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:

csdn下载:http://download.csdn.net/detail/touchsnow/6912707

百度云盘:http://pan.baidu.com/s/1pJnWDb9

金山快盘 :http://www.kuaipan.cn/file/id_25348935635745384.htm?source=1


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:

flappy bird游戏源代码揭秘和下载_第1张图片


flappy bird游戏源代码揭秘和下载_第2张图片


flappy bird游戏源代码揭秘和下载_第3张图片


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。

flappy bird游戏源代码揭秘和下载_第4张图片

 

   MainLayer.ccbx代码

                                                                                                                                                                                                                                                                                                                     

 

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:

csdn下载:http://download.csdn.net/detail/touchsnow/6912707

百度云盘:http://pan.baidu.com/s/1pJnWDb9

金山快盘 :http://www.kuaipan.cn/file/id_25348935635745384.htm?source=1


flappy博文系列:

flappy bird游戏源代码揭秘和下载

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


笔者语:

想了解更多请进入官方博客,最新博客和代码在官方博客首发;请持续关注,还有更多cocos2dx editor游戏源码即将放出;

联系笔者:[email protected](邮箱)


后言:

为了鼓励更多手游爱好者加入cocos2d-x editor阵营,也为了读者坚定对该工具的信心,笔者基于以上的flappy bird代码和新的图片资源,往google play和中国应用市场发布了一个相似的游戏----腾飞的小鸟(fly bird)。该游戏还加入了广告模块,可以获得些许的广告费。也希望读者通过cocos2d-x editor可以在市场上发布更多的好游戏;

google play地址:https://play.google.com/store/apps/details?id=com.makeapp.game.flybird (小秘密:如果应用.apk后缀改为.rar,你会获得意想不到的东西

机锋市场地址:    http://apk.gfan.com/Product/App741996.html

html5在线演示:http://www.makeapp.co/flybird/ (微软ie浏览器存在兼容性问题,请选择其他浏览器;公司内网,小卡,见谅)