flappy bird游戏源代码揭秘和下载 —— 可运行于android、ios和html5多平台
2018-07-20 来源:编程学习网
背景:
最近火爆全球的游戏flappy bird让笔者叹为观止,于是花了一天的时间山寨了一个一模一样的游戏,现在把游戏的思路和源码分享出来,代码是基于javascript语言,cocos2d-x游戏引擎,cocos2d-x editor手游开发工具完成的,请读者轻砸;
ps:运行demo必须配置好cocos2d-x editor,暂不支持其他工具。还有demo是跨平台的,可移植运行android,ios,html5移动系统等;
Android Apk下载:(演示效果)
暂时只移植打包到android系统,可下载运行看看效果;
腾讯微云:http://share.weiyun.com/cac18d8c58d40bf2401b3fdeeb6bcb2f
代码下载:
百度云盘:http://pan.baidu.com/s/1pJnWDb9
代码如何移植到各平台:
?Android:http://blog.csdn.net/touchsnow/article/details/19176091
html5: ? ? ??http://blog.makeapp.co/?p=245
效果图:
开发工具:
cocos2dx editor,它是开发跨平台的手机游戏工具,运行window/mac系统上,javascript脚本语言,基于cocos2d-x跨平台游戏引擎, 集合代码编辑,场景设计,动画制作,字体设计,还有粒子,物理系统,地图等等的,而且调试方便,和实时模拟;
cocos2dx editor 下载,介绍和教程:http://blog.csdn.net/touchsnow/article/details/19070665;
cocos2dx editor官方博客:http://blog.makeapp.co/;(请持续关注版本更新)
思路和源码:
1 场景设计MainLayer.ccbx,如下图;主要分三层,开始场景、主场景、游戏结束场景,通过显示隐藏控制三个场景的切换。
MainLayer.ccbx代码
<?xml version="1.0" encoding="UTF-8"?> <Document jsControlled="true" jsController="MainLayer" resolution="default" > <Resolutions> <Resolution centeredOrigin="false" ext="iphone" height="1280" width="720" name="default" scale="1"/> <Resolution centeredOrigin="false" ext="iphone" height="720" width="1280" name="default1" scale="1"/> </Resolutions> <Animations> <Animation autoPlay="true" id="0" name="Default Timeline" length="10" chainedId="0" offset="0.0" position="0.0" resolution="30" scale="128"> <CallbackChannel> </CallbackChannel> <SoundChannel> </SoundChannel> </Animation> </Animations> <Layer positionX="0" positionY="0.0" sizeType="Percent" width="100" height="100" anchorPointX="0.5" anchorPointY="0.5" ignoreAnchorPoint="true" scaleX="1" scaleY="1" > <Sprite positionType="LeftBottom" width="720.0" height="1280.0" positionX="0" positionY="0" anchorPointX="0" anchorPointY="0" src="Resources/bg.png" name="" var="" target="None" scaleX="1" scaleY="1" visible="true"/> <LayerColor positionType="LeftBottom" width="720" height="1280" positionX="0" positionY="0" anchorPointX="0" anchorPointY="0" color="#fff2e8ff" visible="false"/> <Menu positionType="LeftBottom" width="40" height="40" positionX="356.0" positionY="237.0" anchorPointX="0.5" anchorPointY="0.5" scaleX="2.4" scaleY="1.725"> </Menu> <Sprite positionType="LeftBottom" width="840.0" height="281.0" positionX="0" positionY="0" anchorPointX="0" anchorPointY="0" src="Resources/ground.png" var="ground" target="Doc"/> <Node positionType="LeftBottom" width="40" height="40" positionX="800" positionY="250" anchorPointX="0" anchorPointY="0" var="hoseNode" target="Doc"> <Sprite positionType="LeftBottom" width="86.0" height="60.0" positionX="-500" positionY="400" anchorPointX="0.5" anchorPointY="0.5" src="Resources/flappy_packer.plist/bird3.png" var="test" target="Doc" visible="false"/> <Sprite positionType="LeftBottom" width="86.0" height="60.0" positionX="-550" positionY="500" anchorPointX="0.5" anchorPointY="0.5" src="Resources/flappy_packer.plist/bird1.png" var="bird" target="Doc" scaleX="1" scaleY="1" rotation="0" visible="true"/> </Node> <Node