3 people like it.
Like the snippet!
Flappy Bird clone using MonoGame
Flappy bird clone script using MonoGame, click the mouse or hit space to flap, no collision detection.
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
11:
12:
13:
14:
15:
16:
17:
18:
19:
20:
21:
22:
23:
24:
25:
26:
27:
28:
29:
30:
31:
32:
33:
34:
35:
36:
37:
38:
39:
40:
41:
42:
43:
44:
45:
46:
47:
48:
49:
50:
51:
52:
53:
54:
55:
56:
57:
58:
59:
60:
61:
62:
63:
64:
65:
66:
67:
68:
69:
70:
71:
72:
73:
74:
75:
76:
77:
78:
79:
80:
81:
82:
83:
84:
85:
86:
87:
88:
89:
|
/// Bird type
type Bird = { X:float; Y:float; VY:float; IsAlive:bool }
/// Respond to flap command
let flap (bird:Bird) = { bird with VY = - System.Math.PI }
/// Applies gravity to bird
let gravity (bird:Bird) = { bird with VY = bird.VY + 0.1 }
/// Applies physics to bird
let physics (bird:Bird) = { bird with Y = bird.Y + bird.VY }
/// Updates bird with gravity & physics
let update = gravity >> physics
/// Generates the level's tube positions
let generateLevel n =
let rand = System.Random()
[for i in 1..n -> 50+(i*150), 32+rand.Next(160)]
open System.IO
open Microsoft.Xna.Framework
open Microsoft.Xna.Framework.Graphics
open Microsoft.Xna.Framework.Input
let loadImage (device:GraphicsDevice) file =
let path = Path.Combine(__SOURCE_DIRECTORY__, file)
use stream = File.OpenRead(path)
let texture = Texture2D.FromStream(device, stream)
let textureData = Array.create<Color> (texture.Width * texture.Height) Color.Transparent
texture.GetData(textureData)
texture
type FlappyBird() as this =
inherit Game()
do this.Window.Title <- "Flap me"
let graphics = new GraphicsDeviceManager(this)
do graphics.PreferredBackBufferWidth <- 288
do graphics.PreferredBackBufferHeight <- 440
let mutable spriteBatch : SpriteBatch = null
let mutable bg : Texture2D = null
let mutable ground : Texture2D = null
let mutable tube1 : Texture2D = null
let mutable tube2 : Texture2D = null
let mutable bird_sing : Texture2D = null
let mutable lastKeyState = KeyboardState()
let mutable lastMouseState = MouseState()
let level = generateLevel 10
let mutable flappy = { X = 30.0; Y = 150.0; VY = 0.0; IsAlive=true }
let flapMe () = if flappy.IsAlive then flappy <- flap flappy
let mutable scroll = 0
override this.LoadContent() =
spriteBatch <- new SpriteBatch(this.GraphicsDevice)
let load = loadImage this.GraphicsDevice
bg <- load "bg.png"
ground <- load "ground.png"
tube1 <- load "tube1.png"
tube2 <- load "tube2.png"
bird_sing <- load "bird_sing.png"
override this.Update(gameTime) =
scroll <- scroll - 1
let currentKeyState = Keyboard.GetState()
let currentMouseState = Mouse.GetState()
let isKeyPressedSinceLastFrame key =
currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)
let isMouseClicked () =
currentMouseState.LeftButton = ButtonState.Pressed &&
lastMouseState.LeftButton = ButtonState.Released
if isKeyPressedSinceLastFrame Keys.Space || isMouseClicked ()
then flapMe ()
flappy <- update flappy
lastKeyState <- currentKeyState
lastMouseState <- currentMouseState
override this.Draw(gameTime) =
this.GraphicsDevice.Clear Color.White
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied)
let draw (texture:Texture2D) (x,y) =
spriteBatch.Draw(texture, Rectangle(x,y,texture.Width,texture.Height), Color.White)
draw bg (0,0)
draw bird_sing (int flappy.X,int flappy.Y)
for (x,y) in level do
let x = x+scroll
draw tube1 (x,-320+y)
draw tube2 (x,y+100)
draw ground (0,360)
spriteBatch.End()
do
use game = new FlappyBird()
game.Run()
|
Bird.X: float
Multiple items
val float : value:'T -> float (requires member op_Explicit)
Full name: Microsoft.FSharp.Core.Operators.float
--------------------
type float = System.Double
Full name: Microsoft.FSharp.Core.float
--------------------
type float<'Measure> = float
Full name: Microsoft.FSharp.Core.float<_>
Bird.Y: float
Bird.VY: float
Bird.IsAlive: bool
type bool = System.Boolean
Full name: Microsoft.FSharp.Core.bool
val flap : bird:Bird -> Bird
Full name: Script.flap
Respond to flap command
val bird : Bird
type Bird =
{X: float;
Y: float;
VY: float;
IsAlive: bool;}
Full name: Script.Bird
Bird type
namespace System
type Math =
static val PI : float
static val E : float
static member Abs : value:sbyte -> sbyte + 6 overloads
static member Acos : d:float -> float
static member Asin : d:float -> float
static member Atan : d:float -> float
static member Atan2 : y:float * x:float -> float
static member BigMul : a:int * b:int -> int64
static member Ceiling : d:decimal -> decimal + 1 overload
static member Cos : d:float -> float
...
