fifty-bird's People
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Couldn't download the png files
Trouble in resizing the window
This is my code:
function love.load()
love.graphics.setDefaultFilter('nearest','nearest')
love.window.setTitle('FLAPPY BIRD')
push:setupScreen(virtual_width,virtual_height,window_width,window_height,{
resizable=true,
fullscreen=false,
vsync=true,
})
end
function love:resize(w,h)
push:resize(w,h)
end
But I still keep getting the error:
Error
push.lua:270: attempt to perform arithmetic on local 'h' (a nil value)
Traceback
push.lua:270: in function 'resize'
main.lua:25: in function main.lua:24
[C]: in function 'xpcall'
Please somebody help
PipePair Generation Not Working
For bird8:
For some reason, even if I copy and paste the exact code provided here , the pipe generation still doesn't wanna work.
the game just keeps on going for eternity , just without the generation of pipes.
uptill bird 7 , all was working fine , but then bird8 ruined everything
rakthaamberdhra nandal
Push.lua error: bad argument to setmetatable (11/21/2019)
delta-time reconsideration in Bird Class
While going through the update function in Bird class, I saw that you have multiplied dt
to GRAVITY
while adding it to self.dy
. And you are simply adding it to self.y
to simulate the fall due to gravity. Which works as intended.
However, would it not make more sense to simply do self.dy = self.dy + GRAVITY
and later do self.y = self.y + self.dy * dt
. Which actually translates to displacement = speed * time
?
This implementation has an added benefit in Bird-4 where you are simply adding -5 when space is pressed, which in turn is added to self.dy, without taking delta-time into consideration! This might cause severe lag / speed-up of the bird in some cases depending on the frame rate.
Also, if you want the GRAVITY to actually mean acceleration due to gravity you could do, self.dy = self.dy + GRAVITY * dt
(speed = acceleration * time) and then self.y = self.y + self.dy * dt
(displacement = speed * time). Which would make it technically more accurate!
Then, that would end-up being
function Bird:update(dt)
-- apply gravity to velocity
self.dy = self.dy + GRAVITY * dt
-- add a sudden burst of negative gravity if we hit space
if love.keyboard.wasPressed('space') then
self.dy = -5
end
-- apply current velocity to Y position
self.y = self.y + self.dy * dt
end
Scoring and Collision detection
The game allows to score points when the bird flies way up the top edge of the screen.
Pipe height undefined
I am getting an error that says this
Error
main.lua:51: attempt to perform arithmetic on global 'PIPE_HEIGHT' (a nil value)
Traceback
main.lua:51: in main chunk
[C]: in function 'require'
[C]: in function 'xpcall'
[C]: in function 'xpcall'
Fifty-bird project
When I try to run a program in the fifty-bird repo it doesn't work so what could by the problem
cannot open my love app
something wrong with push.lua
Framerate Difficulty Problem
Hi, I'm not sure what's going on, but it seems that when I play my completed game on crappy systems, it's significantly easier because it seems like the bird doesn't jump as high or fall as fast. I'm assuming this is an issue with framerate and deltatime.
I noticed this while testing on a Dell Inspiron laptop. ( parents' computer )
I got scores higher than 30 several times, and only died because I made the bird fall to end the test. It really could have gone on indefinitely.
The narrowed "jump / fall range" makes it very easy to slip through small pipe gaps. Is it a known phenomenon for framerate to affect a game this way, or is this just all a fluke?
Is there a way to compensate for low framerates in the gravity code?
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