Flappy bird colision help

int rectX2;
float r2;
int rectX;
float r;
float v = -1;
float y = 300;
void setup() {
  size(600, 600);
  background(0);
  r = random(50, 450);
  rectX = 550;
  r2 = random(50, 450);
  rectX2 = 1100;
}

void draw() {
  background(0);
  y+=v;
  v+=.25;
  ellipse(300, y, 50, 50); 
  ellipseMode(CENTER ); 
  rect(rectX, r - 500, 100, 500 );
  rect(rectX, r + 150, 100, 500 );
  rect(rectX2, r2 - 500, 100, 500 );
  rect(rectX2, r2 + 150, 100, 500 );
  rectX-=3; 
  if (rectX<=-50){
   rectX=rectX2 + 550;
  }
  rectX2-=3; 
  if (rectX2<=-50){
   rectX2=rectX + 550;
  }
  println(rectX,rectX2);
 }

void keyPressed() {
  if (key==' ')v-=9;
}

i need help adding collision between the circle and rectangle for flappy bird

1 Like
2 Likes

im still new to processing and dont know how to directly implement the into my code

understand, but actually that is the point,
that you asked ? after one day play ?
for something not so basic,

and please not angry

while your game ( show ) looks like a good start!
the code not.
and i hope you allow me to show you a other way
( program structure, variable … )
what later / regarding your question / will pay off.

a rewrite of your code as a example
( sorry, no collision code )

click here

// CANVAS
int     cw = 600;
int     ch = 600;
color   cb = color(200, 200, 0);
boolean showFPS = true;

void settings() {
  size(cw, ch);
}

void setup() {
  pipe1_init();
  pipe2_init();
}

// BIRD
float   bx = 100, by = 0;
float   br = 25;
float   bv = 2, bdv = 0.25, bjv = -5;
color   bfill = color(0, 200, 0);
color   bstroke = color(200, 100, 200);
int     bstrokew = 2;

void bird() {
  fill(bfill);
  strokeWeight(bstrokew);
  stroke(bstroke);
  ellipse(bx, by, 2*br, 2*br);
  by += bv;                                  // for next draw loop
  //bv += bdv; //??
  if ( by > height - br ) by = height - br;  // stop fall down 
  if ( keyPressed && key == ' ' ) by += bjv;
}

// PIPES
float   pgap = 150, pstart = 50, pw = 100, ph = ch, pspeed = 2;
float   p1x = cw, p1y = 0;
float   p2x = 1.5*cw, p2y = 0;               // generate a uneaven space between the pipes
color   pfill = color(100, 100, 0);
color   pstroke = color(50, 50, 0);
int     pstrokew = 8;

void pipe1_init() {
  p1y = random(pstart, ch - pstart-pgap);
  println("p1x "+nf(p1x, 1, 1)+" p1y "+nf(p1y, 1, 1));
}
void pipe2_init() {
  p2y = random(pstart, ch - pstart-pgap);
  println("p2x "+nf(p2x, 1, 1)+" p2y "+nf(p2y, 1, 1));
}

void pipe() {
  fill(pfill);
  strokeWeight(pstrokew);
  stroke(pstroke);
  // pipe 1
  rect(p1x, p1y, pw, -ph);  
  rect(p1x, p1y+pgap, pw, ph);
  p1x -= pspeed;                        // pipe 1 xpos
  if ( p1x <= -pw ) { 
    p1x = cw;
    pipe1_init();                       // new random hight
  }
  // pipe 2
  rect(p2x, p2y, pw, -ph);  
  rect(p2x, p2y+pgap, pw, ph);
  p2x -= pspeed;                        // pipe 2 xpos
  if ( p2x <= -pw ) { 
    p2x = cw;
    pipe2_init();                       // new random hight
  }
}

void draw() {
  background(cb);
  if ( showFPS ) surface.setTitle("Flappy Bird "+nf(frameRate, 1, 1));
  else           surface.setTitle("Flappy Bird 1.0.1");
  bird();
  pipe();
}


1 Like

GoToLoop gave you a link to a working example sketch. You read the tutorial, and you can run that circle-rect collision tutorial sketch in PDE (without changing anything) and see it working, yes?

When you say “directly implement that into my code” – what are you now trying to do, specifically, that you are having trouble with?