Angry Birds Clone

Angry Birds clone · Physics game · built by the Vibecode team

Angry Birds Clone rebuilds Angry Birds with its real name and look: an arched ANGRY BIRDS title, the Poached Eggs and Mighty Hoax episodes, a wooden slingshot on the left and the pigs' fort on the right. Drag a bird back, let go, and real Box2D physics (planck.js) sends planks flying, cracks ice and stone, and pops pigs for 5,000 points. Blue birds split in three, yellow birds dash and black birds explode; every spare bird is worth 10,000 when the last pig falls, then LEVEL CLEARED! pops up to three stars. 16 hand-built levels across two backdrops, a Sandbox with endless birds, pause, retry and saved highscores. The birds and pigs are our own characters, and everything (including the sounds) is drawn or synthesised in code.

  • Web app
  • Hand-built
  • Free to remix
Angry Birds Clone, physics game built with Vibecode
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Prompt · 774 words

Build a polished web clone of Angry Birds, the slingshot physics game: pull a bird back on a wooden slingshot, let go, and knock down wood, ice and stone forts to pop every pig. Use a real 2D physics engine (planck.js, the Box2D port) and draw everything in code on one HTML canvas, with React only for the menus and HUD (no image or sound files).

It is Angry Birds on screen: its name, an arched "ANGRY BIRDS" wordmark (red top word, yellow bottom word, thick dark outline, Luckiest Guy) and its own words ("LEVEL CLEARED!", "LEVEL FAILED!", "SCORE:", "HIGHSCORE:", "NEW HIGHSCORE!", "PAUSED", episodes "Poached Eggs" and "Mighty Hoax"). Copy the look and mechanics but draw ORIGINAL birds and pigs with canvas paths: round birds with two-feather crests, brows, cream bellies and two-part beaks (red basic, small blue that splits into three, yellow wedge that dashes, black bomb with a fuse), and round green pigs with ears, a light snout and nostrils (small, medium, large, and helmet versions).

SHELL
Landscape, full screen. Opens on the title: the wordmark drops in over a live attract game (a bot plays level 1-1 behind it), a big glossy green Play button, the tagline "Fling. Smash. Pop.", a sound toggle. Play -> Select episode (three cards drawn with the real characters: Poached Eggs, Mighty Hoax, Sandbox, each with a star count) -> level grid (amber rounded tiles with the number and three stars; padlocks until the level before is cleared) -> the level. No onboarding, login or paywall.

SCREENS
1. Level: classic side view. Day sky (pale blue to cream), a wavy white cloud band, misty hills with tall stalk plants, fern clumps, dark green leafy ground band; sunset palette with a sun and stars for Mighty Hoax. Slingshot on the left (wooden Y, dark rubber bands, leather pouch), the waiting birds hopping on the ground behind it, the fort on the right. HUD: round pause and restart buttons top left with the level number, "HIGHSCORE:" and a big outlined "SCORE:" top right.
2. Shooting: drag the bird (or anywhere on the left third) back up to 3.3 m, release to launch at 6.8 m/s per metre of pull. Tap mid-flight for powers (split, dash x2.3, explode; the bomb also goes off 2.2 s after it lands). White puff trail behind the bird; the last shot's trail stays faint. The camera fits the level and follows the bird when the fort is off-screen; a new level starts on the fort and pans back.
3. Damage: contact impulses deal damage by material (wood, fragile ice, tough stone); blocks crack in two stages, then break into chunks and dust; pigs wince, bruise, then pop in a green smoke puff with a green "5000". Broken blocks score 500/800. Floating outlined score numbers.
4. End: when every pig is gone, each unused bird pops for 10,000. "LEVEL CLEARED!" panel: three stars pop in one by one with a chime, the score counts up, NEW HIGHSCORE!, and levels / retry / next buttons. Out of birds: "LEVEL FAILED!" with a laughing pig and levels / retry.
5. Pause: a dark drawer slides in from the left (resume, restart, levels, sound) with a big "PAUSED".
6. Sandbox: a big three-storey fort, endless birds of all four kinds, never ends.

LEVELS
16 hand-made levels with a few helpers (frame, col, beam, box, tri, ball, pig, hill): 1-1 two wood frames and a top frame; ice pavilions; a pyramid of frames; a glass house for the blue birds; a tall stone/wood/ice tower; a far thin tower behind a stone wall for the yellow bird; a fort on a grassy hill; a stone bunker with a helmet pig for the bomb; then hills, a boulder on a ledge, a bridge on stone pillars, an ice castle of helmet pigs, a skyscraper, a crate pile and a final fortress. Stars from score thresholds; progress, stars and highscores saved in localStorage.

LOOK
Chunky cartoon: thick dark outlines, glossy round buttons with a hard shadow, Luckiest Guy for big words and Lilita One for UI. Synthesised Web Audio effects (stretch, launch, wood thunk, ice shatter, pig pop, boom, star chime, win/lose jingles).

RULES
Fixed 60 Hz physics steps so play is deterministic; a ?demo=1 tour (title -> episodes -> levels -> a scripted bomb shot on 1-8 -> 3 stars) replays exactly. Mouse and touch; Esc pauses, R restarts. Works on phones (portrait shows ~17 m and pans, with a "turn your phone sideways" tip).

REMIX-READY
brand.ts (name, words, colours, scoring), themes.ts (backdrops), levels/ (one function per level), tuning.ts (physics feel), render/characters.ts (the cast), a README with a file map.
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