Full name: System.Math
field System.Math.PI = 3.14159265359
val gravity : bird:Bird -> Bird
Full name: Script.gravity
Applies gravity to bird
val physics : bird:Bird -> Bird
Full name: Script.physics
Applies physics to bird
val update : (Bird -> Bird)
Full name: Script.update
Updates bird with gravity & physics
val generateLevel : n:int -> (int * int) list
Full name: Script.generateLevel
Generates the level's tube positions
val n : int
val rand : System.Random
Multiple items
type Random =
new : unit -> Random + 1 overload
member Next : unit -> int + 2 overloads
member NextBytes : buffer:byte[] -> unit
member NextDouble : unit -> float
Full name: System.Random
--------------------
System.Random() : unit
System.Random(Seed: int) : unit
val i : int
System.Random.Next() : int
System.Random.Next(maxValue: int) : int
System.Random.Next(minValue: int, maxValue: int) : int
namespace System.IO
namespace Microsoft
namespace Microsoft.Xna
namespace Microsoft.Xna.Framework
namespace Microsoft.Xna.Framework.Graphics
namespace Microsoft.Xna.Framework.Input
val loadImage : device:GraphicsDevice -> file:string -> Texture2D
Full name: Script.loadImage
val device : GraphicsDevice
Multiple items
type GraphicsDevice =
new : adapter:GraphicsAdapter * graphicsProfile:GraphicsProfile * presentationParameters:PresentationParameters -> GraphicsDevice
member Adapter : GraphicsAdapter with get, set
member BlendState : BlendState with get, set
member Clear : color:Color -> unit + 2 overloads
member DepthStencilState : DepthStencilState with get, set
member DisplayMode : DisplayMode
member Dispose : unit -> unit
member DrawIndexedPrimitives : primitiveType:PrimitiveType * baseVertex:int * minVertexIndex:int * numVertices:int * startIndex:int * primitiveCount:int -> unit
member DrawPrimitives : primitiveType:PrimitiveType * vertexStart:int * primitiveCount:int -> unit
member DrawUserIndexedPrimitives<'T> : primitiveType:PrimitiveType * vertexData:'T[] * vertexOffset:int * numVertices:int * indexData:int16[] * indexOffset:int * primitiveCount:int -> unit + 3 overloads
...
Full name: Microsoft.Xna.Framework.Graphics.GraphicsDevice
--------------------
GraphicsDevice(adapter: GraphicsAdapter, graphicsProfile: GraphicsProfile, presentationParameters: PresentationParameters) : unit
val file : string
val path : string
type Path =
static val DirectorySeparatorChar : char
static val AltDirectorySeparatorChar : char
static val VolumeSeparatorChar : char
static val InvalidPathChars : char[]
static val PathSeparator : char
static member ChangeExtension : path:string * extension:string -> string
static member Combine : [<ParamArray>] paths:string[] -> string + 3 overloads
static member GetDirectoryName : path:string -> string
static member GetExtension : path:string -> string
static member GetFileName : path:string -> string
...
Full name: System.IO.Path
Path.Combine([<System.ParamArray>] paths: string []) : string
Path.Combine(path1: string, path2: string) : string
Path.Combine(path1: string, path2: string, path3: string) : string
Path.Combine(path1: string, path2: string, path3: string, path4: string) : string
val stream : FileStream
type File =
static member AppendAllLines : path:string * contents:IEnumerable<string> -> unit + 1 overload
static member AppendAllText : path:string * contents:string -> unit + 1 overload
static member AppendText : path:string -> StreamWriter
static member Copy : sourceFileName:string * destFileName:string -> unit + 1 overload
static member Create : path:string -> FileStream + 3 overloads
static member CreateText : path:string -> StreamWriter
static member Decrypt : path:string -> unit
static member Delete : path:string -> unit
static member Encrypt : path:string -> unit
static member Exists : path:string -> bool
...
