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Flappy Bird in Excel VBA - Tutorial Index
This is the main index page for the Flappy Bird in Excel VBA tutorial. Here you can find links to all of the articles which comprise the tutorial.

Posted by Andrew Gould on 11 April 2014

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Flappy Bird in Excel VBA - Tutorial Index

This page contains links to the individual articles which comprise the Flappy Bird in Excel VBA Tutorial. If you just want to download the game, head straight to part 1 where you'll find links and instructions.

Click the headings to navigate to the relevant part of the tutorial. Articles marked as TBD have not yet been written but should appear soon!


Part 1 - Introduction to Flappy Bird in Excel VBA

Introduces you to Flappy Owl and provides links to download the various versions of the game. Includes instructions for enabling macros and running the game in Excel.


Part 2 - Basic Workbook Setup

Shows you how to setup a basic workbook ready to begin coding the Flappy Owl game. Uses a small amount of VBA code to generate a test worksheet.


Part 3 - Windows API Functions

Describes the limitations of timing in Excel VBA and introduces you to the Windows API. Demonstrates how to declare and use Windows API functions in your VBA project and how to ensure they'll work in both 32-bit and 64-bit editions of Microsoft Office.


Part 4 - The Game Timing Loop

Uses Windows API timer functions to create a game timing loop. Adds basic code to make the "bird" fall and stop when it hits the floor.


Part 5 - Starting and Stopping the Game

Shows how to use ActiveX command buttons to start and stop the game loop enabling you to watch the bird fall to the floor and bounce back up.


Part 6 - Detecting Player Input

Discusses several methods for detecting when the player presses keys on the keyboard and taking the appropriate action depending on which key was pressed.


Part 7 - Creating Sprites

Upgrades the art of the game to use multi-cell pictures rather than a single, coloured cell.


Part 8 - Using Class Modules

Replaces several of the normal modules in the project with class modules. This provides clearer definitions of the different objects in the game and allows for better organisation of the code.


Part 9 - Creating the Game Sheet

Upgrades the Test worksheet into a full Game sheet using VBA to define different regions on the sheet.


Part 10 - Creating Obstacles

Combines several techniques used in previous articles to create the image and class module which define the obstacles in the game.


Part 11 - Detecting Collisions

Shows you how to determine when the bird has collided with an obstacle and how to decide what to do next.


Part 12 - Game States

Introduces the idea of game states to control what happens each time the game is updated. Shows how to use enumerations to create a conveniently grouped set of constants.


Part 13 - Playing Sounds

Shows how to use Windows API functions to play sounds within the game.

Part 14 - Writing Text (TBD)

Shows how to create a class module used to write text to our game window in a custom font.

Part 15 - Creating a Game Menu (TBD)

Upgrades our single "Start Game" button to a full game menu. Uses worksheet events to run code automatically when things happen.

If you want to brush up on your background knowledge of Excel or VBA, have a look first at our pages giving information on training courses in Excel and training courses in VBA.

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