cocos2d-XNA游戏开发之山寨《Flapy Bird》(一)

  最近在看cocos2d开发,想找个游戏练练手,碍于没有策划能力,只能从山寨做起。目前最火的游戏,莫过于是这个像素鸟《Flapy Bird》了,下面就开始山寨它吧。

开发环境

系统:Windows8

IDE:Visual Studio 2012

资源文件

随便那个网站下载一个flapybird的apk(下载地址:http://app.suning.com/d.php?pack=com.dotgears.flappybird),改后缀名为.rar,解压之后就能找到游戏引用的资源。

cocos2d-XNA游戏开发之山寨《Flapy Bird》(一)

打开assets\gfx,会找到一张atlas.png,包含了所有的图片资源,sound中是声音资源。

 

项目搭建

因为是学习项目,就自己搭建cocos框架,不使用cocos模版。新建项目,选择XNAGame->WindowsPhone游戏。

添加AppDelegate.cs类,继承 CCApplication,添加构造函数,重写applicationDidFinishLaunching方法;

public class AppDelegate : CCApplication

    {

        public AppDelegate(Game game, GraphicsDeviceManager graphics)

            : base(game, graphics)

        {

            CCApplication.sm_pSharedApplication = this;

        }





        public override bool applicationDidFinishLaunching()

        {

            CCDirector pDirector = CCDirector.sharedDirector();

            pDirector.setOpenGLView();



            pDirector.DisplayFPS = true;

            pDirector.deviceOrientation = ccDeviceOrientation.CCDeviceOrientationPortrait; ;

            pDirector.animationInterval = 1.0 / 60;



            CCScene pScene = new CCScene();

            pDirector.runWithScene(pScene);

            return base.applicationDidFinishLaunching();

        }

    }

修改Game1.cs构造函数,添加代码:

public Game1()

        {

            graphics = new GraphicsDeviceManager(this);

            Content.RootDirectory = "Content";



            this.graphics.IsFullScreen = true;

            // Windows Phone 的默认帧速率为 30 fps。

            TargetElapsedTime = TimeSpan.FromTicks(333333);



            // 延长锁定时的电池寿命。

            InactiveSleepTime = TimeSpan.FromSeconds(1);



            CCApplication application = new AppDelegate(this, graphics);

            this.Components.Add(application);

        }

  

添加场景(CCScene)

我们仔细观察游戏可以把游戏分为2个场景:

1.菜单场景

2.游戏场景

由于我们在AppDelegate创建了一个CCScene,可以用它来作为菜单场景,再新建一个GamePlayScene作为游戏场景(也可以自己新建一个MenuScene作为菜单场景)。

添加层(CCLayer)

游戏可以大致分为以下个层:

1.背景层(BackgroundLayer)

2.移动的道路层(RoadLayer)

3.游戏层(GamePlayLayer)

4.菜单层(MainLayer)

 

在菜单场景中,我们需要用到BackgroundLayer,RoadLayer和MainLayer。修改AppDelegate.cs代码:

public override bool applicationDidFinishLaunching()

        {

            CCDirector pDirector = CCDirector.sharedDirector();

            pDirector.setOpenGLView();



            pDirector.DisplayFPS = true;

            pDirector.deviceOrientation = ccDeviceOrientation.CCDeviceOrientationPortrait; ;

            pDirector.animationInterval = 1.0 / 60;



            CCScene pScene = new CCScene();

            pScene.addChild(BackgroundLayer.node(), (int)LayerTags.Background, (int)LayerTags.Background);

            pScene.addChild(RoadLayer.node(), (int)LayerTags.Road, (int)LayerTags.Road);

            pScene.addChild(MainLayer.node(), (int)LayerTags.Game, (int)LayerTags.Game);

            pDirector.runWithScene(pScene);

            return base.applicationDidFinishLaunching();

        }

  

public enum LayerTags

    {

        Background = 0,

        Game = 1,

        Road = 2

    }

  

背景层(BackgroundLayer)

 BackgroundLayer继承自CCLayer,重写静态方法node;

public static new CCLayer node()

        {

            BackgroundLayer ret = new BackgroundLayer();

            if (ret.init())

            {

                return ret;