Full name: System.IO.File
File.OpenRead(path: string) : FileStream
val texture : Texture2D
Multiple items
type Texture2D =
inherit Texture
new : graphicsDevice:GraphicsDevice * width:int * height:int -> Texture2D + 2 overloads
member Bounds : Rectangle
member GetData<'T> : data:'T[] -> unit + 3 overloads
member Height : int
member Reload : textureStream:Stream -> unit
member SaveAsJpeg : stream:Stream * width:int * height:int -> unit
member SaveAsPng : stream:Stream * width:int * height:int -> unit
member SetData<'T> : data:'T[] -> unit + 3 overloads
member Width : int
static member CreateTex2DFromBitmap : bsource:BitmapSource * device:GraphicsDevice -> Texture2D
...
Full name: Microsoft.Xna.Framework.Graphics.Texture2D
--------------------
Texture2D(graphicsDevice: GraphicsDevice, width: int, height: int) : unit
Texture2D(graphicsDevice: GraphicsDevice, width: int, height: int, mipmap: bool, format: SurfaceFormat) : unit
Texture2D(graphicsDevice: GraphicsDevice, width: int, height: int, mipmap: bool, format: SurfaceFormat, arraySize: int) : unit
Texture2D.FromStream(graphicsDevice: GraphicsDevice, stream: Stream) : Texture2D
val textureData : Color []
module Array
from Microsoft.FSharp.Collections
val create : count:int -> value:'T -> 'T []
Full name: Microsoft.FSharp.Collections.Array.create
Multiple items
type Color =
struct
new : color:Vector4 -> Color + 7 overloads
member A : byte with get, set
member B : byte with get, set
member Equals : obj:obj -> bool + 1 overload
member G : byte with get, set
member GetHashCode : unit -> int
member PackedValue : uint32 with get, set
member R : byte with get, set
member ToString : unit -> string
member ToVector3 : unit -> Vector3
...
end
Full name: Microsoft.Xna.Framework.Color
--------------------
Color()
Color(color: Vector4) : unit
Color(color: Vector3) : unit
Color(color: Color, alpha: int) : unit
Color(color: Color, alpha: float32) : unit
Color(r: float32, g: float32, b: float32) : unit
Color(r: int, g: int, b: int) : unit
Color(r: int, g: int, b: int, alpha: int) : unit
Color(r: float32, g: float32, b: float32, alpha: float32) : unit
property Texture2D.Width: int
property Texture2D.Height: int
property Color.Transparent: Color
Texture2D.GetData<'T (requires default constructor and value type and 'T :> System.ValueType)>(data: 'T []) : unit
Texture2D.GetData<'T (requires default constructor and value type and 'T :> System.ValueType)>(data: 'T [], startIndex: int, elementCount: int) : unit
Texture2D.GetData<'T (requires default constructor and value type and 'T :> System.ValueType)>(level: int, rect: System.Nullable<Rectangle>, data: 'T [], startIndex: int, elementCount: int) : unit
Texture2D.GetData<'T (requires default constructor and value type and 'T :> System.ValueType)>(level: int, arraySlice: int, rect: System.Nullable<Rectangle>, data: 'T [], startIndex: int, elementCount: int) : unit
Multiple items
type FlappyBird =
inherit Game
new : unit -> FlappyBird
override Draw : gameTime:GameTime -> unit
override LoadContent : unit -> unit
override Update : gameTime:GameTime -> unit
Full name: Script.FlappyBird
--------------------
new : unit -> FlappyBird
val this : FlappyBird
Multiple items
type Game =
new : unit -> Game
member Components : GameComponentCollection
member Content : ContentManager with get, set
member Dispose : unit -> unit
member Exit : unit -> unit
member GraphicsDevice : GraphicsDevice
member InactiveSleepTime : TimeSpan with get, set
member IsActive : bool
member IsFixedTimeStep : bool with get, set
member IsMouseVisible : bool with get, set
...
Full name: Microsoft.Xna.Framework.Game
--------------------
Game() : unit
val graphics : GraphicsDeviceManager
Multiple items
type GraphicsDeviceManager =
new : game:Game -> GraphicsDeviceManager
member ApplyChanges : unit -> unit
member BeginDraw : unit -> bool
member CreateDevice : unit -> unit
member Dispose : unit -> unit
member EndDraw : unit -> unit
member GraphicsDevice : GraphicsDevice
member GraphicsProfile : GraphicsProfile with get, set
member HardwareModeSwitch : bool with get, set
member IsFullScreen : bool with get, set
...
