cocos2dx-html5 实现网页版flappy bird游戏

我也是第一次使用cocos2d_html5,对js和html5也不熟,看引擎自带的例子和引擎源码,边学边做,如果使用过cocos2d-x的话,完成这个游戏还是十分简单的。游戏体验地址:
 
1. 首先去cocos2d-x官网下载Cocos2d-html5-v2.2.2(目前最新版本)压缩包
 
2. 下载安装WampServer( http://www.wampserver.com/en/),后期在浏览器运行程序的时候,需要用到wampserver。WampServer是一款由法国人开发的Apache Web服务器、PHP解释器以及MySQL数据库的整合软件包,本身也不大,才30多M。我这里安装到e盘,安装到最后会出现选择explorer的提示,定位到WINDOWS目录下explorer.exe或者其他自己安装的浏览器目录下的explorer.exe文件。安装好后启动,在桌面的右下角会有一个绿色图标。
 
3. 解压Cocos2d-html5-v2.2.2到E:\wamp\www目录下,此时打开浏览器,输入localhost,就可以看到下面的界面了,点击cocos2d_html5,就可以看到项目列表了:
cocos2dx-html5 实现网页版flappy bird游戏_第1张图片
 
4. 复制cocos2d_html5目录下的HelloHTML5World例子,命名为flappybird,这是引擎自带的Hello World demo。在引擎目录下创建projects目录,然后把flappybird放到projects目录下。修改引擎根目录下的index.html文件,在MoonWarriors下添加
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< li >< a href = "projects/flappybird/index.html" >flappybird </ a > < span > - Game</ span ></ li >
刷新浏览器,会看到刚添加的flappybird了:
cocos2dx-html5 实现网页版flappy bird游戏_第2张图片
 
flappybird目录结构如下:
cocos2dx-html5 实现网页版flappy bird游戏_第3张图片
res目录存放的是图片等资源文件,src存放自定义的js源码,build.xml是打包文件,使用ant打包。cocos2d.js文件是配置一些属性,比如:是否显示fps,是否使用物理引擎,指定引擎目录,指定自定义的js文件等,类似于android的Android.mk文件。index.html是游戏显示的界面,在这里指定canvas尺寸。main.js里定义了Application,加载游戏的入口Scene,类似于c++的AppDelegate.cpp。
 
5. 开始编写游戏
src目录下有两个文件,myApp.js(游戏主要代码在这个文件里)和resource.js(定义游戏所使用的资源),由于这个游戏代码量比较少,就直接在这两个文件添加代码。
游戏有三个状态:READY、START、OVER。
READY表示游戏刚开始时显示logo,然后提示玩家点击开始游戏;
START表示游戏进行中;
OVER表示游戏结束,显示游戏结算界面。
游戏中出现的精灵有:小鸟、底部不停滚动的地面、背景图片、一直向左滚动的水管。其实小鸟在水平方向是一直不动的,只有水管和地面在滚动。
游戏中需要完成的主要功能点:小鸟自身的动画、点击屏幕时小鸟上升和下降的动画、小鸟死亡动画、地面滚动动画、水管滚动动画、添加水管、小鸟和地面及小鸟和水管的碰撞检测、游戏分数存储。
 

首先加载资源和添加游戏背景:

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this .winSize = cc.Director.getInstance().getWinSize();
cc.SpriteFrameCache.getInstance().addSpriteFrames(res.flappy_packer);
this .bgSprite = cc.Sprite.create(res.bg);
this .bgSprite.setPosition( this .winSize.width / 2, this .winSize.height / 2);
this .addChild( this .bgSprite, 0);

游戏资源使用TexturePacker打包在flappy_packer.plist文件中,函数名跟cocos2d-x c++版本是一样的。 初始化地面:

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Helloworld.prototype.initGround = function () {
     //cc.log("initGround");
     this .groundSprite = cc.Sprite.create(res.ground);
     var halfGroundW = this .groundSprite.getContentSize().width;
     var halfGroundH = this .groundSprite.getContentSize().height;
     this .groundSprite.setAnchorPoint(0.5, 0.5);
     this .groundSprite.setPosition(halfGroundW / 2, halfGroundH / 2);
     this .addChild( this .groundSprite, GROUND_Z);
     var action1 = cc.MoveTo.create(0.5, cc.p(halfGroundW / 2 - 120, this .groundSprite.getPositionY()));
     var action2 = cc.MoveTo.create(0, cc.p(halfGroundW / 2, this .groundSprite.getPositionY()));
     var action = cc.Sequence.create(action1, action2);
     this .groundSprite.runAction(cc.RepeatForever.create(action));
};

js可以使用proptotype来为类型添加行为,不理解的可以google一下。当然也可以跟init函数一样写在里面,像这样:

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var Helloworld = cc.Layer.extend({
init: function () {
},
  
initGround:: function () {
}
);

这里为地面定义两个动作,因为地面图片宽度是840px,而游戏屏幕分辨率指定是720×1280,所以先让地面向左移动120px,再迅速回到原位置。

初始化小鸟动画:

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Helloworld.prototype.initBird = function () {
     //cc.log("initBird");
     var animation = cc.AnimationCache.getInstance().getAnimation( "FlyBirdAnimation" )
     if (!animation) {
         var animFrames = [];
         var str = "" ;
         var birdFrameCount = 4;
         for ( var i = 1; i < birdFrameCount; ++ i) {
             str = "bird" + i + ".png" ;
             var frame = cc.SpriteFrameCache.getInstance().getSpriteFrame(str);
             animFrames.push(frame);
         }
         var animation = cc.Animation.create(animFrames, 0.05);
         cc.AnimationCache.getInstance().addAnimation(animation, "FlyBirdAnimation" );
     }
  
     this .flyBird = cc.Sprite.createWithSpriteFrameName(res.fly_bird);
     this .flyBird.setAnchorPoint(cc.p(0.5, 0.5));
     this .flyBird.setPosition( this .winSize.width / 2, this .winSize.height / 2);
     this .addChild( this .flyBird, BIRD_Z);
     var actionFrame = cc.Animate.create(animation);
     var flyAction = cc.RepeatForever.create(actionFrame);
     this .flyBird.runAction(cc.RepeatForever.create(flyAction));
};

小鸟自身动画是一个帧动画,创建成功后添加到缓存中。

初始化ready界面,就是游戏开始的时候提示用户点击的画面:

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Helloworld.prototype.initReady = function () {
     this .readyLayer = cc.Layer.create();
     var logo = cc.Sprite.createWithSpriteFrameName(res.logo);
     logo.setAnchorPoint(cc.p(0.5, 0.5));
     logo.setPosition( this .winSize.width / 2, this .winSize.height - logo.getContentSize().height - 50);
     this .readyLayer.addChild(logo);
  
     var getReady = cc.Sprite.createWithSpriteFrameName(res.getReady);
     getReady.setAnchorPoint(cc.p(0.5, 0.5));
     getReady.setPosition( this .winSize.width / 2, this .winSize.height / 2 + getReady.getContentSize().height);
     this .readyLayer.addChild(getReady);
  
     var click = cc.Sprite.createWithSpriteFrameName(res.click);
     click.setAnchorPoint(cc.p(0.5, 0.5));
     click.setPosition( this .winSize.width / 2, getReady.getPositionY() - getReady.getContentSize().height / 2 - click.getContentSize().height / 2);
     this .readyLayer.addChild(click);
  
     this .addChild( this .readyLayer);
};

效果如下:

cocos2dx-html5 实现网页版flappy bird游戏_第4张图片 添加点击屏幕时小鸟上升和下降自由落体的动画:

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Helloworld.prototype.runBirdAction = function () {
     var riseHeight = 50;
     var birdX = this .flyBird.getPositionX();
     var birdY = this .flyBird.getPositionY();
     var bottomY = this .groundSprite.getContentSize().height - this .flyBird.getContentSize().height / 2;
  
     var actionFrame = cc.Animate.create(cc.AnimationCache.getInstance().getAnimation( "FlyBirdAnimation" ));
     var flyAction = cc.RepeatForever.create(actionFrame);
//上升动画
     var riseMoveAction = cc.MoveTo.create(0.2, cc.p(birdX, birdY + riseHeight));
     var riseRotateAction = cc.RotateTo.create(0, -30);
     var riseAction = cc.Spawn.create(riseMoveAction, riseRotateAction);
//下落动画
//模拟自由落体运动
     var fallMoveAction = FreeFall.create(birdY - bottomY);
     var fallRotateAction =cc.RotateTo.create(0, 30);
     var fallAction = cc.Spawn.create(fallMoveAction, fallRotateAction);
     this .flyBird.stopAllActions();
     this .flyBird.runAction(flyAction);
     this .flyBird.runAction(cc.Spawn.create(
         cc.Sequence.create(riseAction, fallAction) )
     );
};