            }



            return null;

        }

下面我们就需要画背景图片了,重写init方法

首先我们需要算出资源图片与屏幕大小的缩放比例:

//288,511是背景图的大小

sX = CCDirector.sharedDirector().getWinSize().width / 288f; 

sY = CCDirector.sharedDirector().getWinSize().height / 512f;

由于此游戏的资源图片是一整张大图,所以我们需要根据区域进行读取,观察资源图片我们可以发现,存在2个背景图片,看来需要随机出现一个背景图片,完整init代码:

public override bool init()

        {

            sX = CCDirector.sharedDirector().getWinSize().width / 288f;

            sY = CCDirector.sharedDirector().getWinSize().height / 512f;

            Random random = new Random();

            int number = random.Next(0, 2);

            CCRect ccRect;

            if (number == 0)

            {

                ccRect = new CCRect(0, 0, 288, 512);

            }

            else

            {

                ccRect = new CCRect(292, 0, 288, 512);

            }

            CCSprite backgroundCcSprite = CCSprite.spriteWithFile("Images/background", ccRect);

            backgroundCcSprite.position = new CCPoint(240, 400);

            backgroundCcSprite.scaleY = sY;

            backgroundCcSprite.scaleX = sX;

            addChild(backgroundCcSprite);



            

            return base.init();



        }

效果如下:

cocos2d-XNA游戏开发之山寨《Flapy Bird》(一)

 道路层(RoadLayer)

与背景层类似,继承自CCLayer并重写方法node()、init();

public static new CCLayer node()

        {

            RoadLayer ret = new RoadLayer();

            if (ret.init())

            {

                return ret;

            }



            return null;

        }



        public override bool init()

        {

            sX = CCDirector.sharedDirector().getWinSize().width / 288f;

            sY = CCDirector.sharedDirector().getWinSize().height / 512f;



            CCSprite downRoadCcSprite1 = CCSprite.spriteWithFile("Images/background", new CCRect(584, 0, 336, 112));

            downRoadCcSprite1.position = new CCPoint(240, 72);

            downRoadCcSprite1.scaleX = sX;

            downRoadCcSprite1.scaleY = sY;

            addChild(downRoadCcSprite1, 1, (int)SpriteTags.Road);



            return base.init();

        }

cocos2d-XNA游戏开发之山寨《Flapy Bird》(一)

让道路动起来

此处我采用的是添加2个道路CCSprite,像小火车一样跟着,每动一帧,2个道路的坐标减少4,当第一个的x坐标等于0之后,将其放到第二个的后面,也就是x坐标等480(屏幕宽度)。

添加一个schedule定时器执行更新道路坐标方法,代码如下:

public override bool init()

        {

            sX = CCDirector.sharedDirector().getWinSize().width / 288f;

            sY = CCDirector.sharedDirector().getWinSize().height / 512f;



            downRoadCcSprite1 = CCSprite.spriteWithFile("Images/background", new CCRect(584, 0, 336, 112));

            downRoadCcSprite1.position = new CCPoint(240, 72);

            downRoadCcSprite1.scaleX = sX;

            downRoadCcSprite1.scaleY = sY;

            addChild(downRoadCcSprite1, 1, (int)SpriteTags.Road);



            downRoadCcSprite2 = CCSprite.spriteWithFile("Images/background", new CCRect(584, 0, 336, 112));

            downRoadCcSprite2.position = new CCPoint(480, 72);

            downRoadCcSprite2.scaleX = sX;

            downRoadCcSprite2.scaleY = sY;

            addChild(downRoadCcSprite2, 1, (int)SpriteTags.Road);



            this.schedule(updateDownRoad, 0.01f);

            return base.init();

        }

        private void updateDownRoad(float dt)

        {

            downRoadCcSprite1.position = new CCPoint(downRoadCcSprite1.position.x - 4, downRoadCcSprite1.position.y);

            if (downRoadCcSprite1.position.x == 0)

            {

                downRoadCcSprite1.position = new CCPoint(480, downRoadCcSprite1.position.y);

            }

            downRoadCcSprite2.position = new CCPoint(downRoadCcSprite2.position.x - 4, downRoadCcSprite2.position.y);

            if (downRoadCcSprite2.position.x == 0)

