You are currently accessing the institutional-grade blueprint for <b>Java Game Development – Create a Flappy Bird Clone</b>. Instant digital deployment and lifetime encrypted access are guaranteed immediately upon transaction clearance.
Although this course is focused on creating a clone of the popular game "Flappy Bird", it will also teach you valuable concepts of games programming such as an effective game loop and the loading of resources into your game. The way that we program this entire project is not unique to Flappy Bird, the student will be left with a basic, but solid, game engine that will allow them to quickly prototype any 2D game ideas that they may have.
We create and customise the window that we will ultimately be rendering to.
We create some interfaces that are core to our game engine.
Using the window and interfaces we created we will render to the screen
The game loop we will be creating is one of the most important parts of this course. In this section we will explain in-depth and program the game loop.
We will program the entities that our game will be rendering and updating. In the case of Flappy Bird, this will be the Bird and the scrolling Pipes.
We will be creating a customised input handler for our game.
Course Curriculum
Introduction to the Course
- Welcome (1:14)
Initialising the game window
- Section Introduction (0:09)
- Initialising the game window (6:28)
Updatable and Renderable interfaces
- Section Introduction (0:18)
- Updatable and Renderable Interfaces (5:49)
Rendering to the screen
- Section Introduction (0:09)
- Rendering to the Screen (6:40)
- More in-depth explanation of rendering (4:36)
The game loop
- Section Introduction (0:32)
- Introduction to the Game Loop's Logic (6:24)
- The Update Logic (6:36)
- The Render Logic (6:06)
- FPS Check Logic and the Main Method (5:03)
Game entities part 1
- Section Introduction (0:24)
- The Flappy Bird (5:18)
- Programming the Pipes (Part 1) (5:22)
- Programming the Pipes (Part 2) (5:18)
- Programming the Pipes – Updating (6:11)
- Programming the Pipes – Rendering (6:39)
Game input
- Section Introduction (0:16)
- Input and a Preview of the Pipes (8:08)
Game entities part 2
- Section Introduction (0:14)
- Initialising and Sprite Loading (6:08)
- The Basic Movement Logic (5:27)
- Starting Collision Detection (5:44)
- Finishing Collision Detection (3:17)
- Rendering (4:46)
Conclusion
- Course Outro (0:19)
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