这里自定义了一个自由落体的Action:FreeFall:

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var FreeFall = cc.ActionInterval.extend( {
      timeElasped:0,
      m_positionDeltaY: null ,
      m_startPosition: null ,
      m_targetPosition: null ,
  
     ctor: function () {
         cc.ActionInterval.prototype.ctor.call( this );
         this .yOffsetElasped = 0;
         this .timeElasped = 0;
         this .m_positionDeltaY = 0;
         this .m_startPosition = cc.p(0, 0);
         this .m_targetPosition = cc.p(0, 0);
      },
  
     initWithDuration: function (duration) {
         if (cc.ActionInterval.prototype.initWithDuration.call( this , duration)) {
             return true ;
         }
         return false ;
     },
  
     initWithOffset: function (deltaPosition) {
         var dropTime = Math.sqrt(2.0*Math.abs(deltaPosition)/k_Acceleration) * 0.1;
         //cc.log("dropTime=" + dropTime);
         if ( this .initWithDuration(dropTime))
         {
             this .m_positionDeltaY = deltaPosition;
             return true ;
         }
          //cc.log("dropTime =" + dropTime + "; deltaPosition=" + deltaPosition);
         return false ;
     },
  
     isDone: function () {
         if ( this .m_targetPosition.y >= this ._target.getPositionY()) {
             return true ;
         }
         return false ;
     },
  
     //Node的runAction函数会调用ActionManager的addAction函数,在ActionManager的addAction函数中会调用Action的startWithTarget,然后在Action类的startWithTarget函数中设置_target的值。
     startWithTarget: function (target) {
         //cc.log("startWithTarget target=" + target);
         cc.ActionInterval.prototype.startWithTarget.call( this , target);
         this .m_startPosition = target.getPosition();
         this .m_targetPosition = cc.p( this .m_startPosition.x, this .m_startPosition.y - this .m_positionDeltaY);
     },
  
     update: function (dt) {
         this .timeElasped += dt;
         //cc.log("isdone=" + this.timeElasped);
         if ( this ._target && !( this .m_targetPosition.y >= this ._target.getPositionY())) {
             var yMoveOffset = 0.5 * k_Acceleration * this .timeElasped * this .timeElasped * 0.3;
             if (cc.ENABLE_STACKABLE_ACTIONS) {
                 var newPos = cc.p( this .m_startPosition.x, this .m_startPosition.y - yMoveOffset);
                 if ( this .m_targetPosition.y > newPos.y) {
                     newPos.y = this .m_targetPosition.y;
                     this ._target.stopAction( this );
                 }
  
                 this ._target.setPosition(newPos);
  
             } else {
                 this ._target.setPosition(cc.p( this .m_startPosition.x, this .m_startPosition.y + this .m_positionDeltaY * dt));
             }
         }
     }
  
});
  
FreeFall.create = function (deltaPosition) {
         var ff = new FreeFall();
         ff.initWithOffset(deltaPosition);
         return ff;
     };

模仿了CCActionInterval.js中的其他内置的Action,如MoveBy,主要重写了initWithDuration,startWithTarget,update,isDone函数。 initWithDuration是设置该action运行的时间,时间的长短决定下降的速度。 startWithTarget函数由ActionManager调用,设置_target的值。 update函数在ActionInterval的step函数中会调用,在这个函数中不断更新精灵的坐标,使用了自由落体计算位移的公式。 isDone函数设置了动作是否运行结束。 重力加速度和action运行的时间需要不断调试。

添加水管:

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function getRandom(maxSize) {
     return Math.floor(Math.random() * maxSize) % maxSize;
}
  