            {

                downRoadCcSprite2.position = new CCPoint(480, downRoadCcSprite2.position.y);

            }

        }

cocos2d-XNA游戏开发之山寨《Flapy Bird》(一)

添加菜单

开始我做菜单的方法和上面一样从大图中截取图片生成CCMenuItemSprite,但是加入后发现菜单并非是一直显示的,不知道哪里设置出了问题:

CCSprite testCcSprite = CCSprite.spriteWithFile("Images/background", new CCRect(705, 235, 107, 58));

            testCcSprite.scaleX = sX;

            testCcSprite.scaleY = sY;

            CCMenuItemSprite testMenuItemSprite = CCMenuItemSprite.itemFromNormalSprite(testCcSprite, testCcSprite);

            CCMenu testmenuOperate = CCMenu.menuWithItems(testMenuItemSprite);

            testmenuOperate.position = new CCPoint(240, 205);

            this.addChild(testmenuOperate);

效果:

cocos2d-XNA游戏开发之山寨《Flapy Bird》(一)

没办法了,只能切成单个图片,然后用另外一种方式试试,发现居然可行,求解!!!

cocos2d-XNA游戏开发之山寨《Flapy Bird》(一)

CCMenuItemImage rateCcMenuItemSprite = CCMenuItemImage.itemFromNormalImage("Images/rate", "Images/rate_pressed", this, rateCallback);

            rateCcMenuItemSprite.scaleX = sX;

            rateCcMenuItemSprite.scaleY = sY;



            CCMenu menuRate = CCMenu.menuWithItems(rateCcMenuItemSprite);

            menuRate.position = new CCPoint(240, 350);

            this.addChild(menuRate);



            CCMenuItemImage startCcMenuItemSprite = CCMenuItemImage.itemFromNormalImage("Images/play", "Images/play_pressed", this, playCallback);

            startCcMenuItemSprite.scaleX = sX;

            startCcMenuItemSprite.scaleY = sY;



            CCMenuItemImage scoreCcMenuItemSprite = CCMenuItemImage.itemFromNormalImage("Images/rank", "Images/rank_pressed", this, rankCallback);

            scoreCcMenuItemSprite.scaleX = sX;

            scoreCcMenuItemSprite.scaleY = sY;



            CCMenu menuOperate = CCMenu.menuWithItems(startCcMenuItemSprite, scoreCcMenuItemSprite);

            menuOperate.alignItemsHorizontallyWithPadding(30);

            menuOperate.position = new CCPoint(240, 205);

            this.addChild(menuOperate);

CCMenuItemImage startCcMenuItemSprite = CCMenuItemImage.itemFromNormalImage("Images/play", "Images/play_pressed", this, playCallback);第一个参数为默认图片,第二个为按下时候图片,playCallback为按下的处理事件

  cocos2d-XNA游戏开发之山寨《Flapy Bird》(一)

然后添加Logo

CCSprite logoCcSprite = CCSprite.spriteWithFile("Images/background", new CCRect(700, 177, 185, 55));

            logoCcSprite.position = new CCPoint(240, 550);

            logoCcSprite.scaleX = sX;

            logoCcSprite.scaleY = sY;

            addChild(logoCcSprite);

添加会动的小鸟

此处采用CCAnimation进行绘制小鸟的动画,在init中调用initActiveBird()

private void initActiveBird()

        {

            CCTexture2D texture = CCTextureCache.sharedTextureCache().addImage("Images/background");//2D纹理



            CCSpriteFrame birFrame6 = CCSpriteFrame.frameWithTexture(texture, new CCRect(117, 976, 40, 50));

            CCSpriteFrame birFrame7 = CCSpriteFrame.frameWithTexture(texture, new CCRect(117, 975, 40, 50));

            CCSpriteFrame birFrame8 = CCSpriteFrame.frameWithTexture(texture, new CCRect(117, 974, 40, 50));

            CCSpriteFrame birFrame9 = CCSpriteFrame.frameWithTexture(texture, new CCRect(117, 975, 40, 50));

            CCSpriteFrame birFrame10 = CCSpriteFrame.frameWithTexture(texture, new CCRect(117, 976, 40, 50));

