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Flappy Bird Game

 import QtQuick 2.0
 import Felgo 3.0

 EntityBase {
   id: player
   entityType: "player"

   property real upwardforce: -280
   property int resetX: 0
   property int resetY: 0

   width: collider.radius * 2
   height: collider.radius * 2

   signal gameOver()

   Component.onCompleted: reset()

   onGameOver: {
     spriteSequence.running = false
   }

   SpriteSequence {
     id: spriteSequence

     anchors.centerIn: parent

     Sprite {
       name: "idle"
       frameCount: 3
       frameRate: 10

       frameWidth: 34
       frameHeight: 24
       source: "../../assets/img/birdSprite.png"
     }
     rotation: wabbleX.running ? 0 : collider.linearVelocity.y/10
   }

   CircleCollider {
     id: collider

     radius: spriteSequence.height/2
     anchors.centerIn: parent

     bodyType: Body.Dynamic
   }

   function reset() {
     player.x = resetX
     player.y = resetY
     collider.body.linearVelocity = Qt.point(0,0)
     activateWabbling()
     spriteSequence.running = true
   }

   function push() {
     wabbleX.stop()
     wabbleY.stop()
     audioManager.play(audioManager.idWING)
     collider.body.linearVelocity = Qt.point(0,0)
     var localForwardVector = collider.body.toWorldVector(Qt.point(0, upwardforce));
     collider.body.applyLinearImpulse(localForwardVector, collider.body.getWorldCenter());
   }

   NumberAnimation on x {running: false; id: wabbleX; duration: 4000; loops: Animation.Infinite; easing.type: Easing.CosineCurve}
   NumberAnimation on y {running: false; id: wabbleY; duration: 4000; loops: Animation.Infinite; easing.type: Easing.SineCurve}

   function activateWabbling() {
     var wableVal = 25
     var rand = Math.random()
     var dir = (rand < 0.5 ? -wableVal/4*rand : wableVal/4*rand )
     wabbleX.from = player.x+dir
     wabbleX.to = player.x-dir
     wabbleX.start()
     rand = Math.random()
     dir = (rand < 0.5 ? -wableVal*rand : wableVal*rand )
     wabbleY.from = player.y+dir
     wabbleY.to = player.y-dir
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