Helloworld.prototype.addPipe = function () { 
     cc.log( "addPipe" );
     var ccSpriteDown = cc.Sprite.createWithSpriteFrameName(res.holdback1);
     var pipeHeight = ccSpriteDown.getContentSize().height;
     var pipeWidth = ccSpriteDown.getContentSize().width;
     var groundHeight = this .groundSprite.getContentSize().height;
         //小鸟飞行区间高度
     var acrossHeight = 300;
     var downPipeHeight = 100 + getRandom(400);
    // cc.log("downPipeHeight=" + downPipeHeight);
  
     var upPipeHeight = this .winSize.height - downPipeHeight - acrossHeight - groundHeight;
     var PipeX = this .winSize.width + pipeWidth / 2;
     ccSpriteDown.setZOrder(1);
     ccSpriteDown.setAnchorPoint(cc.p(0.5, 0.5));
     ccSpriteDown.setPosition(cc.p(PipeX + pipeWidth / 2, groundHeight + pipeHeight / 2 - (pipeHeight - downPipeHeight)));
  
var ccSpriteUp = cc.Sprite.createWithSpriteFrameName(res.holdback2);
     ccSpriteUp.setZOrder(1);
     ccSpriteUp.setAnchorPoint(cc.p(0.5, 0.5));
     ccSpriteUp.setPosition(cc.p(PipeX + pipeWidth / 2, this .winSize.height + (pipeHeight- upPipeHeight) - pipeHeight / 2));
  
  this .addChild(ccSpriteDown, PIPE_Z);
     this .addChild(ccSpriteUp, PIPE_Z);
  
   this .PipeSpriteList.push(ccSpriteDown);
     this .PipeSpriteList.push(ccSpriteUp);
  
  this .score += 1;
};

分为上下两根水管,随机设置上下水管的高度,固定小鸟飞行区间的高度为300。然后把创建的水管放到数组中,同时每添加一排水管就增加一分。

添加碰撞检测函数:

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Helloworld.prototype.getRect = function (a) {
      var pos = a.getPosition();
      var content = a.getContentSize();
      return cc.rect(pos.x - content.width / 2, pos.y - content.height / 2, content.width, content.height);
};
  
Helloworld.prototype.collide = function (a, b) {
     var aRect = this .getRect(a);
     var bRect = this .getRect(b);
     return cc.rectIntersectsRect(aRect, bRect);
};
  
Helloworld.prototype.checkCollision = function () {
     if ( this .collide( this .flyBird, this .groundSprite)) {
         //cc.log("hit floor");
         this .birdFallAction();
         return ;
     }
     for ( var i = 0; i < this .PipeSpriteList.length; i++) {
         var pipe = this .PipeSpriteList[i];
         if ( this .collide( this .flyBird, pipe)) {
             cc.log( "hit pipe i=" + i);
             this .birdFallAction();
             break ;
         }
     }
}

采用最简单的方式:判断矩形是否相交。把小鸟分别跟地面和数组中的水管进行检测,如果发生碰撞,则执行小鸟死亡动画:

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Helloworld.prototype.birdFallAction = function () {
     this .gameMode = OVER;
     this .flyBird.stopAllActions();
     this .groundSprite.stopAllActions();
     var birdX = this .flyBird.getPositionX();
     var birdY = this .flyBird.getPositionY();
  
     var bottomY = this .groundSprite.getContentSize().height + this .flyBird.getContentSize().width / 2;
     var fallMoveAction = FreeFall.create(birdY - bottomY);
     var fallRotateAction =cc.RotateTo.create(0, 90);
     var fallAction = cc.Spawn.create(fallMoveAction, fallRotateAction);
     this .flyBird.runAction(cc.Sequence.create(cc.DelayTime.create(0.1),
         fallAction)
     );
  
     this .runAction(cc.Sequence.create(cc.DelayTime.create(1.0),
         cc.CallFunc.create( this .showGameOver, this ))
     );
}

让小鸟旋转90度,然后垂直下落,然后显示game over画面:

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Helloworld.prototype.showGameOver = function () {
     var userDefault = cc.UserDefault.getInstance();
     var oldScore = userDefault.getIntegerForKey( "score" );
     var maxScore = 0;
     if ( this .score > oldScore) {
         maxScore = this .score;
         userDefault.setIntegerForKey( "score" , maxScore);
     } else {
         maxScore = oldScore;
     }
  
     var gameOverLayer = cc.Layer.create();
     cc.log( "gameover=" + res.gameover);
     var gameOver = cc.Sprite.createWithSpriteFrameName(res.gameover);
     gameOver.setAnchorPoint(cc.p(0.5, 0.5));
     gameOver.setPosition( this .winSize.width / 2, this .winSize.height - gameOver.getContentSize().height / 2 - 150);
     gameOverLayer.addChild(gameOver);
  
     var scorePanel = cc.Sprite.createWithSpriteFrameName(res.scorePanel);
     scorePanel.setAnchorPoint(cc.p(0.5, 0.5));
     scorePanel.setPosition(gameOver.getPositionX(), gameOver.getPositionY() - gameOver.getContentSize().height / 2 - scorePanel.getContentSize().height / 2 - 60);
     gameOverLayer.addChild(scorePanel);
  
     if ( this .score > oldScore) {
         var gold = cc.Sprite.createWithSpriteFrameName(res.gold);
         gold.setAnchorPoint(cc.p(0.5, 0.5));
         gold.setPosition(68 + gold.getContentSize().width / 2, 72 + gold.getContentSize().height / 2);
         scorePanel.addChild(gold);
     } else {
         var gray = cc.Sprite.createWithSpriteFrameName(res.gray);
         gray.setAnchorPoint(cc.p(0.5, 0.5));
         gray.setPosition(68 + gray.getContentSize().width / 2, 72 + gray.getContentSize().height / 2);
         scorePanel.addChild(gray);
     }
  
     var newScoreLabel = cc.LabelAtlas.create( this .score, res.number, 22, 28, '0' );
     newScoreLabel.setAnchorPoint(cc.p(0.5, 0.5));
     newScoreLabel.setScale(1.2);
     newScoreLabel.setPosition(scorePanel.getContentSize().width - newScoreLabel.getContentSize().width - 90, newScoreLabel.getContentSize().height / 2 + 180);
     scorePanel.addChild(newScoreLabel);
  
     var maxScoreLabel = cc.LabelAtlas.create(maxScore, res.number, 22, 28, '0' );
     maxScoreLabel.setAnchorPoint(cc.p(0.5, 0.5));
     maxScoreLabel.setScale(1.2);
     maxScoreLabel.setPosition(newScoreLabel.getPositionX(), maxScoreLabel.getContentSize().height / 2 + 75);
     scorePanel.addChild(maxScoreLabel);
  
     var start = cc.Sprite.createWithSpriteFrameName(res.start);
     var startMenuItem = cc.MenuItemSprite.create(start, null , null , this .restartGame, this );
     var startMenu = cc.Menu.create(startMenuItem);
     startMenu.setAnchorPoint(cc.p(0.5, 0.5));
     startMenu.setPosition( this .winSize.width / 2 , scorePanel.getPositionY() - scorePanel.getContentSize().height / 2 - start.getContentSize().height / 2 - 60);
     gameOverLayer.addChild(startMenu);
  
     this .addChild(gameOverLayer, GAMEOVER_Z);
};

显示game over时保存游戏数据,显示这局游戏的分数和历史最高分。

cocos2dx-html5 实现网页版flappy bird游戏_第5张图片 点击开始游戏按钮,就可以重新开始游戏:

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Helloworld.prototype.restartGame = function () {
     var scene = cc.Scene.create();
     scene.addChild(Helloworld.create());
     cc.Director.getInstance().replaceScene(cc.TransitionFade.create(1.2, scene));
};

记得在init函数中清空水管数组:

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this .PipeSpriteList = [];

下面是Helloworld类的代码:

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var Helloworld = cc.Layer.extend({
     gameMode: null ,
     bgSprite: null ,
     groundSprite: null ,
     flyBird: null ,
     PipeSpriteList:[],
     passTime: 0,
     winSize: 0,
     screenRect: null ,
     readyLayer: null ,
     score: 0,
     scoreLabel: null ,
  
     init: function () {
         cc.log( "helloworld init" );
         this ._super();
         this .PipeSpriteList = [];
         this .winSize = cc.Director.getInstance().getWinSize();
         cc.SpriteFrameCache.getInstance().addSpriteFrames(res.flappy_packer);
         this .bgSprite = cc.Sprite.create(res.bg);
         this .bgSprite.setPosition( this .winSize.width / 2, this .winSize.height / 2);
         this .addChild( this .bgSprite, 0);
         this .initGround();
         this .initReady();
         this .screenRect = cc.rect(0, 0, this .winSize.width, this .winSize.height);
         this .gameMode = READY;
         this .score = 0;
         this .scheduleUpdate();
         this .setTouchEnabled( true );
         return true ;
     },
  