            CCSpriteFrame birFrame0 = CCSpriteFrame.frameWithTexture(texture, new CCRect(61, 982, 40, 50));

            CCSpriteFrame birFrame1 = CCSpriteFrame.frameWithTexture(texture, new CCRect(61, 981, 40, 50));

            CCSpriteFrame birFrame2 = CCSpriteFrame.frameWithTexture(texture, new CCRect(61, 980, 40, 50));

            CCSpriteFrame birFrame3 = CCSpriteFrame.frameWithTexture(texture, new CCRect(61, 979, 40, 50));

            CCSpriteFrame birFrame4 = CCSpriteFrame.frameWithTexture(texture, new CCRect(61, 978, 40, 50));

            CCSpriteFrame birFrame5 = CCSpriteFrame.frameWithTexture(texture, new CCRect(61, 977, 40, 50));

            CCSpriteFrame birFrame11 = CCSpriteFrame.frameWithTexture(texture, new CCRect(5, 977, 40, 50));

            CCSpriteFrame birFrame12 = CCSpriteFrame.frameWithTexture(texture, new CCRect(5, 978, 40, 50));

            CCSpriteFrame birFrame13 = CCSpriteFrame.frameWithTexture(texture, new CCRect(5, 979, 40, 50));

            CCSpriteFrame birFrame14 = CCSpriteFrame.frameWithTexture(texture, new CCRect(5, 980, 40, 50));

            CCSpriteFrame birFrame15 = CCSpriteFrame.frameWithTexture(texture, new CCRect(5, 981, 40, 50));

            CCSpriteFrame birFrame16 = CCSpriteFrame.frameWithTexture(texture, new CCRect(5, 982, 40, 50));

            CCSprite birdCcSprite = CCSprite.spriteWithSpriteFrame(birFrame0);

            birdCcSprite.position = new CCPoint(240, 430);

            birdCcSprite.scaleX = sX;

            birdCcSprite.scaleY = sY;

            addChild(birdCcSprite);



            List<CCSpriteFrame> animFrames = new List<CCSpriteFrame>();

            animFrames.Add(birFrame0);

            animFrames.Add(birFrame1);

            animFrames.Add(birFrame2);

            animFrames.Add(birFrame3);

            animFrames.Add(birFrame4);

            animFrames.Add(birFrame5);

            animFrames.Add(birFrame6);

            animFrames.Add(birFrame7);

            animFrames.Add(birFrame8);

            animFrames.Add(birFrame9);

            animFrames.Add(birFrame10);

            animFrames.Add(birFrame11);

            animFrames.Add(birFrame12);

            animFrames.Add(birFrame13);

            animFrames.Add(birFrame14);

            animFrames.Add(birFrame15);

            animFrames.Add(birFrame16);

            CCAnimation animation = CCAnimation.animationWithFrames(animFrames, 0.03f);

            CCAnimate animate = CCAnimate.actionWithAnimation(animation, true);

            CCActionInterval seq = (CCActionInterval)(CCSequence.actions(animate));

            birdCcSprite.runAction(CCRepeatForever.actionWithAction(seq));

        }

 cocos2d-XNA游戏开发之山寨《Flapy Bird》(一)

场景切换

在点击开始按钮时候,我们需要进行场景切换,跳到游戏场景,为playCallback添加实现

 private void playCallback(CCObject sender)

        {

            GamePlayScene gamePlayScene = new GamePlayScene();

            gamePlayScene.addChild(BackgroundLayer.node(), (int)LayerTags.Background, (int)LayerTags.Background);

            gamePlayScene.addChild(RoadLayer.node(), (int)LayerTags.Road, (int)LayerTags.Road);

            gamePlayScene.addChild(GamePlayLayer.node(), (int)LayerTags.Game, (int)LayerTags.Game);

            float t = 0.8f;

            CCTransitionScene reScene = CCTransitionFade.transitionWithDuration(t, gamePlayScene);

            CCDirector.sharedDirector().replaceScene(reScene);

        }

cocos2d-XNA游戏开发之山寨《Flapy Bird》(一)

 

*******************************************

至此,第一屏已经山寨完毕,楼主去写第二屏算法去了。

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