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https://github.com/yumin-jung/angry-birds
Angry Birds with p5.js and matter.js 🐥
https://github.com/yumin-jung/angry-birds
matterjs p5js
Last synced: 5 days ago
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Angry Birds with p5.js and matter.js 🐥
- Host: GitHub
- URL: https://github.com/yumin-jung/angry-birds
- Owner: yumin-jung
- Created: 2022-04-29T16:26:35.000Z (over 2 years ago)
- Default Branch: main
- Last Pushed: 2023-11-01T23:16:55.000Z (about 1 year ago)
- Last Synced: 2024-05-28T19:01:23.357Z (6 months ago)
- Topics: matterjs, p5js
- Language: JavaScript
- Homepage: https://angry-birds-beta.vercel.app
- Size: 7.15 MB
- Stars: 1
- Watchers: 1
- Forks: 2
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
Awesome Lists containing this project
README
## Contents
- [Concept of the Game 🔥](#concept-of-the-game-)
- [Angry Birds](#angry-birds)
- [Description of the Game 🎮](#description-of-the-game-)
- [Characters and Ability](#characters-and-ability)
- [Birds](#birds)
- [Pigs](#pigs)
- [Game Mechanics and Interfaces](#game-mechanics-and-interfaces)
- [Organization of code 📚](#organization-of-code-)
- [UML](#uml)
- [Main Functions and Classes](#main-functions-and-classes)
- [Functions](#functions)
- [Classes](#classes)
- [Design Pattern](#design-pattern)
- [Atomic Design Pattern](#atomic-design-pattern)
- [Observer Design Pattern](#observer-design-pattern)
- [Factory Design Pattern](#factory-design-pattern)
- [Class and Module](#class-and-module)
- [Main Challenge ⭐️](#main-challenge-️)
- [Appearance part](#appearance-part)
- [Functional part](#functional-part)
- [Issue and Known Bug 🐞](#issue-and-known-bug-)
- [Reference 🌿](#reference-)## Local Development 🧑💻
```bash
git clone [email protected]:yumin-jung/angry-birds.git
cd angry-birds
npm i
npm run dev
```# Concept of the Game 🔥
## Angry Birds
`Angry Birds` is a action-based video game created by [Rovio Entertainment](https://www.rovio.com/).
The game series focuses on a flock of birds who try to save their eggs from green pigs.
# Description of the Game 🎮
## Characters and Ability
### Birds
| Red | Chuck | Bomb | Hal |
| :----------------------------------------: | :------------------------------: | :-----------------------------: | :----------------------------: |
| | | | |
| Cute | Speed Up | Bigger Size | Boomerang |### Pigs
| Minion | Corporal | King |
| :----------------------------------------------: | :------------------------------------------------: | :--------------------------------: |
| | | |
| The Smallest Size | Medium Size | The Biggest Size |## Game Mechanics and Interfaces
- ### Home Screen
- When user clicks screen, character of Angry Bird randomly falls from the sky.
- User can move the characters on the screen by dragging.
- When click the **play button**, user go to `Stage Select Screen`- ### Stage Select Screen
- The characters created on the `Home Screen` remain in the background.
- User can enjoy them with clicks and drags like `Home Screen`.
- When click the stage button, user go to corresponding `Stage Screen`.- ### Stage Screen
- A slingshot and a bird are on the left side of the stage screen.
- User can fire the bird by dragging slingshot back.
- User must adjust the angle to get the pig out of the screen.
- Remaining birds are displayed on the left side and are reduced one by one when the birds are fired.
- To use each bird's ability, user have to press the space bar.
- If the pig goes out of the screen, user get score.
- When user press the pause button, user go to corresponding `Pause Screen`.
- When the user records the highest score, the highest score appears on the stage `Select Screen`.
- ### Pause Screen
- There are four buttons.
- Play button
- Restart button
- Home button
- Stage select button
- Users cannot click on the game screen and must select one of the four buttons.
- When user press the button, go to the corresponding screen.# Organization of code 📚
## UML
This is UML of my implementation.
## Main Functions and Classes
### Functions
- Functions in main.js
- `getStage()`
- Add composites of stage and firing events
- `resetStage()`
- Reset stage and change state of stageName
- `firingEvents()`
- Check firing events
- `setup()` and `draw()`
- Using loop() and noLoop() function from p5.js library
- Used to make the user feel like the screen is switching.- Functions in stage classes
- `getComposites()`
- Return composites of stage
- `updateScore()`
- Transmit remaining birds and scores to the ScoreDisplay class.
- `firing()`
- When the bird is fired, place the new bird on the slingshot.
