Angry Birds
A fully featured Angry Birds clone developed solo in C++ using a custom 2D game engine, integrating Box2D physics for realistic collision and destruction simulation. The project features multiple handcrafted levels, a full cast of unique birds with special abilities, destructible block structures and a complete game feel with animations, audio, and particle effects.
Implemented a physics driven slingshot system with rubber band stretch mechanics, trajectory based launching and smooth camera tracking that follows the active bird and transitions between queue birds automatically.
Engineered six distinct bird types each with unique special abilities: Blue Bird triple split, Yellow Bird speed boost, White Bird egg drop with explosion, Green Bird boomerang arc, Black Bird explosion and Red Bird standard impact.
Developed a destructible block system for wood, glass and stone materials with per material resistance, multi stage visual damage states and force based damage calculation from bird and block collisions.
Built a pig damage and death system with helmet and normal pig variants, damage state aware sprite transitions, ground impact damage and animated death smoke sequences.
Created a layered particle and visual feedback system including feather spawns on bird collision, hit smoke effects, skill activation smoke, idle bird and pig blinking and explosion visuals for explosion.
Designed and implemented a scene management system supporting multiple independent levels, seamless scene switching with full state cleanup, and structured block and pig layouts per scene.
Integrated a contact listener on top of Box2D's PostSolve and BeginContact callbacks to drive gameplay events such as damage application, bird ability triggers and visual effect spawning.