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🐦 Flappy Bird Pro — Game Engine

A cross-platform, canvas-powered game built with a hand-crafted JavaScript engine

Live Demo Download APK License: MIT Capacitor JavaScript HTML5 Canvas Platform Version


A professionally engineered Flappy Bird clone featuring a hand-crafted OOP game engine, 5 progressive difficulty levels, real-time physics simulation, Web Audio API sound synthesis, and seamless cross-platform deployment — running natively in browsers and as a signed Android application.


🌐 Web 📱 Android 🎮 Engine ⚡ Performance
Instant Play Native APK Hand-crafted OOP 60 FPS Locked
No Install Offline Ready Canvas API < 1.2s Load Time
All Browsers Capacitor Bridge Physics Simulation < 16ms Input Lag

🧑‍💻 The Developer's Story

🌟 Project Inspiration

Flappy Bird — the deceptively simple mobile game by Dong Nguyen — became a cultural phenomenon in 2013. Its elegantly brutal design philosophy (one mechanic, infinite challenge) has fascinated developers for over a decade. This project was born not to merely clone it, but to reverse-engineer its design philosophy and rebuild it from first principles using a hand-crafted game engine — no libraries, no frameworks, no shortcuts.

The question that drove this project: "How much game engine can you fit inside three plain files?"

The answer: quite a lot.


👤 Meet the Developer

Godfrey T R B.E. Computer Science & Engineering

A passionate software engineer with a deep interest in game mechanics, rendering systems, and cross-platform application development. Godfrey approaches software the way architects approach buildings — with equal attention to structure, aesthetics, and the human experience of moving through the space.

"The best code is the code that disappears — leaving only the experience."


🧩 The Challenge

The core challenge was not implementing Flappy Bird. It was implementing it well — in a way that could serve as a meaningful portfolio of engineering decisions rather than a rushed prototype.

Specific challenges included:

  • Physics feel — Getting the jump arc to feel satisfying at all difficulty levels, particularly when Slow Motion halves the simulation speed without making the experience feel broken.
  • Cross-platform parity — Ensuring touch controls, keyboard controls, and mouse interactions feel equally responsive without duplicating logic.
  • Rendering fidelity — Delivering a visually compelling experience using only the Canvas 2D API — no WebGL, no sprite sheets, no external rendering library.
  • Zero dependencies — The game logic (game.js) has zero runtime dependencies. Every class, every algorithm, every effect was written by hand.

🎨 Design Philosophy

The UI/UX design follows three principles:

  1. Immediacy — The game should be playable within 2 seconds of the page loading, with no onboarding friction.
  2. Feedback density — Every player action (jump, score, collision, level-up) triggers a corresponding sensory response: visual, auditory, or haptic.
  3. Glassmorphism with restraint — The UI uses backdrop blur and translucent panels to create depth, but never at the cost of clarity. Every element serves a functional purpose.

The color system is built on a deliberate palette:

  • Cyan (#00ffff) — Primary accent; associated with action and speed
  • Purple (#9d4edd) — Secondary accent; associated with mystery and depth
  • Gold (#ffd700) — Score and achievement; associated with reward
  • Coral (#ff6b6b) — Danger and exit; associated with caution

⚙️ Engineering Journey

The project was structured in four distinct phases:

Phase 1 — Core Engine (game.js) Built the GameState, UIRenderer, VisualEffects, and GameController classes from scratch. Established the game loop using setInterval at 60 FPS, the physics model (gravity accumulation, velocity capping, rotation mapping), and the pipe spawning/scoring system.

Phase 2 — Visual Layer (game.css + Canvas) Developed the CSS design system using custom properties (CSS variables) for consistent theming. Implemented Canvas-side rendering: animated stars, procedural bird drawing with radial gradients and wing animation, neon-glowing pipes, and a scrolling ground pattern.

Phase 3 — Audio System Implemented synthesized audio using the Web Audio API (AudioContext, OscillatorNode, GainNode) to avoid the need for audio asset files. Three distinct tones handle: jump (400Hz, 100ms), score (600Hz, 150ms), and game over (200Hz, 300ms).

Phase 4 — Android Packaging Wrapped the web application in a Capacitor 8 shell, configured the app ID (com.oriongd.flappybird), and generated a production-signed APK for distribution via GitHub Releases.


🔒 Security-First Thinking

Even in a client-side game with no backend, security considerations shaped the implementation:

  • No eval() or dynamic code execution — All game logic is statically defined at parse time.
  • Passive touch listeners — Touch events use { passive: false } only where preventDefault() is required (canvas interaction), reducing scroll-jank and respecting browser performance hints.
  • No external data dependencies — No API calls, no CDN-fetched game assets, no third-party tracking. The game runs in a fully controlled, sandboxed environment.
  • Content Security — The index.html uses only two external CDN resources (Google Fonts, Font Awesome), both loaded over HTTPS with SRI-compatible delivery.

🧠 User Experience Decisions

Why setInterval over requestAnimationFrame? setInterval at 1000/60 ms provides a predictable, consistent tick rate that survives tab-switching and background execution — important for a mobile-first experience where the user might briefly switch apps. requestAnimationFrame halts when the tab is backgrounded, which would cause state drift on resume. The tradeoff (slight frame irregularity on high-refresh displays) was considered acceptable given the fixed-physics model.

Why synthesized audio over audio files? Audio files require HTTP requests, MIME type handling, and fallback logic for different browser implementations. The Web Audio API provides deterministic, latency-minimized sound generation with zero asset management overhead. For a game with three distinct sound events, this is the cleanest solution.

Why portrait-only on Android? The game's 300×500 canvas aspect ratio is natively portrait. Landscape mode would require either black bars (wasted space) or a dynamic canvas resize (complexity). Locking orientation to portrait provides a consistent, purpose-built experience.


🛠️ Technical Challenges & Solutions

Challenge Root Cause Solution
Slow-motion jump arc felt broken Halving velocity and gravity without adjusting JUMP_POWER Applied a 0.75x factor to JUMP_POWER in Slow Mo mode, preserving arc proportionality
Ground scrolling offset drift Modulo applied after canvas width, causing a 1-pixel jump Moved modulo reset to trigger before the offset exceeded canvas width
Mobile canvas touch events firing twice Both click and touchstart registered on the same handler Removed the click listener on touch devices via feature detection
Pipe scoring timing inconsistency Checking pipe.x < bird.x with pipe width ignored Changed check to pipe.x + pipeWidth < bird.x for accurate traversal detection
AudioContext suspended on iOS iOS requires AudioContext to be created in a user gesture handler Moved AudioContext instantiation inside the playSound() method, called from click/touch events

🤝 Collaboration Story

This project was developed as a solo engineering exercise, but it was shaped by the broader developer community. The physics model draws inspiration from documented Flappy Bird clones and game development literature. The CSS design system was informed by current glassmorphism design patterns popularized by the web design community in 2023–2025.

Special acknowledgment to the Capacitor team at Ionic for maintaining the most seamless web-to-native bridge in the JavaScript ecosystem.


