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Flappy Bird: is there a way to find the spawn - rate of the poles?
Best way to find if an item is in a JavaScript array?Very Advanced Javascript WYSIWYG editorcanvas drawImage doesn't draw images the first timerequestAnimFrame can't give a constant frame rate, but my physics engine needs itContinuous poling with javascript - will this way workIframe nomenucontext - Modify img tag after creationImage Flickering In Canvas GameTraining Neural Network to play flappy bird with genetic algorithm - Why can't it learn?Correct way to spawn a node scriptSimple way to spawn external process
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I have made a working Flappy Bird game, but the green poles are spawning in a weird way. I have done it like this:
- frameCount is a p5.js variable counting the frames
- draw is a p5.js function that will be done every frame
let game_speed = 1;
let max_speed = 1000;
let spawn_rate = Math.round(max_speed / game_speed);
function draw()
if(frameCount % spawn_rate === 0)
generateNewPole();
game_speed += (game_speed < max_speed / 10)? 0.001 : 0;
spawn_rate = Math.round(max_speed / game_speed);
I have tried the following formulas for the spawn_rate :
Math.round(max_speed - game_speed)
- This didn't work even close to good
Math.round(max_speed / game_speed)
- This worked ok, but I have random big gaps everywhere
Math.round((max_speed - game_speed) / game_speed)
- This worked also quite well, except for random gaps here too
Math.round((max_speed - game_speed) / (max.speed / game.speed))
- The poles spawned at a god-speed rate
Math.round(max_speed / Math.round(game_speed))
- Also random gaps
if(Math.round(frameCount * game.speed) % max_speed === 0)
- Yeah... not a single pole spawned at all
For the second and third things I tried (see above), I expected them to work, but there are still spaces. This might be because of JavaScript's way of handling decimal numbers (It sucks at it) or I am just dumb and doing something completely wrong
edit: here is a link to my code
javascript
add a comment |
I have made a working Flappy Bird game, but the green poles are spawning in a weird way. I have done it like this:
- frameCount is a p5.js variable counting the frames
- draw is a p5.js function that will be done every frame
let game_speed = 1;
let max_speed = 1000;
let spawn_rate = Math.round(max_speed / game_speed);
function draw()
if(frameCount % spawn_rate === 0)
generateNewPole();
game_speed += (game_speed < max_speed / 10)? 0.001 : 0;
spawn_rate = Math.round(max_speed / game_speed);
I have tried the following formulas for the spawn_rate :
Math.round(max_speed - game_speed)
- This didn't work even close to good
Math.round(max_speed / game_speed)
- This worked ok, but I have random big gaps everywhere
Math.round((max_speed - game_speed) / game_speed)
- This worked also quite well, except for random gaps here too
Math.round((max_speed - game_speed) / (max.speed / game.speed))
- The poles spawned at a god-speed rate
Math.round(max_speed / Math.round(game_speed))
- Also random gaps
if(Math.round(frameCount * game.speed) % max_speed === 0)
- Yeah... not a single pole spawned at all
For the second and third things I tried (see above), I expected them to work, but there are still spaces. This might be because of JavaScript's way of handling decimal numbers (It sucks at it) or I am just dumb and doing something completely wrong
edit: here is a link to my code
javascript
add a comment |
I have made a working Flappy Bird game, but the green poles are spawning in a weird way. I have done it like this:
- frameCount is a p5.js variable counting the frames
- draw is a p5.js function that will be done every frame
let game_speed = 1;
let max_speed = 1000;
let spawn_rate = Math.round(max_speed / game_speed);
function draw()
if(frameCount % spawn_rate === 0)
generateNewPole();
game_speed += (game_speed < max_speed / 10)? 0.001 : 0;
spawn_rate = Math.round(max_speed / game_speed);
I have tried the following formulas for the spawn_rate :
Math.round(max_speed - game_speed)
- This didn't work even close to good
Math.round(max_speed / game_speed)
- This worked ok, but I have random big gaps everywhere
Math.round((max_speed - game_speed) / game_speed)
- This worked also quite well, except for random gaps here too
Math.round((max_speed - game_speed) / (max.speed / game.speed))
- The poles spawned at a god-speed rate
Math.round(max_speed / Math.round(game_speed))
- Also random gaps
if(Math.round(frameCount * game.speed) % max_speed === 0)
- Yeah... not a single pole spawned at all
For the second and third things I tried (see above), I expected them to work, but there are still spaces. This might be because of JavaScript's way of handling decimal numbers (It sucks at it) or I am just dumb and doing something completely wrong
edit: here is a link to my code
javascript
I have made a working Flappy Bird game, but the green poles are spawning in a weird way. I have done it like this:
- frameCount is a p5.js variable counting the frames
- draw is a p5.js function that will be done every frame
let game_speed = 1;
let max_speed = 1000;
let spawn_rate = Math.round(max_speed / game_speed);
function draw()
if(frameCount % spawn_rate === 0)
generateNewPole();
game_speed += (game_speed < max_speed / 10)? 0.001 : 0;
spawn_rate = Math.round(max_speed / game_speed);
I have tried the following formulas for the spawn_rate :
Math.round(max_speed - game_speed)
- This didn't work even close to good
Math.round(max_speed / game_speed)
- This worked ok, but I have random big gaps everywhere
Math.round((max_speed - game_speed) / game_speed)
- This worked also quite well, except for random gaps here too
Math.round((max_speed - game_speed) / (max.speed / game.speed))
- The poles spawned at a god-speed rate
Math.round(max_speed / Math.round(game_speed))
- Also random gaps
if(Math.round(frameCount * game.speed) % max_speed === 0)
- Yeah... not a single pole spawned at all
For the second and third things I tried (see above), I expected them to work, but there are still spaces. This might be because of JavaScript's way of handling decimal numbers (It sucks at it) or I am just dumb and doing something completely wrong
edit: here is a link to my code
javascript
javascript
edited Mar 24 at 21:20
FreeRun Life
asked Mar 24 at 20:42
FreeRun LifeFreeRun Life
11
11
add a comment |
add a comment |
1 Answer
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Math.round(max_speed / game_speed)
I can hazard a guess that the big gaps you describe are caused by Math.round when it switches from rounding down to rounding up (and vice versa). I suspect you'd get more consistant behaviour if you switched to Math.floor or Math.ceil.
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Math.round(max_speed / game_speed)
I can hazard a guess that the big gaps you describe are caused by Math.round when it switches from rounding down to rounding up (and vice versa). I suspect you'd get more consistant behaviour if you switched to Math.floor or Math.ceil.
add a comment |
Math.round(max_speed / game_speed)
I can hazard a guess that the big gaps you describe are caused by Math.round when it switches from rounding down to rounding up (and vice versa). I suspect you'd get more consistant behaviour if you switched to Math.floor or Math.ceil.
add a comment |
Math.round(max_speed / game_speed)
I can hazard a guess that the big gaps you describe are caused by Math.round when it switches from rounding down to rounding up (and vice versa). I suspect you'd get more consistant behaviour if you switched to Math.floor or Math.ceil.
Math.round(max_speed / game_speed)
I can hazard a guess that the big gaps you describe are caused by Math.round when it switches from rounding down to rounding up (and vice versa). I suspect you'd get more consistant behaviour if you switched to Math.floor or Math.ceil.
answered Mar 24 at 21:00
ScootsScoots
2,20711428
2,20711428
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