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
- <?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:
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)