positionType="LeftBottom" width="40" height="40" positionX="303.0" positionY="500" anchorPointX="0.5" anchorPointY="0.5" var="readyNode" target="Doc" visible="true"> <Sprite positionType="LeftBottom" width="508.0" height="158.0" positionX="95.0" positionY="584.0" anchorPointX="0.5" anchorPointY="0.5" src="Resources/flappy_packer.plist/getready.png"/> <Sprite positionType="LeftBottom" width="286.0" height="246.0" positionX="73.0" positionY="236.0" anchorPointX="0.5" anchorPointY="0.5" src="Resources/flappy_packer.plist/click.png"/> </Node> <Node positionType="LeftBottom" width="40" height="40" positionX="300" positionY="500" anchorPointX="0.5" anchorPointY="0.5" var="overNode" target="Doc" visible="true"> <Sprite positionType="LeftBottom" width="590.0" height="298.0" positionX="72.0" positionY="219.0" anchorPointX="0.5" anchorPointY="0.5" src="Resources/flappy_packer.plist/base.png"> <Sprite positionType="LeftBottom" width="508.0" height="158.0" positionX="286.0" positionY="458.0" anchorPointX="0.5" anchorPointY="0.5" src="Resources/flappy_packer.plist/gameover.png"/> </Sprite> <Menu positionType="LeftBottom" width="40" height="40" positionX="0" positionY="0" anchorPointX="0.5" anchorPointY="0.5"> <MenuItem positionType="LeftBottom" width="290" height="176" positionX="-65.0" positionY="-92.0" anchorPointX="0.5" anchorPointY="0.5" normalImage="Resources/flappy_packer.plist/start.png" target="Doc" onClick="onStartClicked"/> <MenuItem positionType="LeftBottom" width="290" height="176" positionX="230.0" positionY="-92.0" anchorPointX="0.5" anchorPointY="0.5" target="Doc" normalImage="Resources/flappy_packer.plist/grade.png" onClick="onGradeClicked"/> </Menu> </Node> </Layer> </Document>
2 代码编写MainLayer.js
首先,小鸟在向前飞,其实是底部的路和水管在向左移动,相对的你就感觉小鸟在向右飞了;路循环移动代码:
MainLayer.prototype.groundRun = function () { var action1 = cc.MoveTo.create(0.5, cc.p(-120, 0)); var action2 = cc.MoveTo.create(0, cc.p(0, 0)); var action = cc.Sequence.create(action1, action2); this.ground.runAction(cc.RepeatForever.create(action)); }
初始化高低不同的水管,每一关卡都由上下两水管和空隙组成。总长度相同,空隙也一定,随机取下面水管的长度,就形成错落有致的水管关卡;
MainLayer.prototype.newHose = function (num) { var hoseHeight = 830; var acrossHeight = 300; var downHeight = 100 + getRandom(400); var upHeight = 1100 - downHeight - acrossHeight; var hoseX = 400 * num; var HoseName = FP_MAIN_TEXTURE.HOSE; var ccSpriteDown = cc.Sprite.createWithSpriteFrameName(HoseName[0]); ccSpriteDown.setZOrder(1); ccSpriteDown.setAnchorPoint(cc.p(0, 0)); ccSpriteDown.setPosition(cc.p(hoseX, 0)); ccSpriteDown.setScaleY(downHeight / hoseHeight); var ccSpriteUp = cc.Sprite.createWithSpriteFrameName(HoseName[1]); ccSpriteUp.setZOrder(1); ccSpriteUp.setAnchorPoint(cc.p(0, 0)); ccSpriteUp.setPosition(cc.p(hoseX, downHeight + acrossHeight)); ccSpriteUp.setScaleY(upHeight / hoseHeight); this.hoseNode.addChild(ccSpriteDown); this.hoseNode.addChild(ccSpriteUp); this.hoseSpriteList.push(ccSpriteDown); this.hoseSpriteList.push(ccSpriteUp); return null; }
