用cocos2d-x 3.2 实现的FlappyBird

时间:2021-04-25 00:20:30

近期才開始学cocos2dx,买了几本书还有看大神(主要是 笨木头)的博客。然后就自己尝试用cocos2d-x实现了一下...

(新手,勿喷...)

先看执行效果 http://pan.baidu.com/s/1hqBsCYS

转载请注明出处:http://blog.csdn.net/joueu

用cocos2d-x 3.2 实现的FlappyBird


你看那仅仅笨鸟好逼真啊(事实上是叫FlappyRect啦)


TollgateScene.cpp

//
// TollgateScene.cpp
// FlappyRect
//
// Created by Joueu on 14-10-7.
//
//

#include "TollgateScene.h"
#include "Pipe.h"
#include "shareHeader.h"
#include "MenuScene.h"

bool TollgateScene::init()
{
if (!Layer::init()) {
return false;
}

createOprUI();


Size visibleSize = Director::getInstance() -> getVisibleSize();
Point visiblePoint = Director::getInstance() -> getVisibleOrigin();
m_bird = Bird::create();
m_bird -> setPosition(visibleSize.width * 0.2f, visibleSize.height * 0.5f);
this -> addChild(m_bird);

m_pipesLayer = PipesLayer ::create();
m_pipesLayer -> setPosition(0, 170);
this -> addChild(m_pipesLayer);

schedule(schedule_selector(TollgateScene::logic));

// auto contactListener = EventListenerPhysicsContact::create();
// contactListener -> onContactBegin = CC_CALLBACK_1(TollgateScene::onContactBegin, this);
// _eventDispatcher -> addEventListenerWithSceneGraphPriority(contactListener, this);

auto contactListener = EventListenerPhysicsContact::create();
contactListener -> onContactBegin = CC_CALLBACK_1(TollgateScene::onContactBegin, this);
_eventDispatcher -> addEventListenerWithSceneGraphPriority(contactListener, this);

return true;
}

void TollgateScene::createOprUI()
{
Node *UI = timeline::NodeReader::getInstance() -> loadNodeWithFile("Flappy_1.ExportJson");
m_flyBtn = (Button *)Helper::seekWidgetByName((Widget *)UI, "flyBtn");
m_flyBtn -> addTouchEventListener(this, toucheventselector(TollgateScene::flyBtnPressed));

Size btnSize = Size(640,210);
PhysicsBody *body = PhysicsBody::createBox(btnSize);
body -> setDynamic(false);
body -> setCollisionBitmask(1);
body -> setCategoryBitmask(1);
body -> setContactTestBitmask(1);
m_flyBtn -> setPhysicsBody(body);

// m_bg1 = (Sprite *)Helper::seekWidgetByName((Widget *)UI, "borderImg");

m_bg1 =(Sprite *) UI -> getChildren().at(2);
m_bg2 = Sprite::create("border.png");
m_bg2 -> setPosition(960,m_bg1 -> getPositionY());

this -> addChild(m_bg2);
this -> addChild(UI);
}

void TollgateScene::flyBtnPressed(Ref *sender,TouchEventType type)
{
switch (type) {
case TouchEventType::TOUCH_EVENT_ENDED:
m_bird -> jump();
break;

default:
break;
}
}

Scene *TollgateScene::scene()
{

Scene *scene = Scene::createWithPhysics();

Vect gravity(0,-500.0f);

scene -> getPhysicsWorld() -> setGravity(gravity);

TollgateScene *layer = TollgateScene::create();

scene -> addChild(layer);

return scene;
}

void TollgateScene::logic(float dt)
{
int PosX1 = m_bg1 -> getPositionX();
int PosX2 = m_bg2 -> getPositionX();

int iSpeed = 4;

