Summary

In this chapter, we created the design of Flappy Bird, and you learned how to create a similar game. You learned about the sprite game object in detail; you also learned about two movement behaviors and how to manipulate them in the Properties bar and in the code.

You also learned about random generation and how to utilize that technique. Moreover, you learned about object picking in the event sheet. In this chapter, you learned about movement behaviors that we can use to move objects and also learned how to use instance variables in the game.

One thing is still left to be done in our code. If you check the event sheet, you will see that we made all the other objects stop moving when the player hits a rock to make it look like the game stop. However, we haven't made the rock and other objects stop moving when the player hits the ground. Can you modify the code so that the objects stop when the player falls to the ground?

If you're confused about how to write events or what each action does, there are online references on Scirra's website in the manual (https://www.scirra.com/manual) and the tutorials (https://www.scirra.com/tutorials) sections. If you have any questions, you can go to a forum at Scirra's website that helps answer beginners' questions (https://www.scirra.com/forum/how-do-i_f147?sid=14629540d36803dcf68f7ceaf248ab0c).

I encourage you to not just copy what I write here and in the later chapters, but also add your own twist to the gameplay. What more can you add to this Flappy Bird mechanic?

In the next chapter, we will use instance variables in a more in-depth way to change the state of an object. We'll do this by creating a clone of a simple game, Breakout.

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