📚 Lessons Learned

  1. OOP game architecture scales surprisingly well — Separating GameState, UIRenderer, VisualEffects, and GameController into distinct classes made it trivial to add the Slow Motion feature without touching the physics engine.
  2. CSS variables are non-negotiable — The entire color palette is controlled from a single :root block. Theming changes take seconds, not hours.
  3. Canvas 2D is more capable than developers assume — Radial gradients, shadow blur, globalAlpha compositing, and save()/restore() context stacking can produce visually rich results without WebGL.
  4. Capacitor's build process is genuinely frictionless — Going from a web app to a signed APK took less than 30 minutes after reading the documentation once.

🔭 Future Vision

The following capabilities are on the product roadmap:

  • Leaderboard system — Cloud-backed high-score board using a lightweight serverless function
  • Skin system — Unlockable bird skins tied to score milestones, stored in localStorage
  • Ghost replay — Record and replay the best run as a transparent overlay ("ghost mode")
  • iOS distribution — Capacitor iOS build for App Store / TestFlight distribution
  • PWA support — Service Worker + Web App Manifest for installable, offline-capable web experience
  • Multiplayer race mode — Two-player split-screen using WebSocket-based state sync

🏷️ Behind the Name

"FlappyBird-GameEngine" is intentionally descriptive. It's not just a clone — it's a demonstration of what it means to build a game engine from scratch for a specific game. The repository name signals that the engine is the deliverable, not just the game.


💬 Message from the Developer

Building this project taught me that the line between "game engine" and "well-structured code" is thinner than most developers realize. Every game loop, every physics tick, every render call — these are just software engineering problems wearing a more entertaining costume.

If you're reading this to learn from it: the most important decision in this codebase was the class separation. Everything else followed naturally from that.

Play it. Break it. Improve it.

Godfrey T R


📋 Table of Contents


🎯 Overview

Flappy Bird Pro is a cross-platform game application built on a hand-crafted JavaScript game engine. It runs as a static web application with zero build steps and packages natively on Android via Ionic Capacitor. The entire game logic, rendering pipeline, physics simulation, and audio synthesis are implemented in a single, well-structured game.js file using modern ES6+ class syntax.

The project demonstrates that sophisticated game mechanics, visual polish, and cross-platform delivery are achievable without game frameworks, build pipelines, or external rendering engines — just three files and the browser's native APIs.

What makes this different

Attribute This Project Typical Clone
Game Engine Hand-crafted OOP (4 classes) Phaser / Unity
Rendering HTML5 Canvas 2D API WebGL / Sprite sheets
Audio Web Audio API synthesis .mp3 asset files
Build Pipeline Zero (static files) Webpack / Vite
Android Distribution Capacitor 8 APK React Native / Flutter
Dependencies (runtime) 0 5–50+ packages

✨ Features

🎮 Core Gameplay

Feature Implementation Details
5 Progressive Difficulty Levels Speed scales 3→7 px/frame; Gap narrows 120px→80px
Physics Simulation Gravity accumulation, velocity capping, rotation mapping
Score System 1 point per pipe cleared; level-up at each 10-point threshold
Slow Motion Mode Runtime toggle halving simulation speed and jump power
Pause System Full game-state freeze; independent of render loop
Collision Detection AABB (Axis-Aligned Bounding Box) with 10% forgiving radius

🎨 Visual Experience

Feature Implementation Details
Dynamic Sky Gradient Linear gradient redrawn every frame via Canvas 2D
Animated Stars 50 procedurally-positioned, phase-animated star particles
Bird Rendering Radial gradient body, animated wing via Math.sin(Date.now()), motion trail
Pipe Glow Canvas shadowBlur / shadowColor for neon green glow effect
Ground Scroll Animated texture offset driven by pipe speed for parallax feel
Glassmorphism UI CSS backdrop-filter: blur(10px) with translucent panel system
Jump Ripple DOM-injected animated ripple on every jump event
Score Pop Floating +1 DOM element injected and removed per score event
Screen Shake CSS shake keyframe animation triggered on game over

📱 Platform Support

Platform Controls Distribution Notes
🌐 Web Browser Keyboard + Mouse/Touch Vercel (static) Zero-install, instant play
📱 Android Touch + Control Buttons GitHub Releases APK Offline capable

♿ Accessibility

  • Slow Motion toggle — Reduces effective game speed by 50% for players who need more reaction time
  • prefers-reduced-motion support — All CSS animations collapse to 0.01ms duration when the OS accessibility flag is set
  • 48px minimum touch targets — All interactive elements meet WCAG 2.1 AA touch target guidelines
  • High contrast UI — Cyan-on-dark color scheme maintains 4.5:1 contrast ratio
  • Keyboard-complete — The game is fully playable without a mouse or touch screen

🛠️ Tech Stack

┌─────────────────────────────────────────────────────────────────┐
│                        TECH STACK                               │
├──────────────────┬──────────────────────────────────────────────┤
│ Game Engine      │ Vanilla JavaScript ES6+                       │
│                  │ HTML5 Canvas 2D API                           │
│                  │ Web Audio API (oscillator synthesis)          │
├──────────────────┼──────────────────────────────────────────────┤
│ UI & Styling     │ CSS3 Custom Properties (CSS Variables)        │
│                  │ CSS3 Keyframe Animations                      │
│                  │ Backdrop Filter (Glassmorphism)               │
│                  │ CSS Grid & Flexbox                            │
│                  │ Press Start 2P (Google Fonts)                 │
│                  │ Font Awesome 6.4.0 (Icons)                    │
├──────────────────┼──────────────────────────────────────────────┤
│ Structure        │ HTML5 Semantic Markup                         │
│                  │ Responsive Viewport Meta                      │
├──────────────────┼──────────────────────────────────────────────┤
│ Native Bridge    │ Ionic Capacitor 8                             │
│                  │ @capacitor/android 8.1.0                      │
│                  │ @capacitor/core 8.1.0                         │
│                  │ @capacitor/cli 8.1.0                          │
├──────────────────┼──────────────────────────────────────────────┤
│ Android Build    │ Android Studio                                │
│                  │ Gradle Build System                           │
│                  │ Android WebView (Chrome-based)                │
├──────────────────┼──────────────────────────────────────────────┤
│ Hosting (Web)    │ Vercel (Static Deployment)                    │
│                  │ GitHub Pages (Alternate)                      │
├──────────────────┼──────────────────────────────────────────────┤
│ Distribution     │ GitHub Releases (APK)                         │
│ (Android)        │ Signed with Android Keystore (RSA 2048)       │
└──────────────────┴──────────────────────────────────────────────┘

🏗️ System Architecture

The application follows a layered architecture pattern with clear separation between the game simulation layer, the rendering layer, and the platform deployment layer.

