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Flappy Bird Game

 import Felgo 4.0
 import QtQuick 2.0
 import "../game"
 import "../common"
 import "../entities"

 SceneBase {
   id: scene

   property int score: 0

   property bool gameIsRunning: false
   property double gravityValue: 9.81 * 3

   property alias entityContainer: level

   signal menuPressed()
   signal networkPressed()
   signal useCoinsPressed()

   PhysicsWorld {
     id: physicsWorld

     gravity.y: gravityValue

     // for physics-based games, this should be set to 60!
     updatesPerSecondForPhysics: 60

     // this should be increased so it looks good, by default it is set to 1 to save performance
     velocityIterations: 5
     positionIterations: 5

     // by default debugDraw is visible in debug builds
     debugDrawVisible: false
   }

   Level {
     id: level
     anchors.fill: parent
   }

   Player {
     id: player
     resetX: parent.width/10*3
     resetY: parent.height/10*4
     onGameOver: {
       if(scene.state === "gameOver")
         return
       coins+=score
       scene.state = "gameOver"
       audioManager.play(audioManager.idDIE)
       audioManager.play(audioManager.idHIT)
     }
   }

   // displaying the score
   Numbers {
     anchors.horizontalCenter: parent.horizontalCenter
     y: 30
     number: score
   }

   // it's important to fill the gameWindowAnchorItem, so the whole screen is touch-able on any device with any aspect ratio
   MouseArea {
     id: mouseControl
     anchors.fill: scene.gameWindowAnchorItem
     onPressed: {
       if(gameIsRunning) {
         player.push()
       }
     }
   }

   // overlay on game over
   GameOverScreen {
     id: gameOverStats

     onPlayPressed: scene.state = "wait"
     onNetworkPressed: parent.networkPressed()
     onUseCoinsPressed: parent.useCoinsPressed()
   }

   // get-ready screen
   WaitScreen {
     id: waitToPlay
     onClicked: {
       scene.state = "play"
       player.push()
     }
   }

   onBackButtonPressed: {
     if(scene.state == "gameOver") mainItem.state = "menu"
     scene.state = "gameOver"
   }

   function enterScene() {
     state = "wait"
   }

   function exitScene() {
     menuPressed()
   }

   function initGame() {
     player.reset()
     level.reset()
     score = 0
   }

   function startGame() {
     level.start()
   }

   function stopGame() {
     level.stop()
   }

   function gameOver() {
     stopGame()
     // do not submit a score of 0
     if(score > 0) {
       // submit the new score; if there is a new highscore, a signal onNewHighscore() is emitted by FelgoGameNetwork
       gameNetwork.reportScore(score)
     }
   }

   state: "wait"

   states: [
     State {
       name: "wait"
       PropertyChanges {target: waitToPlay; opacity: 1}
       PropertyChanges {target: physicsWorld; gravity: Qt.point(0,0)}

       StateChangeScript {
         script: {
           initGame()
         }
       }
     },
     State {
       name: "play"
       PropertyChanges {target: scene; gameIsRunning: true}
       PropertyChanges {target: physicsWorld; gravity: Qt.point(0,gravityValue)}
       StateChangeScript {
         script: {
           startGame()
         }
       }
     },
     State {
       name: "gameOver"
       PropertyChanges {target: gameOverStats; opacity: 1}
       PropertyChanges {target: physicsWorld; gravity: Qt.point(0,gravityValue*3)}
       StateChangeScript {
         script: {
           gameOver()
         }
       }
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