Full name: Microsoft.Xna.Framework.GraphicsDeviceManager
--------------------
GraphicsDeviceManager(game: Game) : unit
property GraphicsDeviceManager.PreferredBackBufferWidth: int
property GraphicsDeviceManager.PreferredBackBufferHeight: int
val mutable spriteBatch : SpriteBatch
Multiple items
type SpriteBatch =
inherit GraphicsResource
new : graphicsDevice:GraphicsDevice -> SpriteBatch
member Begin : ?sortMode:SpriteSortMode * ?blendState:BlendState * ?samplerState:SamplerState * ?depthStencilState:DepthStencilState * ?rasterizerState:RasterizerState * ?effect:Effect * ?transformMatrix:Nullable<Matrix> -> unit
member Draw : texture:Texture2D * position:Vector2 * color:Color -> unit + 7 overloads
member DrawString : spriteFont:SpriteFont * text:string * position:Vector2 * color:Color -> unit + 5 overloads
member End : unit -> unit
Full name: Microsoft.Xna.Framework.Graphics.SpriteBatch
--------------------
SpriteBatch(graphicsDevice: GraphicsDevice) : unit
val mutable bg : Texture2D
val mutable ground : Texture2D
val mutable tube1 : Texture2D
val mutable tube2 : Texture2D
val mutable bird_sing : Texture2D
val mutable lastKeyState : KeyboardState
Multiple items
type KeyboardState =
struct
new : [<ParamArray>] keys:Keys[] -> KeyboardState
member Equals : obj:obj -> bool
member GetHashCode : unit -> int
member GetPressedKeys : unit -> Keys[]
member IsKeyDown : key:Keys -> bool
member IsKeyUp : key:Keys -> bool
member Item : Keys -> KeyState
end
Full name: Microsoft.Xna.Framework.Input.KeyboardState
--------------------
KeyboardState()
KeyboardState([<System.ParamArray>] keys: Keys []) : unit
val mutable lastMouseState : MouseState
Multiple items
type MouseState =
struct
new : x:int * y:int * scrollWheel:int * leftButton:ButtonState * middleButton:ButtonState * rightButton:ButtonState * xButton1:ButtonState * xButton2:ButtonState -> MouseState
member Equals : obj:obj -> bool
member GetHashCode : unit -> int
member LeftButton : ButtonState with get, set
member MiddleButton : ButtonState with get, set
member Position : Point
member RightButton : ButtonState with get, set
member ScrollWheelValue : int with get, set
member X : int with get, set
member XButton1 : ButtonState with get, set
...
end
Full name: Microsoft.Xna.Framework.Input.MouseState
--------------------
MouseState()
MouseState(x: int, y: int, scrollWheel: int, leftButton: ButtonState, middleButton: ButtonState, rightButton: ButtonState, xButton1: ButtonState, xButton2: ButtonState) : unit
val level : (int * int) list
val mutable flappy : Bird
val flapMe : (unit -> unit)
val mutable scroll : int
override FlappyBird.LoadContent : unit -> unit
Full name: Script.FlappyBird.LoadContent
property Game.GraphicsDevice: GraphicsDevice
val load : (string -> Texture2D)
override FlappyBird.Update : gameTime:GameTime -> unit
Full name: Script.FlappyBird.Update
val gameTime : GameTime
val currentKeyState : KeyboardState
type Keyboard =
static member GetState : unit -> KeyboardState + 1 overload
Full name: Microsoft.Xna.Framework.Input.Keyboard
Keyboard.GetState() : KeyboardState
val currentMouseState : MouseState
type Mouse =
static member GetState : unit -> MouseState + 1 overload
static member SetPosition : x:int * y:int -> unit
static member WindowHandle : nativeint with get, set
Full name: Microsoft.Xna.Framework.Input.Mouse
Mouse.GetState() : MouseState
Mouse.GetState(window: GameWindow) : MouseState
val isKeyPressedSinceLastFrame : (Keys -> bool)
val key : Keys
KeyboardState.IsKeyDown(key: Keys) : bool
KeyboardState.IsKeyUp(key: Keys) : bool
val isMouseClicked : (unit -> bool)
property MouseState.LeftButton: ButtonState
type ButtonState =
| Released = 0
| Pressed = 1
Full name: Microsoft.Xna.Framework.Input.ButtonState
field ButtonState.Pressed = 1
field ButtonState.Released = 0
type Keys =
| None = 0
| Back = 8
| Tab = 9
| Enter = 13
| CapsLock = 20
| Escape = 27
| Space = 32
| PageUp = 33
| PageDown = 34
| End = 35
...