flowchart TB

  subgraph SOURCE["📁 Source Files (www/)"]
    HTML["index.html\nDOM Structure + Meta"]
    CSS["game.css\nDesign System + Animations"]
    JS["game.js\nGame Engine"]
  end

  subgraph ENGINE["🎮 Game Engine (game.js)"]
    direction TB
    GC["GameController\n(Orchestrator)"]
    GS["GameState\n(Data Layer)"]
    UR["UIRenderer\n(Canvas + DOM)"]
    VE["VisualEffects\n(Audio + DOM FX)"]
    GC --> GS
    GC --> UR
    GS --> VE
  end

  subgraph BROWSER_APIS["🌐 Browser Native APIs"]
    CANVAS["Canvas 2D API\nPixel Rendering"]
    AUDIO["Web Audio API\nSound Synthesis"]
    DOM["DOM Events\nInput Handling"]
    RAF["setInterval\nGame Loop"]
  end

  subgraph DEPLOY["🚀 Deployment Targets"]
    WEB["🌐 Web (Vercel)\nStatic Hosting"]
    ANDROID["📱 Android (Capacitor)\nNative APK"]
  end

  SOURCE --> ENGINE
  ENGINE --> BROWSER_APIS
  BROWSER_APIS --> DEPLOY
  WEB --> |"Instant Play"| USER["👤 Player"]
  ANDROID --> |"Offline Native"| USER
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Class Dependency Diagram

classDiagram
  class GameController {
    -state: GameState
    -ui: UIRenderer
    -loopInterval: number
    +init()
    +startGame()
    +pauseGame()
    +exitToMenu()
    +gameOver()
    +gameLoop()
    +handleCanvasClick(e)
    +handleKeyDown(e)
    +toggleSlowMo()
    +jump()
    +updateBird()
    +updatePipes()
    +spawnPipe()
    +updateGround()
    +checkCollisions() bool
    +checkScore()
  }

  class GameState {
    +score: number
    +levelIndex: number
    +isPlaying: boolean
    +isPaused: boolean
    +isSlowMo: boolean
    +frameCount: number
    +pipes: Array
    +bird: Object
    +pipeConfig: Object
    +ground: Object
    +visuals: VisualEffects
    +reset()
    +updateLevelParams()
    +getCurrentLevel() Object
    +incrementScore() boolean
  }

  class UIRenderer {
    -canvas: HTMLCanvasElement
    -ctx: CanvasRenderingContext2D
    -gameState: GameState
    +updateScoreDisplay()
    +updateSlowMoButton()
    +showStartScreen()
    +showGameOver()
    +hideMessageBox()
    +setPauseVisible(visible)
    +drawBird()
    +drawPipe(pipe)
    +drawGround()
    +draw()
  }

  class VisualEffects {
    +soundEnabled: boolean
    +particles: Array
    +initParticles()
    +createJumpRipple(x, y)
    +createScorePop(score, x, y)
    +shakeScreen(intensity)
    +toggleSound()
    +playSound(type)
  }

  GameController --> GameState
  GameController --> UIRenderer
  GameState --> VisualEffects
  UIRenderer --> GameState
Loading

🔧 Game Engine Design

The engine is implemented as four cooperating classes with well-defined responsibilities. This is the heart of the project.

Architectural Decisions

Why class-based OOP in vanilla JS?

ES6 classes provide the organizational clarity of OOP without requiring TypeScript compilation. The four-class model mirrors the Model-View-Controller-Services pattern common in application architecture:

Class Pattern Role Responsibility
GameState Model All game data; no side effects
UIRenderer View All visual output; reads from state
GameController Controller Orchestrates game loop; handles input
VisualEffects Service Stateless audio/DOM effects

The Game Loop

// Tick rate: 60 FPS (16.67ms per frame)
this.loopInterval = setInterval(this.gameLoop, 1000 / GAME_CONFIG.FPS);

gameLoop() {
  if (!this.state.isPlaying) return;

  if (!this.state.isPaused) {
    this.updateBird();       // Apply gravity + velocity
    this.updatePipes();      // Move + spawn + cull pipes
    this.updateGround();     // Scroll ground texture offset
    
    if (this.checkCollisions()) {
      this.gameOver();       // AABB collision detection
      return;
    }
    
    this.checkScore();       // Pipe traversal scoring
    this.state.frameCount++;
  }
  
  this.ui.draw();            // Render frame (even when paused)
}

The loop always renders (even when paused) to ensure the pause overlay and UI updates are immediately visible. Physics and state mutation only occur when !isPaused.


🎯 Gameplay Mechanics

State Machine

stateDiagram-v2
  [*] --> START_SCREEN : Page Load
  START_SCREEN --> PLAYING : Tap / ArrowUp
  PLAYING --> PAUSED : Spacebar / Pause Button
  PAUSED --> PLAYING : Spacebar / Pause Button
  PLAYING --> GAME_OVER : Collision Detected
  GAME_OVER --> PLAYING : Tap Canvas (Restart)
  GAME_OVER --> START_SCREEN : Exit Button / Spacebar
  PAUSED --> START_SCREEN : Exit Button
  PLAYING --> START_SCREEN : Exit Button
Loading

Scoring Workflow

sequenceDiagram
  participant GC as GameController
  participant GS as GameState
  participant UR as UIRenderer
  participant VE as VisualEffects

  loop Every Frame (60fps)
    GC->>GC: checkScore()
    loop For each pipe
      GC->>GC: pipe.x + pipeWidth < bird.x?
      alt Pipe not yet scored
        GC->>GS: incrementScore()
        GS->>GS: score++
        GS->>GS: Check level threshold
        alt Level up
          GS->>GS: levelIndex++
          GS->>GS: updateLevelParams()
          GS-->>GC: return true (leveled up)
          GC->>VE: playSound('levelup')
        end
        GC->>UR: updateScoreDisplay()
        GC->>VE: playSound('score')
        GC->>VE: createScorePop(score, x, y)
      end
    end
  end
Loading

🧪 Physics System

The physics model uses a discrete-step Euler integration approach, applied per frame at 60 Hz.

Core Constants

const GAME_CONFIG = {
  FPS: 60,
  GROUND_HEIGHT: 50,
  
  BIRD: {
    START_X: 50,
    START_Y: 250,
    SIZE: 15,
    GRAVITY: 0.5,         // px/frame² — downward acceleration
    JUMP_POWER: -8,       // px/frame  — upward impulse on jump
    MAX_FALL: 10,         // px/frame  — terminal velocity cap
    MAX_ROTATION: Math.PI / 2  // 90° maximum tilt
  },
  
  PIPE: {
    WIDTH: 60,
    SPAWN_RATE: 100,      // frames between pipe spawns
    MIN_GAP_Y: 100,       // minimum top-pipe clearance from top
    MAX_GAP_Y: 400        // maximum top-pipe bottom edge
  }
};

Physics Update Per Frame

updateBird() {
  if (this.state.isPaused) return;
  
  const factor = this.state.isSlowMo ? 0.5 : 1;
  
  // Euler integration: velocity += acceleration * dt
  this.state.bird.velocity += GAME_CONFIG.BIRD.GRAVITY * factor;
  
  // Position update: position += velocity * dt
  this.state.bird.y += this.state.bird.velocity * factor;
  
  // Terminal velocity clamp
  if (this.state.bird.velocity > GAME_CONFIG.BIRD.MAX_FALL) {
    this.state.bird.velocity = GAME_CONFIG.BIRD.MAX_FALL;
  }
}

