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.
- 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.