一开始进入游戏让底部路不断移动,初始化水管,显示准备游戏场景;
MainLayer.prototype.onEnter = function () { cc.AnimationCache.getInstance().addAnimations("Resources/flappy_frame.plist"); this.groundRun(); this.ground.setZOrder(10); this.birdReadyAction(); this.bird.setZOrder(20); this.readyNode.setVisible(true); this.overNode.setVisible(false); for (var i = 0; i < 30; i++) { this.newHose(i); } }
点击屏幕,小鸟向上飞60dp,然后更快的速度下落(移动动画),同时闪动翅膀(帧动画);
MainLayer.prototype.birdRiseAction = function () { var riseHeight = 60; var birdX = this.bird.getPositionX(); var birdY = this.bird.getPositionY(); var time = birdY / 600; var actionFrame = cc.Animate.create(cc.AnimationCache.getInstance().getAnimation("fly")); var flyAction = cc.Repeat.create(actionFrame, 90000); var riseAction1 = cc.MoveTo.create(0.2, cc.p(birdX, birdY + riseHeight)); var riseAction2 = cc.RotateTo.create(0, -30); var riseAction = cc.Spawn.create(riseAction1, riseAction2); var fallAction1 = cc.MoveTo.create(time, cc.p(birdX, 50)); var fallAction2 = cc.Sequence.create(cc.DelayTime.create(time / 6), cc.RotateTo.create(0, 30)); var fallAction = cc.Spawn.create(fallAction1, fallAction2); this.bird.stopAllActions(); this.bird.runAction(cc.Spawn.create( cc.Sequence.create(riseAction, cc.DelayTime.create(0.1), fallAction), flyAction) ); }
检测碰撞,如果小鸟碰到地面和水管,发生碰撞,这里碰撞直接用cocos2d-x 里面的图片和图片交叉函数 cc.rectIntersectsRect;
MainLayer.prototype.checkCollision = function () { if (this.bird.getPositionY() < 60) { cc.log("floor"); this.birdFallAction(); return; } for (var i = 0; i < this.hoseSpriteList.length; i++) { var hose = this.hoseSpriteList[i]; if (!this.isInScreen(hose)) { // continue; } if (cc.rectIntersectsRect(hose.getBoundingBox(), this.bird.getBoundingBox())) { cc.log("hose positionX==" + hose.getBoundingBox().x); cc.log("this.bird positionX==" + this.bird.getBoundingBox().x); cc.log("i==" + i); cc.log("birdFallAction"); this.birdFallAction(); return; } } }
碰撞后,小鸟先下落,游戏结束场景显示;
MainLayer.prototype.birdFallAction = function () { this.gameMode = OVER; this.bird.stopAllActions(); this.ground.stopAllActions(); var birdX = this.bird.getPositionX(); var birdY = this.bird.getPositionY(); var time = birdY / 2000; this.bird.runAction(cc.Sequence.create( cc.DelayTime.create(0.1), cc.Spawn.create(cc.RotateTo.create(time, 90), cc.MoveTo.create(time, cc.p(birdX, 50)))) ); this.overNode.setVisible(true); }
游戏的难度主要在于多个水管的移动,小鸟触摸动画,检测碰撞,我把Mainlayer.js所有代码贴出来;
FP_MAIN_TEXTURE = { FRAME_ANIMS: "beanstalk/Resources/bs_main_anims.plist", HOSE: ["holdback1.png", "holdback2.png"] } READY = 1; START = 2; OVER = 3; var MainLayer = function () { cc.log("MainLayer"); this.bird = this.bird || {}; this.ground = this.ground || {}; this.hoseNode = this.hoseNode || {}; this.readyNode = this.readyNode || {}; this.overNode = this.overNode || {}; this.passTime = 0; this.hoseSpriteList = []; this.isStart = false; this.gameMode = READY; }; MainLayer.prototype.onDidLoadFromCCB = function (){ if (sys.platform == 'browser') { this.onEnter(); } else { this.rootNode.onEnter = function (){ this.controller.onEnter(); }; } this.rootNode.schedule(function (dt){ this.controller.onUpdate(dt); }); this.rootNode.onExit = function (){ this.controller.onExit(); }; this.rootNode.onTouchesBegan = function (touches, event){ this.controller.onTouchesBegan(touches, event); return true; }; this.rootNode.onTouchesMoved = function (touches, event){ this.controller.onTouchesMoved(touches, event); return true; }; this.rootNode.onTouchesEnded = function (touches, event){ this.controller.onTouchesEnded(touches, event); return true; }; this.rootNode.setTouchEnabled(true); }; MainLayer.prototype.onEnter = function () { cc.AnimationCache.getInstance().addAnimations("Resources/flappy_frame.plist"); this.groundRun(); this.ground.setZOrder(10); this.birdReadyAction(); this.bird.setZOrder(20); this.readyNode.setVisible(true); this.overNode.setVisible(false); for (var i = 0; i < 30; i++) { this.newHose(i); } } MainLayer.prototype.newHose = function (num) { var hoseHeight = 830; var acrossHeight = 300; var downHeight = 100 + getRandom(400); var upHeight = 1100 - downHeight - acrossHeight; var hoseX = 400 * num; var HoseName = FP_MAIN_TEXTURE.HOSE; var ccSpriteDown = cc.Sprite.createWithSpriteFrameName(HoseName[0]); ccSpriteDown.setZOrder(1); ccSpriteDown.setAnchorPoint(cc.p(0, 0)); ccSpriteDown.setPosition(cc.p(hoseX, 0)); ccSpriteDown.setScaleY(downHeight / hoseHeight); var ccSpriteUp = cc.Sprite.createWithSpriteFrameName(HoseName[1]); ccSpriteUp.setZOrder(1); ccSpriteUp.setAnchorPoint(cc.p(0, 0)); ccSpriteUp.setPosition(cc.p(hoseX, downHeight + acrossHeight)); ccSpriteUp.setScaleY(upHeight / hoseHeight); this.hoseNode.addChild(ccSpriteDown); this.hoseNode.addChild(ccSpriteUp); this.hoseSpriteList.push(ccSpriteDown); this.hoseSpriteList.push(ccSpriteUp); return null; } MainLayer.prototype.groundRun = function () { var action1 = cc.MoveTo.create(0.5, cc.p(-120, 0)); var action2 = cc.MoveTo.create(0, cc.p(0, 0)); var action = cc.Sequence.create(action1, action2); this.ground.runAction(cc.RepeatForever.create(action)); } MainLayer.prototype.birdReadyAction = function () { var birdX = this.bird.getPositionX(); var birdY = this.bird.getPositionY(); var time = birdY / 2000; var actionFrame = cc.Animate.create(cc.AnimationCache.getInstance().getAnimation("fly")); var flyAction = cc.Repeat.create(actionFrame, 90000); this.bird.runAction(cc.Sequence.create( flyAction) ); } MainLayer.prototype.birdFallAction = function () { this.gameMode = OVER; this.bird.stopAllActions(); this.ground.stopAllActions(); var birdX = this.bird.getPositionX(); var birdY = this.bird.getPositionY(); var time = birdY / 2000; this.bird.runAction(cc.Sequence.create( cc.DelayTime.create(0.1), cc.Spawn.create(cc.RotateTo.create(time, 90), cc.MoveTo.create(time, cc.p(birdX, 50)))) ); this.overNode.setVisible(true); } MainLayer.prototype.birdRiseAction = function () { var riseHeight = 60; var birdX = this.bird.getPositionX(); var birdY = this.bird.getPositionY(); var time = birdY / 600; var actionFrame = cc.Animate.create(cc.AnimationCache.getInstance().getAnimation("fly")); var flyAction = cc.Repeat.create(actionFrame, 90000); var riseAction1 = cc.MoveTo.create(0.2, cc.p(birdX, birdY + riseHeight)); var riseAction2 = cc.RotateTo.create(0, -30); var riseAction = cc.Spawn.create(riseAction1, riseAction2); var fallAction1 = cc.MoveTo.create(time, cc.p(birdX, 50)); var fallAction2 = cc.Sequence.create(cc.DelayTime.create(time / 6), cc.RotateTo.create(0, 30)); var fallAction = cc.Spawn.create(fallAction1, fallAction2); this.bird.stopAllActions(); this.bird.runAction(cc.Spawn.create( cc.Sequence.create(riseAction, cc.DelayTime.create(0.1), fallAction), flyAction) ); } MainLayer.prototype.onUpdate = function (dt) { if (this.gameMode != START) { return; } this.passTime += dt; this.hoseNode.setPositionX(800 - 200 * this.passTime); this.bird.setPositionX(-500 + 200 * this.passTime); this.checkCollision(); } MainLayer.prototype.checkCollision = function () { if (this.bird.getPositionY() < 60) { cc.log("floor"); this.birdFallAction(); return; } for (var i = 0; i < this.hoseSpriteList.length; i++) { var hose = this.hoseSpriteList[i]; if (!this.isInScreen(hose)) { // continue; } if (cc.rectIntersectsRect(hose.getBoundingBox(), this.bird.getBoundingBox())) { cc.log("hose positionX==" + hose.getBoundingBox().x); cc.log("this.bird positionX==" + this.bird.getBoundingBox().x); cc.log("i==" + i); cc.log("birdFallAction"); this.birdFallAction(); return; } } } MainLayer.prototype.isInScreen = function (sprite) { return (sprite.getPositionX() > 0 && sprite.getPositionX() < 720); } MainLayer.prototype.onExitClicked = function () { } MainLayer.prototype.onStartClicked = function () { cc.Director.getInstance().resume(); cc.BuilderReader.runScene("", "MainLayer"); } MainLayer.prototype.onExit = function () { cc.log("onExit"); } MainLayer.prototype.onTouchesBegan = function (touches, event) { var loc = touches[0].getLocation(); } MainLayer.prototype.onTouchesMoved = function (touches, event) { } MainLayer.prototype.onTouchesEnded = function (touches, event) { if (this.gameMode == OVER) { return; } if (this.gameMode == READY) { this.gameMode = START; this.readyNode.setVisible(false); } var loc = touches[0].getLocation(); this.birdRiseAction(); } function isInRect(ccRect, ccTouchBeganPos) { if (ccTouchBeganPos.x > ccRect.x && ccTouchBeganPos.x < (ccRect.x + ccRect.width)) { if (ccTouchBeganPos.y > ccRect.y && ccTouchBeganPos.y < (ccRect.y + ccRect.height)) { return true; } } return false; } function getRandom(maxSize) { return Math.floor(Math.random() * maxSize) % maxSize; }
再次提示代码下载地址:
百度云盘:http://pan.baidu.com/s/1pJnWDb9
flappy博文系列:
flappy bird游戏源代码揭秘和下载后续---移植到android真机上
flappy bird游戏源代码揭秘和下载后续---移植到html5网页浏览器
flappy bird游戏源代码揭秘和下载后续---日进5万美元的秘诀AdMob广告 (将写)
flappy bird游戏源代码揭秘和下载后续---移植到苹果ios上 (未写)
注:本文转自CSDN。
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