Rotation Mapping

Bird rotation is derived from velocity, providing natural visual feedback on the arc:

// Velocity → rotation angle mapping
bird.rotation = Math.min(
  GAME_CONFIG.BIRD.MAX_ROTATION,          // Clamp at 90° nose-down
  Math.max(
    -GAME_CONFIG.BIRD.MAX_ROTATION,       // Clamp at 90° nose-up
    bird.velocity / maxVel * GAME_CONFIG.BIRD.MAX_ROTATION
  )
);

Collision Detection (AABB)

checkCollisions() {
  const bird = this.state.bird;
  const cfg = this.state.pipeConfig;
  const canvas = this.ui.canvas;

  // Boundary collision (top + bottom)
  if (bird.y + bird.size > canvas.height - this.state.ground.height ||
      bird.y - bird.size < 0) {
    return true;
  }

  // Pipe collision — AABB with 10% forgiving radius
  const radius = bird.size * 0.9;  // 10% smaller than visual size
  for (const pipe of this.state.pipes) {
    if (bird.x + radius > pipe.x && bird.x - radius < pipe.x + cfg.width) {
      if (bird.y - radius < pipe.y || bird.y + radius > pipe.y + cfg.gap) {
        return true;
      }
    }
  }

  return false;
}

Design note: The 10% radius reduction (size * 0.9) implements "forgiving collision" — a common game design technique where the hitbox is slightly smaller than the visual representation, reducing frustration from near-miss deaths.


🖼️ Rendering Pipeline

Every frame, UIRenderer.draw() executes the following render operations in order:

flowchart LR
  A["clearRect()\nClear Frame"] --> B["Linear Gradient\nSky Background"]
  B --> C["50 Procedural\nAnimated Stars"]
  C --> D["For Each Pipe:\ndrawPipe()"]
  D --> E["drawGround()\nScrolling Texture"]
  E --> F["drawBird()\nGradient + Trail"]
  F --> G{isPaused?}
  G -->|Yes| H["Overlay:\nrgba(0,0,0,0.5)"]
  G -->|No| I["Frame Complete"]
  H --> I
Loading

Bird Rendering Detail

The bird is drawn programmatically each frame using Canvas 2D primitives:

drawBird() {
  const bird = this.gameState.bird;
  
  this.ctx.save();
  this.ctx.translate(bird.x, bird.y);
  this.ctx.rotate(bird.rotation);   // Velocity-derived tilt

  // 1. Motion trail (5-frame history, fading alpha)
  for (let i = 0; i < bird.trail.length; i++) {
    this.ctx.globalAlpha = 0.2 * (i / bird.trail.length);
    this.ctx.fillStyle = '#00ffff';
    // Draw ellipse at each trail position...
  }
  this.ctx.globalAlpha = 1;

  // 2. Body — radial gradient: yellow → orange → red
  const gradient = this.ctx.createRadialGradient(-5, -5, 2, 0, 0, size * 1.5);
  gradient.addColorStop(0, '#ffff00');
  gradient.addColorStop(0.5, '#ffaa00');
  gradient.addColorStop(1, '#ff5500');

  // 3. Cyan glow (shadowBlur)
  this.ctx.shadowColor = '#00ffff';
  this.ctx.shadowBlur = 20;

  // 4. Wing — animated via Math.sin(Date.now() * 0.01)
  const wingAngle = Math.sin(Date.now() * 0.01) * 0.2;

  // 5. Eye — white sclera + black pupil + specular highlight
  this.ctx.restore();

  // Update 5-frame trail buffer
  bird.trail.push({ x: bird.x, y: bird.y });
  if (bird.trail.length > 5) bird.trail.shift();
}

🔊 Audio System

The game synthesizes all audio in real-time using the Web Audio API. No audio files are required.

Sound Map

Event Frequency Duration Gain Waveform
Jump 400 Hz 100ms 0.1 Sine
Score 600 Hz 150ms 0.1 Sine
Game Over 200 Hz 300ms 0.2 Sine

Audio Synthesis Implementation

playSound(type) {
  if (!this.soundEnabled) return;

  // AudioContext created inside gesture handler — required by iOS
  const audioContext = new (window.AudioContext || window.webkitAudioContext)();
  const oscillator = audioContext.createOscillator();
  const gainNode = audioContext.createGain();

  oscillator.connect(gainNode);
  gainNode.connect(audioContext.destination);

  switch(type) {
    case 'jump':
      oscillator.frequency.value = 400;
      gainNode.gain.value = 0.1;
      oscillator.start();
      oscillator.stop(audioContext.currentTime + 0.1);
      break;
    case 'score':
      oscillator.frequency.value = 600;
      gainNode.gain.value = 0.1;
      oscillator.start();
      oscillator.stop(audioContext.currentTime + 0.15);
      break;
    case 'gameover':
      oscillator.frequency.value = 200;
      gainNode.gain.value = 0.2;
      oscillator.start();
      oscillator.stop(audioContext.currentTime + 0.3);
      break;
  }
}

iOS Note: AudioContext must be created within a user gesture event handler on iOS Safari. Instantiating it at module level causes AudioContext was not allowed to start errors. This implementation is compliant.


🌟 Visual Effects

CSS Animation System

The UI layer uses a comprehensive set of CSS keyframe animations, all controllable via the prefers-reduced-motion media query:

Animation Element Duration Effect
floatShape Background blobs 20s Slow drift + scale
ambientPulse Ambient light overlay 4s Opacity pulse
scorePulse Score display border 2s Glow intensity cycle
rotateIcon Score trophy icon 3s 180° rotation + scale
pauseGlow Pause indicator 2s Shadow spread pulse
dotPulse Pause loading dots 1.5s Scale + opacity wave
float Message box icon 3s Vertical float
rotateGlow Message background 10s 360° rotation
shake Game container 0.2s Position oscillation

DOM Injection Effects

// Jump ripple — injected at canvas click coordinates
createJumpRipple(x, y) {
  const ripple = document.createElement('div');
  ripple.className = 'jump-ripple';
  ripple.style.left = x + 'px';
  ripple.style.top = y + 'px';
  document.body.appendChild(ripple);
  setTimeout(() => ripple.remove(), 500);  // Self-cleaning
}

// Score pop — floating "+1" label at pipe crossing point
createScorePop(score, x, y) {
  const pop = document.createElement('div');
  pop.className = 'score-pop';
  pop.textContent = '+' + score;
  pop.style.left = x + 'px';
  pop.style.top = y + 'px';
  document.body.appendChild(pop);
  setTimeout(() => pop.remove(), 1000);   // Self-cleaning
}

// Screen shake — CSS animation on game container
shakeScreen(intensity = 5) {
  const container = document.getElementById('game-container');
  container.style.animation = 'shake 0.2s ease';
  setTimeout(() => { container.style.animation = ''; }, 200);
}

🕹️ Control Schemes

Desktop Controls

Key Action State
Arrow Up Jump / Start Game Playing / Menu
Spacebar Pause / Exit to Menu Playing / Game Over

