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:
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
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)