Full name: Microsoft.Xna.Framework.Input.Keys
field Keys.Space = 32
override FlappyBird.Draw : gameTime:GameTime -> unit
Full name: Script.FlappyBird.Draw
GraphicsDevice.Clear(color: Color) : unit
GraphicsDevice.Clear(options: ClearOptions, color: Vector4, depth: float32, stencil: int) : unit
GraphicsDevice.Clear(options: ClearOptions, color: Color, depth: float32, stencil: int) : unit
property Color.White: Color
SpriteBatch.Begin(?sortMode: SpriteSortMode, ?blendState: BlendState, ?samplerState: SamplerState, ?depthStencilState: DepthStencilState, ?rasterizerState: RasterizerState, ?effect: Effect, ?transformMatrix: System.Nullable<Matrix>) : unit
type SpriteSortMode =
| Deferred = 0
| Immediate = 1
| Texture = 2
| BackToFront = 3
| FrontToBack = 4
Full name: Microsoft.Xna.Framework.Graphics.SpriteSortMode
field SpriteSortMode.Deferred = 0
Multiple items
type BlendState =
inherit GraphicsResource
new : unit -> BlendState
member AlphaBlendFunction : BlendFunction with get, set
member AlphaDestinationBlend : Blend with get, set
member AlphaSourceBlend : Blend with get, set
member BlendFactor : Color with get, set
member ColorBlendFunction : BlendFunction with get, set
member ColorDestinationBlend : Blend with get, set
member ColorSourceBlend : Blend with get, set
member ColorWriteChannels : ColorWriteChannels with get, set
member ColorWriteChannels1 : ColorWriteChannels with get, set
...
Full name: Microsoft.Xna.Framework.Graphics.BlendState
--------------------
BlendState() : unit
field BlendState.NonPremultiplied
val draw : (Texture2D -> int * int -> unit)
val x : int
val y : int
SpriteBatch.Draw(texture: Texture2D, destinationRectangle: Rectangle, color: Color) : unit
SpriteBatch.Draw(texture: Texture2D, position: Vector2, color: Color) : unit
SpriteBatch.Draw(texture: Texture2D, destinationRectangle: Rectangle, sourceRectangle: System.Nullable<Rectangle>, color: Color) : unit
SpriteBatch.Draw(texture: Texture2D, position: Vector2, sourceRectangle: System.Nullable<Rectangle>, color: Color) : unit
SpriteBatch.Draw(texture: Texture2D, destinationRectangle: Rectangle, sourceRectangle: System.Nullable<Rectangle>, color: Color, rotation: float32, origin: Vector2, effects: SpriteEffects, layerDepth: float32) : unit
SpriteBatch.Draw(texture: Texture2D, position: Vector2, sourceRectangle: System.Nullable<Rectangle>, color: Color, rotation: float32, origin: Vector2, scale: float32, effects: SpriteEffects, layerDepth: float32) : unit
SpriteBatch.Draw(texture: Texture2D, position: Vector2, sourceRectangle: System.Nullable<Rectangle>, color: Color, rotation: float32, origin: Vector2, scale: Vector2, effects: SpriteEffects, layerDepth: float32) : unit
SpriteBatch.Draw(texture: Texture2D, ?position: System.Nullable<Vector2>, ?destinationRectangle: System.Nullable<Rectangle>, ?sourceRectangle: System.Nullable<Rectangle>, ?origin: System.Nullable<Vector2>, ?rotation: float32, ?scale: System.Nullable<Vector2>, ?color: System.Nullable<Color>, ?effects: SpriteEffects, ?layerDepth: float32) : unit
Multiple items
type Rectangle =
struct
new : location:Point * size:Point -> Rectangle + 1 overload
val X : int
val Y : int
val Width : int
val Height : int
member Bottom : int
member Center : Point
member Contains : value:Point -> bool + 7 overloads
member Equals : obj:obj -> bool + 1 overload
member GetHashCode : unit -> int
...
end
Full name: Microsoft.Xna.Framework.Rectangle
--------------------
Rectangle()
Rectangle(location: Point, size: Point) : unit
Rectangle(x: int, y: int, width: int, height: int) : unit
Multiple items
val int : value:'T -> int (requires member op_Explicit)
Full name: Microsoft.FSharp.Core.Operators.int
--------------------
type int = int32
Full name: Microsoft.FSharp.Core.int
--------------------
type int<'Measure> = int
Full name: Microsoft.FSharp.Core.int<_>
SpriteBatch.End() : unit
val game : FlappyBird
Game.Run() : unit
Game.Run(runBehavior: GameRunBehavior) : unit
More information