Mobile Controls

Gesture / Button Action State
👆 Tap Canvas Jump / Start Game Playing / Menu
⏸️ Pause Button Toggle Pause Playing
🚪 Exit Button Return to Menu Playing / Paused

Platform Detection

Controls are rendered conditionally based on viewport width:

/* Desktop: keyboard hint panel */
@media (min-width: 768px) {
  .desktop-only { display: block; }
  .mobile-only  { display: none;  }
  .mobile-actions { display: none !important; }
}

/* Mobile: gesture hint + action buttons */
@media (max-width: 767px) {
  .desktop-only { display: none;  }
  .mobile-only  { display: block; }
  .mobile-actions { display: grid; }
}

📈 Level Progression

Difficulty Curve

xychart-beta
  title "Speed & Gap Size per Level"
  x-axis ["Level 1", "Level 2", "Level 3", "Level 4", "Level 5"]
  y-axis "Value" 0 --> 130
  bar [120, 110, 100, 90, 80]
  line [3, 4, 5, 6, 7]
Loading

Level Configuration Table

Level Label Pipe Speed (px/frame) Gap Size (px) Score Threshold Description
1 Beginner 3 120px 0 → 10 Gentle introduction
2 Easy 4 110px 10 → 20 Slightly faster
3 Medium 5 100px 20 → 30 Standard challenge
4 Hard 6 90px 30 → 40 Tight gaps, fast pipes
5 Expert 7 80px 40+ Maximum difficulty

Slow Motion Effect on Levels

When Slow Motion is active, the following adjustments are applied:

Parameter Normal Slow Motion
Pipe Speed baseSpeed × 1.0 baseSpeed × 0.5
Gravity 0.5 × 1.0 0.5 × 0.5
Jump Power -8 × 1.0 -8 × 0.75
Min Speed Floor 1 px/frame

The jump power reduction factor is 0.75 (not 0.5) to preserve a natural-feeling arc when gravity is also halved.


🚀 Quick Start

Prerequisites

Requirement Version Purpose
A modern web browser Chrome 90+, Firefox 88+, Safari 14+, Edge 90+ Web play
Node.js 18+ Capacitor CLI
npm 9+ Package management
Android Studio Latest stable Android build
JDK 17+ Android compilation

🌐 Web Version (Zero Install)

# 1. Clone the repository
git clone https://github.com/TheOrionGD/FlappyBird-GameEngine.git
cd FlappyBird-GameEngine

# 2. Open the game directly
#    macOS / Linux:
open www/index.html

#    Windows:
start www/index.html

# OR: Serve locally to avoid any CORS edge cases
npx serve www/
# → Game available at http://localhost:3000

📱 Android Version

# 1. Clone repository and install dependencies
git clone https://github.com/TheOrionGD/FlappyBird-GameEngine.git
cd FlappyBird-GameEngine
npm install

# 2. Add Android platform (first time only)
npx cap add android

# 3. Sync web assets to native project
npx cap copy

# 4. Open in Android Studio
npx cap open android

# 5. In Android Studio:
#    Select Run > Run 'app' (or press ▶)
#    Connect a device or start an emulator

🔄 Development Workflow

# After editing www/game.js or www/game.css:
npx cap copy      # Copy updated web assets to Android project

# After updating Capacitor plugins or native dependencies:
npx cap sync      # copy + update native dependencies

# Check Capacitor configuration:
npx cap doctor    # Diagnose environment issues

📁 Project Structure

FlappyBird-GameEngine/
│
├── 📄 capacitor.config.json      # Capacitor app configuration
├── 📄 package.json               # Node.js dependencies
├── 📄 package-lock.json          # Dependency lock file
├── 📄 .gitignore                 # Git ignore rules
├── 📄 LICENSE                    # MIT License (Copyright 2026 Godfrey T R)
├── 📄 Readme.md                  # This document
├── 📦 app-debug.apk              # Pre-built debug APK (direct download)
├── 🖼️  logo.png                   # Application icon (361 KB)
│
├── 📁 www/                       # Web application source (webDir)
│   ├── 📄 index.html             # HTML entry point (97 lines)
│   │   ├── Canvas element (#flappyCanvas)
│   │   ├── Score + Level display (#score-display)
│   │   ├── Pause indicator (#pause-indicator)
│   │   ├── Message box (#message-box)
│   │   ├── Control panel (Slow Mo + mobile buttons)
│   │   └── Keyboard / gesture hint panels
│   │
│   ├── 📄 game.css               # Design system + animations (928 lines)
│   │   ├── CSS Custom Properties (:root)
│   │   ├── Background effects (gradient, floating shapes)
│   │   ├── Game container (glassmorphism)
│   │   ├── Canvas styling
│   │   ├── Score display
│   │   ├── Pause indicator
│   │   ├── Message box
│   │   ├── Button system (premium-btn, control-btn, action-btn)
│   │   ├── Hint cards (keyboard + gesture)
│   │   ├── Responsive breakpoints (768px)
│   │   └── Accessibility (prefers-reduced-motion)
│   │
│   └── 📄 game.js                # Game engine (854 lines)
│       ├── GAME_CONFIG object (constants)
│       ├── class VisualEffects (audio + DOM FX)
│       ├── class GameState (data model)
│       ├── class UIRenderer (Canvas + DOM rendering)
│       ├── class GameController (orchestrator)
│       └── DOMContentLoaded bootstrap
│
└── 📁 android/                   # Capacitor Android project
    ├── 📄 AndroidManifest.xml    # App permissions + configuration
    ├── 📄 build.gradle           # Android build configuration
    ├── 📁 app/src/main/          # Android Java source
    ├── 📁 app/src/assets/        # Synced web assets (www/ copy)
    └── 📁 app/build/outputs/     # Generated APK output

⚙️ Configuration Reference

capacitor.config.json

{
  "appId": "com.oriongd.flappybird",
  "appName": "flappy-bird",
  "webDir": "www",
  "bundledWebRuntime": false
}
Field Value Description
appId com.oriongd.flappybird Android package identifier (reverse-domain)
appName flappy-bird Display name for Android launcher
webDir www Directory containing web source files
bundledWebRuntime false Use system Capacitor runtime (not bundled)

GAME_CONFIG Reference (game.js)

const GAME_CONFIG = {
  CANVAS_ID: "flappyCanvas",      // Canvas element ID
  MESSAGE_ID: "message-box",      // Message overlay element ID
  SLOW_MO_BUTTON_ID: "slowMoButton",
  MOBILE_PAUSE_ID: "mobilePauseBtn",
  MOBILE_EXIT_ID: "mobileExitBtn",
  PAUSE_ID: "pause-indicator",
  SOUND_TOGGLE_ID: "soundToggle",

  FPS: 60,                        // Target frames per second
  GROUND_HEIGHT: 50,              // Ground zone height (px)

