is specify this image right here, pipe dot png. png and the next thing we're going to do is copy and paste this because you'll be easier but rename top pipe to bottom pipe and then we're going to create some physics body so auto top pipe body equals Phoenix body con con create box for this week, it's gonna be top five Get content size, we can copy and paste this.

Change this to the bottom. Even though in this example, the pipe pipe needs a capital P. Us notice that even though in this example we're using the same image for the top and the bottom point, when it changes to bottom pipe get contents just in case you would want to actually use a different type of pipe for the bottom. I mean different our image from the bottom pipe and now we're gonna create a random versus auto random equals DC random, the real one is built into Congress to the x. We can just do if random is less than those created by the threshold, then random equals lower placement. threshold and we're gonna do an else if we just make sure it's not above the upper screen threshold. This is just to prevent the pipe from spawning too high or too low.

Random is greater than of the screen threshold random equal screen Crusher. Now we're going to do is auto top pipe their pipe vision and sign that to random time by the ball size dot height and we're going to add that to the top pipe yet content size dot height divided by two so this is a joke Getting the position for the top pipe and the DV. That should be a multiplication, not another bracket for some reason. And we've got an extra bracket, right? Yeah. Yep, that's great.

Let's put a few extra empties, knowing the Salton Sea bit better. And then we're gonna, what we're going to do is top pipe body. Set the dynamic to false. Basically, we want a static body and we'll be moving it ourselves. We set in the position for it. Named bottom, pipe body set dynamic.

Do the same sort of false, the new top tight, said physics body. For that top pipe body. We can copy and paste See this change top to bottom. Change it here as well. Next thing we'll do is to talk pipe set condition so it's not a position on point. For this with an entry point and for the purpose of this tutorial we are just to be set in air on visible solid dot width divided by two plus top pipe.

Get content size dot width plus origin dot x twist, cc random one one. Then at 4500 hour would fly by two days. Sorry. And the next part is we're going to actually just do the one position of top point position. So the position that we created here for the dimension, it is the y position. And you might look at this and look at this and think what the hell is going on here.

This is not going to be the final position. This is just the position for the purposes of this tutorial. So you can see them spawning on screen so you can actually see it working. So we're going to do is bottom pipe, set position. Print. And for this, what we're going to do is top top pipe, get position x, and for the y value, we're going to do top pipe position for the minus right Hong Kong create on temporary creative space so we can get the size of the ball or the character yet content size dot height timed by pipe gap which you paid before.

So it's going to be 10 to the minus top pipe. good content size dot height. So basically we're going to what happened is the bottom pipe position in the wire gets set to the top position, and then the gap gets taken away so it's moved down a little bit and it's moved down again by the actual size of the pipe. So the the gap if you were to just move it down by the size of the pipe, they would literally be on top of each other and then be zero gap. I know the final step is to add the Bryson will add Schild top pipe and change top pipe to bottom pipe. And now if we run this we should get every so often we created the schedule method in the previous tutorial with schedule the spawn point method, it will create pipes on the screen.

There we go adding two pipes on and we've got a gap The gap is exactly the same. Like I said, it's only for the purposes of this tutorial that was born in them on the screen. What we'll actually be doing is spawning them like literally here though, they're just off the screen and then they will start moving from right to left and we'll be able to stop not in the Nexus already, but once we implement our bird, we'll be able to click away and avoid all of these pipes. That is it for this part of the series. In the next part, we'll be looking at Moving the pipes. If you have any questions feel free to message us at support at sound systems Dakota UK.

The email will be in the description you can comment on this video or just directly messages via YouTube or the require 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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