     onTouchesBegan: function (touches, event) {
     },
  
     onTouchesMoved: function (touches, event) {
     },
  
     onTouchesEnded: function (touches, event) {
         if ( this .gameMode == OVER) {
             return ;
         }
         if ( this .gameMode == READY) {
             this .gameMode = START;
             this .readyLayer.setVisible( false );
             this .initBird();;
         }
         this .runBirdAction();
     },
  
     onTouchesCancelled: function (touches, event) {
     },
  
     update: function (dt) {
         if ( this .gameMode != START) {
             return ;
         }
         for ( var i = 0; i < this .PipeSpriteList.length; ++ i) {
             var pipe = this .PipeSpriteList[i];
             pipe.setPositionX(pipe.getPositionX() - 3);
             if (pipe.getPositionX() < -pipe.getContentSize().width / 2) {
                 this .PipeSpriteList.splice(i, 1);
                 //cc.log("delete pipe i=" + i);
             }
         }
         this .passTime += 1;
         if ( this .passTime >= this .winSize.width / 6) {
             this .addPipe();
             this .passTime = 0;
         }
         this .checkCollision();
     }
});

在update函数中更新水管的位置,如果水管出了左边的屏幕就从数组中移除,每经过一定的时间就添加一排水管。 现在看看index.html的内容,在浏览器中访问的就是它:

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<!DOCTYPE HTML>
< html >
< head >
     < meta charset = "utf-8" >
     < title >Flappy Bird-codingnow.cn</ title >
     < link rel = "icon" type = "image/png" href = "http://codingnow.cn/favicon.ico" >
     < meta name = "viewport" content = "user-scalable=no" />
     < meta name = "screen-orientation" content = "portrait" />
     < meta name = "apple-mobile-web-app-capable" content = "yes" />
     < meta name = "full-screen" content = "yes" />
     < meta name = "x5-fullscreen" content = "true" />
     < style >
         body, canvas, div {
             -moz-user-select: none;
             -webkit-user-select: none;
             -ms-user-select: none;
             -khtml-user-select: none;
             -webkit-tap-highlight-color: rgba(0, 0, 0, 0);
         }
     </ style >
</ head >
< body style = "padding:0; margin: 0;text-align: center;background: #f2f6f8;" >
     < canvas id = "gameCanvas" width = "720" height = "1280" ></ canvas >
< script src = "cocos2d.js" ></ script >
< img style = "position:absolute;left:-9999px" src = "http://zhoujianghai.github.io/games/flappybird/res/icon_wechat.png" onerror = "this.parentNode.removeChild(this)" >
</ body >
</ html >

在这个文件中指定了canvas的尺寸。html的内容从cocos2d-html5自带的例子中copy过来的,这里在底部添加了一个img,这个图片是分享到微信朋友圈时显示在左边的图片。 当浏览器窗口大小改变时,为了能自动调整显示游戏完整画面,需要在main.js的applicationDidFinishLaunching函数中添加:

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cc.EGLView.getInstance().adjustViewPort( true );
cc.EGLView.getInstance().setDesignResolutionSize(720, 1280, cc.RESOLUTION_POLICY.SHOW_ALL);
cc.EGLView.getInstance().resizeWithBrowserSize( true );

还记得那个build.xml文件么,可以使用ant打包工具,把src目录下的js代码跟引擎代码打包成一个myApp-HelloWorld.js文件,这样我们只需要把res资源、cocos2d.js、index.html、myApp-HelloWorld.js放到网站上就可以了,也就更安全了。切换到项目build.xml所在目录,在命令符窗口执行:ant。很快就会生成myApp-HelloWorld.js文件,然后还需要修改cocos2d.js的window.addEventListener函数,修改s.src的值为myApp-HelloWorld.js,cocos2d.js文件里有详细注释的。

ok,flappy bird游戏的主要代码就完成了,感觉cocos2d-html5还是非常强大的,开发效率很高。 现在还只能在本地运行游戏,为了能在外网访问,可以把项目传到github上,创建github pages,可以参考:http://pages.github.com/

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