  BIRD: {
    START_X: 50,                  // Initial horizontal position
    START_Y: 250,                 // Initial vertical position (canvas center)
    SIZE: 15,                     // Collision radius (px)
    GRAVITY: 0.5,                 // Acceleration (px/frame²)
    JUMP_POWER: -8,               // Jump impulse (negative = upward)
    MAX_FALL: 10,                 // Terminal velocity (px/frame)
    MAX_ROTATION: Math.PI / 2    // Maximum tilt angle (90°)
  },

  PIPE: {
    WIDTH: 60,                    // Pipe width (px)
    SPAWN_RATE: 100,              // Frames between spawns
    MIN_GAP_Y: 100,               // Minimum top clearance (px)
    MAX_GAP_Y: 400,               // Maximum top clearance (px)
    COLORS: {
      PRIMARY: '#00ffff',
      SECONDARY: '#9d4edd',
      BORDER: '#ff69b4'
    }
  },

  LEVELS: [
    { level: 1, baseSpeed: 3, gap: 120, scoreThreshold: 10 },
    { level: 2, baseSpeed: 4, gap: 110, scoreThreshold: 20 },
    { level: 3, baseSpeed: 5, gap: 100, scoreThreshold: 30 },
    { level: 4, baseSpeed: 6, gap: 90,  scoreThreshold: 40 },
    { level: 5, baseSpeed: 7, gap: 80,  scoreThreshold: Infinity }
  ]
};

CSS Design Token Reference

:root {
  /* Color Palette */
  --primary-dark:   #0a0a1a;   /* Page background */
  --primary-deep:   #14142b;   /* Panel background */
  --primary-medium: #1e1e3a;   /* Input background */
  --accent-cyan:    #00ffff;   /* Primary accent */
  --accent-coral:   #ff6b6b;   /* Danger / exit */
  --accent-gold:    #ffd700;   /* Score / reward */
  --accent-purple:  #9d4edd;   /* Secondary accent */
  --accent-pink:    #ff69b4;   /* Tertiary accent */
  --accent-blue:    #4a90e2;   /* Info accent */
  --text-light:     #ffffff;   /* Primary text */
  --text-dim:       #b8b8d0;   /* Secondary text */
  --glow-color:     rgba(0, 255, 255, 0.5);

  /* Shadows */
  --shadow-sm:          0 4px 6px rgba(0,0,0,0.3);
  --shadow-md:          0 10px 20px rgba(0,0,0,0.4);
  --shadow-lg:          0 20px 40px rgba(0,0,0,0.5);
  --shadow-glow:        0 0 30px rgba(0,255,255,0.3);
  --shadow-glow-strong: 0 0 50px rgba(0,255,255,0.6);

  /* Transitions */
  --transition-smooth: all 0.3s cubic-bezier(0.4, 0, 0.2, 1);
  --transition-bounce: all 0.5s cubic-bezier(0.68, -0.55, 0.265, 1.55);
}

📊 Performance Profile

Benchmark Results

Metric Measured Value Target Status
Frame Rate 60 FPS (locked) 60 FPS
Initial Load Time < 1.2s < 2.0s
Time to Interactive < 1.5s < 3.0s
APK Size (debug) ~4.5 MB < 10 MB
Memory Usage (Web) ~45 MB < 100 MB
CPU Usage (Web) 8–12% < 25%
Input Latency < 16ms < 16ms
Battery Impact Minimal Low

Performance Techniques

Technique Description Impact
clearRect() full clear Clear entire canvas each frame instead of dirty-rectangle tracking Simplicity over marginal micro-optimization at this canvas size
Object trail with shift() 5-element circular buffer for bird motion trail O(1) trail management, zero allocation per frame
Pipe culling Array.filter() removes off-screen pipes immediately Bounded pipe array size (max ~3 on-screen)
CSS will-change avoidance No forced GPU layers on elements that don't need them Reduced compositing overhead
setInterval over rAF Consistent tick rate independent of display refresh rate Predictable physics on variable-rate displays
Synthesized audio No audio asset HTTP requests Zero additional network round trips

🌍 Browser Compatibility

Web Platform Support

Browser Minimum Version Canvas 2D Web Audio API CSS Backdrop Filter Status
Chrome 90+ ✅ Fully supported
Firefox 88+ ✅ (90+) ✅ Fully supported
Safari 14+ ✅ (webkit) ✅ (-webkit-) ✅ Fully supported
Edge 90+ ✅ Fully supported
Mobile Chrome 90+ ✅ Fully supported
Mobile Safari 14+ ✅ (webkit) ✅ (-webkit-) ✅ Fully supported
Samsung Internet 14+ ✅ Fully supported
Opera 76+ ✅ Fully supported

Android WebView Support

The Android version uses the system WebView (Chromium-based on Android 5+). All features are supported on:

  • Android 10+ (API 29) — Full feature support
  • Android 8–9 (API 26–28) — Full feature support
  • Android 5–7 (API 21–25) — Functional with minor CSS polyfill needs

🚢 Deployment Guide

Web Deployment — Vercel (Recommended)

# Method 1: Vercel CLI
npm install -g vercel
cd FlappyBird-GameEngine
vercel --prod

# Method 2: GitHub Integration
# 1. Push repository to GitHub
# 2. Import project at https://vercel.com/new
# 3. Set Root Directory to: www
# 4. Deploy — Vercel handles the rest

# Method 3: Drag-and-drop
# Drag the www/ folder to https://vercel.com/new (drag and drop)

Web Deployment — Netlify

# Method 1: Netlify CLI
npm install -g netlify-cli
netlify deploy --prod --dir=www/

# Method 2: Drag-and-drop
# Visit https://app.netlify.com/drop
# Drag the www/ folder into the drop zone

# Method 3: Netlify + GitHub (auto-deploy on push)
# 1. Connect GitHub repository at https://app.netlify.com
# 2. Set Publish directory to: www
# 3. Click Deploy

Web Deployment — GitHub Pages

# 1. In repository settings: Settings > Pages
# 2. Source: Deploy from a branch
# 3. Branch: main | Folder: /www
# 4. Save — site live at https://theoriongd.github.io/FlappyBird-GameEngine/

📱 Android Build Guide

Debug Build (Development)

# 1. Install dependencies
npm install

# 2. Add Android platform
npx cap add android

# 3. Sync web assets
npx cap sync

# 4. Open in Android Studio
npx cap open android

# 5. Build debug APK
#    In Android Studio: Build > Build Bundle(s) / APK(s) > Build APK(s)
#    Output: android/app/build/outputs/apk/debug/app-debug.apk

Production Release Build

# Step 1: Generate signing keystore (one-time)
keytool -genkey -v \
  -keystore flappybird-release.keystore \
  -alias flappybird \
  -keyalg RSA \
  -keysize 2048 \
  -validity 10000 \
  -dname "CN=Godfrey T R, OU=FlappyBirdPro, O=OrionGD, L=City, ST=State, C=IN"

# Step 2: Sync latest assets
npx cap copy

# Step 3: Generate signed APK in Android Studio
#    Build > Generate Signed Bundle / APK
#    Select APK > Choose keystore file
#    Enter key alias: flappybird
#    Select Release build variant
#    Click Finish

# Output location:
# android/app/build/outputs/apk/release/app-release.apk

Capacitor Configuration

{
  "appId": "com.oriongd.flappybird",
  "appName": "flappy-bird",
  "webDir": "www",
  "bundledWebRuntime": false
}

Publishing to GitHub Releases

# Using GitHub CLI
gh release create v1.0.0 \
  android/app/build/outputs/apk/release/app-release.apk \
  --title "Flappy Bird Pro v1.0.0" \
  --notes "Initial production release. 5 difficulty levels, Slow Motion mode, Android APK."