- Functions in bird classes
- `ability()`
- Activate the ability of a bird### Classes
- Molecules classes (Bird, Box, Elastic, Ground, Pig)
- **Base class** of specific character- Stage Classes (TutorialStage, PyramidStage, TwoPyramidStage, BoomerangStage)
- Add the bodies corresponding to each stage to the canvas
- Manage the bird firing process
- Manage scoring system with ScoreDisplay class- ScoreDisplay
- Receiving a score from the stage
- Display high record on the game screen## Design Pattern
### Atomic Design Pattern
- Atomic design pattern helps to build consistent, solid and reusable design systems.
- Advantages when developed according to the atomic design pattern.
- Increase the `productivity` of development.
- Reduce `error` and error-prone code.### Observer Design Pattern
- Scores were exchanged between score display and stage
- Make the code more simple.
- Different parts of code speak to each other.
### Factory Design Pattern
- Each stage was constructed using the factory design pattern.
- When the stage was restarted, implementation through the factory design pattern was able to make the code more concise.## Class and Module
- All characters and structures of the game were implemented as classes.
- Make available to use each other by importing or exporting them through modules.
- Different parts of code speak to each other.# Main Challenge ⭐️
The main challenge of the project is,> Implementing slingshot same as the actual Angry Birds'
Therefore, I using some of the methods of [Matter.js](https://brm.io/matter-js/) library for implementation.
## Appearance part
Make slingshot look more like real Angry Birds'!
- Image of slingshot used in real Angry bird should be used in the render canvas of this game.
- --> But, bodies are affected by each other in Matter.js render canvas.
- --> Therefore, solved by making the actual body size smaller and only the size of the render image larger.
- Make left and right elastic band of slinghot by Constraint method of Matter.js
- In addition, adjust color and thickness of the elastic band look more like real Angry Birds'.
```js
// Elastic class
class Elastic extends Body {
constructor(x, y, bird) {
super();
this.bird = bird;
const options = {
pointA: {
x: x,
y: y
},
bodyB: this.bird,
stiffness: 0.05,
render: {
type: "line",
strokeStyle: '#120E0A',
lineWidth: 8
}
}
this.body = Matter.Constraint.create(options);
}
}
```## Functional part
Make slingshot function more like real Angry Birds'!
- Function of a bird to fire from a slingshot
- Firing birds with using position of the bird that the user dragging```js
// Events detector in firingEvents function
Events.on(mouseConstraint, 'enddrag', function (event) {
stage.flyingBird = stage.bird;
stage.slingshot.elastic1.body.render.visible = false;
stage.slingshot.elastic2.body.render.visible = false;
if (event.body == stage.bird.body) {
firing = true;
stage.remaingBirds -= 1;
}
})Events.on(engine, 'afterUpdate', function () {
addScore(stage)
if (firing && Math.abs(stage.bird.body.position.x - BIRD_X) < 20
&& Math.abs(stage.bird.body.position.y - BIRD_Y) < 20
&& stage.remainingBirds > 0) {
stage.firing(engine.world);
firing = false;
}
})
```
- Check the bird has been fired and connect the new bird to the slingshot.```js
// firing function in TutorialStage class
firing(world) {
...
this.remainingBirds -= 1;
if (this.remainingBirds == 0) {
slingshot.elastic1.body.bodyB = null;
slingshot.elastic2.body.bodyB = null;
Composite.remove(world, slingshot.getLeftElastic());
Composite.remove(world, slingshot.getRightElastic());
} else {
let newBird = new RedBird(BIRD_X, BIRD_Y, 20);
this.bird = newBird;
bird = this.bird;
Composite.add(world, bird.getBody());
slingshot.elastic1.body.bodyB = bird.getBody();
slingshot.elastic2.body.bodyB = bird.getBody();
}
}
```
# Issue and Known Bug 🐞
- When user drags a bird from a slingshot, it does not support mouse event outside of the render canvas.# Reference 🌿
- ### Load Matter.js into P5.js
- [flanniganable YouTube](https://www.youtube.com/watch?v=wcpmI8H_i8Mlist=PLuywqn95st9THjyjehRn3epVUdjbcYIAT&ab_channel=flanniganable)
- ### Implement Code with Matter.js
- [Matter.js Documentation](https://brm.io/matter-js/docs/)
- [Matter.js GitHub](https://github.com/liabru/matter-js)
- [The Coding Train YouTube](https://www.youtube.com/channel/UCvjgXvBlbQiydffZU7m1_aw)
- [P5.js + Matter.js Examples](https://github.com/b-g/p5-matter-examples)
- ### Helped to Implement Angry Birds
- [Angry Birds with Matter.js](https://www.youtube.com/watch?v=TDQzoe9nslY&ab_channel=TheCodingTrain)
- [Angry Birds Wiki](https://angrybirds.fandom.com/wiki/Angry_Birds_Wiki)
- ### Design Pattern
- [Atomic Design Pattern](https://danilowoz.com/blog/atomic-design-with-react)