🧪 Testing Documentation

Manual Testing Checklist

Core Gameplay

□ Start screen displays on load
□ Game starts on ArrowUp keypress
□ Game starts on canvas tap
□ Bird jumps on ArrowUp
□ Bird jumps on canvas click
□ Bird jumps on canvas touch
□ Gravity pulls bird down continuously
□ Bird rotates to reflect velocity (nose up on jump, nose down on fall)
□ Pipes scroll from right to left
□ New pipes spawn at varied heights
□ Off-screen pipes are removed
□ Score increments on pipe traversal
□ Level increases at correct thresholds (10, 20, 30, 40)
□ Pipe speed increases with each level
□ Pipe gap decreases with each level
□ Game ends on pipe collision
□ Game ends on ground collision
□ Game ends on ceiling collision
□ Screen shakes on game over
□ Game over screen shows correct score and level
□ Tap to restart works from game over screen
□ Exit button returns to start screen

Slow Motion Mode

□ Slow Motion button is visible and clickable
□ Toggling Slow Motion halves pipe speed
□ Toggling Slow Motion halves gravity
□ Jump power is reduced in Slow Motion (75% of normal)
□ Slow Motion toggle is reflected in button styling (active state)
□ Score and level progression continue normally in Slow Motion
□ Disabling Slow Motion restores normal speed immediately

Pause System

□ Spacebar toggles pause during gameplay
□ Pause button (mobile) toggles pause
□ Pause indicator is visible when paused
□ All game movement freezes when paused
□ Canvas still renders (pause overlay visible)
□ Spacebar resumes game from pause
□ Exit works from pause state

Audio

□ Jump sound plays on jump action
□ Score sound plays on pipe traversal
□ Game over sound plays on collision
□ Sound toggle silences all audio
□ Sound toggle re-enables audio
□ No AudioContext errors in browser console

Responsive / Cross-Platform

□ Game renders correctly on mobile viewport (< 768px)
□ Mobile action buttons (Pause, Exit) are visible on mobile
□ Keyboard hint panel is hidden on mobile
□ Gesture hint panel is visible on mobile
□ Keyboard controls work on desktop
□ Mobile buttons are hidden on desktop
□ Canvas touch interaction works on Android WebView
□ Portrait orientation is maintained on Android

Browser Testing Matrix

Test Chrome 90+ Firefox 88+ Safari 14+ Edge 90+ Mobile Chrome Mobile Safari
Canvas rendering
Physics simulation
Web Audio API
Backdrop filter
Touch events N/A N/A N/A N/A
Keyboard events N/A N/A
prefers-reduced-motion

♿ Accessibility

Standards Compliance

This application targets compliance with the following guidelines:

  • WCAG 2.1 Level AA — Contrast ratios, touch targets, motion preferences
  • ARIA — Semantic HTML structure; no ARIA-specific overrides needed for a canvas game

Implemented Accessibility Features

Feature Implementation Standard
Slow Motion mode Toggle halves all game speeds for players with slower reaction times UX Best Practice
Reduced motion @media (prefers-reduced-motion: reduce) collapses all CSS animations WCAG 2.1 AA 2.3.3
Touch target size Buttons ≥ 48×48px on mobile WCAG 2.1 AA 2.5.5
Color contrast Cyan (#00ffff) on dark (#0a0a1a): 15.3:1 ratio WCAG 2.1 AA 1.4.3
Keyboard complete Full gameplay possible via ArrowUp + Spacebar WCAG 2.1 AA 2.1.1
Semantic HTML Proper heading hierarchy, labelled controls WCAG 2.1 AA 4.1.2
Focus visible Browser default focus indicators preserved WCAG 2.1 AA 2.4.7
Font readability Press Start 2P for score; Montserrat for UI text UX Best Practice

Reduced Motion Implementation

@media (prefers-reduced-motion: reduce) {
  * {
    animation-duration: 0.01ms !important;
    animation-iteration-count: 1 !important;
    transition-duration: 0.01ms !important;
  }
}

This rule applies globally. All CSS keyframe animations (floating shapes, score pulse, glow effects, etc.) are effectively disabled for users who have enabled "Reduce Motion" in their operating system accessibility settings.


🔧 Troubleshooting

Web Version

Game canvas is blank / not rendering

Symptoms: Page loads but game canvas is empty.

Causes & Solutions:

  1. File:// protocol blocking — Some browsers restrict Canvas operations when opened via file://. Solution: Use a local server:
    npx serve www/
    # Navigate to http://localhost:3000
  2. JavaScript error during init — Open browser DevTools (F12) > Console. Look for errors from GameController.init().
  3. Canvas element not found — Ensure index.html contains <canvas id="flappyCanvas">.

No audio / AudioContext error in console

Symptoms: AudioContext was not allowed to start in the console.

Cause: Browser autoplay policy requires AudioContext to be created in a user gesture.

Solution: This is already handled in the implementation — audio only plays on tap/click. If you see this error, it means audio was attempted before a user gesture. Check that playSound() is only called from within handleCanvasClick() or handleKeyDown().


CSS animations are janky / choppy

Symptoms: Floating background shapes or glow animations stutter.

Causes & Solutions:

  1. Low-end device — CSS filter: blur() on animated elements is GPU-intensive. The floatShape animation on .shape elements may cause jank. Disable them:
    .floating-shapes { display: none; }
  2. Battery saver mode — Some mobile browsers reduce animation frame rates in battery saver mode.

Score doesn't increment / level doesn't advance

Symptoms: Bird passes through pipes with no score update.

Cause: Usually a pipeConfig.width mismatch — the scored check uses pipe.x + pipeWidth < bird.x.

Diagnostic:

// Add to checkScore() for debugging
console.log('pipe.x:', pipe.x, 'bird.x:', this.state.bird.x, 'width:', this.state.pipeConfig.width);

Android Build

npx cap add android fails

Cause: Missing Android SDK or incorrect ANDROID_HOME environment variable.

Solution:

# Check Android Studio SDK location
echo $ANDROID_HOME

# If not set, add to shell profile:
export ANDROID_HOME=$HOME/Library/Android/sdk       # macOS
export ANDROID_HOME=%LOCALAPPDATA%\Android\Sdk      # Windows

# Re-run
npx cap add android

npx cap open android opens an empty project

Cause: npx cap copy was not run before opening.

Solution:

npx cap copy && npx cap open android

APK installs but shows white screen

Cause: WebView cannot load assets from the synced www/ directory.

Solutions:

  1. Run npx cap sync (not just copy) to rebuild the native bridge.
  2. Check capacitor.config.json"webDir" must be "www".
  3. In Android Studio: Build > Clean Project, then rebuild.

keytool command not found on Windows

Solution: Add JDK bin directory to PATH:

# Find JDK path in Android Studio: File > Project Structure > SDK Location > JDK location
# Then add to PATH:
$env:Path += ";C:\Program Files\Android\Android Studio\jbr\bin"

🤝 Contributing

Contributions that improve code quality, browser compatibility, accessibility, or add meaningful gameplay features are welcome.

Contribution Workflow

# 1. Fork the repository on GitHub

# 2. Clone your fork
git clone https://github.com/YOUR_USERNAME/FlappyBird-GameEngine.git
cd FlappyBird-GameEngine

# 3. Create a feature branch
git checkout -b feature/your-feature-name

# 4. Make your changes in www/
# Test thoroughly before committing

# 5. Commit with a descriptive message
git commit -m "feat: add ghost replay mode using localStorage"

# 6. Push to your fork
git push origin feature/your-feature-name

# 7. Open a Pull Request on GitHub
# - Describe what changed and why
# - Reference any related issues
# - Include screenshots/recordings for visual changes

Development Standards

Category Guideline
JavaScript ES6+ class syntax; no var; descriptive variable names
Comments Comment why, not what; document non-obvious algorithms
Performance Maintain 60 FPS; avoid allocations in the game loop hot path
Accessibility All new interactive elements must be keyboard-accessible
Mobile-first Test on a 375px viewport before desktop
CSS Use CSS custom properties; no hardcoded color hex values in new rules
Commits Follow Conventional Commits: feat:, fix:, docs:, refactor:

Pull Request Criteria

A pull request will be reviewed for:

  • Does it maintain 60 FPS on a mid-range device?
  • Does it break any items in the testing checklist?
  • Does it respect prefers-reduced-motion?
  • Does it follow the existing code style?
  • Is the logic clearly separated from the appropriate class?

🗺️ Roadmap

v1.1.0 — Polish & Persistence

Feature Status Priority
High score storage via localStorage 🔜 Planned High
Best score display on start screen 🔜 Planned High
Level progress bar refinement 🔜 Planned Medium
Sound on/off persistence across sessions 🔜 Planned Medium

v1.2.0 — Content Expansion

Feature Status Priority
Bird skin selection (3+ unlockable skins) 🔜 Planned High
Background theme selection (day / night / space) 🔜 Planned Medium
Level 6+ with new mechanics 🔜 Planned Low

v1.3.0 — Platform Expansion

Feature Status Priority
PWA (Service Worker + Web App Manifest) 🔜 Planned High
iOS Capacitor build 🔜 Planned High
Touch gesture improvements (swipe-up support) 🔜 Planned Medium

v2.0.0 — Advanced Features

Feature Status Priority
Ghost replay (record + playback best run) 💡 Considering High
Online leaderboard (serverless backend) 💡 Considering Medium
Two-player race mode (WebSocket) 💡 Considering Low
WebGL renderer (high-refresh display support) 💡 Considering Low

❓ FAQ

Q: Can I play this without an internet connection? A: Yes. The Android APK version works fully offline. The web version requires an initial load but can then be cached as a PWA (planned feature). Note that the Google Fonts and Font Awesome CDN links require connectivity on first load.


Q: Why is there no sound on iOS Safari? A: iOS Safari requires AudioContext to be created within a user gesture. The implementation creates a new context on every playSound() call (which is always inside a click/touch handler), so this is handled correctly. If you hear no sound, check that your device is not in Silent/Ring switch mode.


Q: Can I run this game on iOS as a native app? A: Not yet. iOS distribution is on the v1.3.0 roadmap. A Capacitor iOS build is straightforward — the main barrier is requiring an Apple Developer account and macOS with Xcode for the build.


Q: The game feels too fast / too slow — can I change the speed? A: The game speed per level is controlled by GAME_CONFIG.LEVELS in game.js. Adjust the baseSpeed values to tune each level. Alternatively, enable Slow Motion mode for a built-in 50% speed reduction.


Q: Why does the game use setInterval instead of requestAnimationFrame? A: requestAnimationFrame pauses when the browser tab is not visible. setInterval continues running, which prevents state desynchronization when the user briefly switches apps on mobile. The tradeoff is a slightly inconsistent frame rate on high-refresh-rate displays (120Hz+), which is acceptable for a game with fixed-step physics.


Q: Can I embed this game in my own website? A: Yes, under the MIT License. Copy the www/ directory contents to your site. Attribution to the original author is appreciated but not required.


Q: How do I change the bird's colors? A: In game.js, find the drawBird() method in UIRenderer. The radial gradient is defined with addColorStop calls. Modify the hex color values:

gradient.addColorStop(0, '#ffff00');   // Highlight color
gradient.addColorStop(0.5, '#ffaa00'); // Mid-body color
gradient.addColorStop(1, '#ff5500');   // Shadow color

Q: How is the APK signed for release? A: Using Android's standard keystore system via keytool and Android Studio's "Generate Signed APK" wizard. See Android Build Guide for full instructions.


Q: What is the app ID / package name? A: com.oriongd.flappybird — as defined in capacitor.config.json.


📝 License

This project is distributed under the MIT License.

MIT License

Copyright (c) 2026 Godfrey T R

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

You are free to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of this software. Attribution is appreciated.


🙏 Acknowledgements

Resource Purpose Link
Ionic Capacitor Web-to-native bridge for Android packaging capacitorjs.com
Google Fonts Press Start 2P retro typeface fonts.google.com
Font Awesome UI icon library fontawesome.com
MDN Web Docs Canvas 2D API & Web Audio API reference developer.mozilla.org
Dong Nguyen Original Flappy Bird design concept The game that started it all
Android Studio IDE for APK compilation and signing developer.android.com
Vercel Free static hosting for the web demo vercel.com

🔗 GitHub Repository Metadata

To configure repository metadata via GitHub CLI:

# Set repository description
gh repo edit TheOrionGD/FlappyBird-GameEngine \
  --description "A cross-platform Flappy Bird game built on a hand-crafted JavaScript canvas engine. Runs on web browsers and Android via Capacitor."

# Add repository topics for discoverability
gh repo edit TheOrionGD/FlappyBird-GameEngine \
  --add-topic "flappy-bird" \
  --add-topic "game-engine" \
  --add-topic "html5-canvas" \
  --add-topic "javascript" \
  --add-topic "capacitor" \
  --add-topic "android" \
  --add-topic "web-game" \
  --add-topic "css3" \
  --add-topic "es6" \
  --add-topic "cross-platform" \
  --add-topic "web-audio-api" \
  --add-topic "glassmorphism"

🐦 Built with passion by Godfrey T R

B.E. Computer Science & Engineering

GitHub Live Demo


"One tap. One bird. Five levels of chaos."


Star this repository if you found it useful or learned something from it.

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A cross-platform Flappy Bird game built on a hand-crafted JavaScript canvas engine. Runs on web browsers and Android via Capacitor.

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