PosX1 -= iSpeed;
PosX2 -= iSpeed;

int visibleWidth = Director::getInstance() -> getVisibleSize().width;

if (PosX1 < - 0.5f * visibleWidth) {
PosX2 = 0.5f * visibleWidth;
PosX1 = 1.5f * visibleWidth;
}
if (PosX2 < -0.5f * visibleWidth) {
PosX1 = 0.5f * visibleWidth;
PosX2 = 1.5f * visibleWidth;
}

m_bg1 -> setPositionX(PosX1);
m_bg2 -> setPositionX(PosX2);
}

TollgateScene::~TollgateScene()
{

}

bool TollgateScene::onContactBegin(PhysicsContact &contact)
{
auto nodeA =(Sprite *) contact.getShapeA() -> getBody() -> getNode();
auto nodeB = (Sprite *)contact.getShapeB() -> getBody() -> getNode();

if (nodeA == NULL && nodeB == NULL) {
return false;
}

if ((nodeA -> getTag() == shareHeader_BirdTag && nodeB -> getTag() == shareHeader_PipeTag) ||
(nodeA -> getTag() == shareHeader_PipeTag && nodeB -> getTag() == shareHeader_BirdTag)) {
Director::getInstance() -> replaceScene(TransitionSlideInT::create(1.0f,MenuScene::scene()));
}
return true;
}

void TollgateScene::onExit()
{
Layer :: onExit();
_eventDispatcher -> removeEventListenersForTarget(this);
}

TollgateScene.h

//
// TollgateScene.h
// FlappyRect
//
// Created by Joueu on 14-10-7.
//
//

#ifndef __FlappyRect__TollgateScene__
#define __FlappyRect__TollgateScene__

#include "cocos2d.h"
#include "cocostudio/Cocostudio.h"
#include "editor-support/cocostudio/CCSGUIReader.h"
#include "ui/CocosGUI.h"
#include "Bird.h"
#include "PipesLayer.h"

using namespace cocos2d::ui;
using namespace cocostudio;
USING_NS_CC;

class TollgateScene : public Layer
{
public:
CREATE_FUNC(TollgateScene);

virtual bool init();

static Scene *scene();

~TollgateScene();
virtual void onExit() override;
private:
void flyBtnPressed(Ref *sender,TouchEventType type);
void createOprUI();
Button *m_flyBtn;
Bird *m_bird;
void logic(float dt);

Sprite *m_bg1;
Sprite *m_bg2;

PipesLayer *m_pipesLayer;

bool onContactBegin (PhysicsContact &contact);
};

#endif /* defined(__FlappyRect__TollgateScene__) */

PipesLayer.cpp

//
// PipesLayer.cpp
// FlappyRect
//
// Created by Joueu on 14-10-7.
//
//

#include "PipesLayer.h"

PipesLayer::PipesLayer()
{

}


PipesLayer::~PipesLayer()
{

}

bool PipesLayer::init()
{
// srand(time(0));
m_TimeCount = 0;
schedule(schedule_selector(PipesLayer::logic));
return true;
}


int gameRand(int vMin,int vMax){
return (2.0f*random() / 0xFFFFFFFFu) * ((vMax+1)-vMin) + vMin;
}

void PipesLayer::logic(float dt)
{
Size visibleSize = Director::getInstance() -> getVisibleSize();
m_TimeCount += dt;
if (m_TimeCount > 4)
{
// log("%d",rand() % 700);
// int randomPosition = rand() % 700;
int randomPosition = gameRand(80, 600);

m_TimeCount -= 4;
Pipe *pipe = Pipe::create(randomPosition);
pipe -> setPosition(Vec2(visibleSize.width * 1.5f, this -> getContentSize().height * 0.5f));
this -> addChild(pipe);
m_vector.pushBack(pipe);
}

for (Pipe *p : m_vector){
p -> setPositionX(p -> getPositionX() - shareHeader_speed);
if (p -> getPositionX() < -visibleSize.width * 0.5) {
m_vector.eraseObject(p);
// p -> getPhysicsBody() -> removeFromWorld();
p -> removeFromParent();
}
}
}

PipesLayer. h

//
// PipesLayer.h
// FlappyRect
//
// Created by Joueu on 14-10-7.
//
//

#ifndef __FlappyRect__PipesLayer__
#define __FlappyRect__PipesLayer__

#include "cocos2d.h"
#include "Pipe.h"
#include "shareHeader.h"
USING_NS_CC;

class PipesLayer:public Node
{
public:
PipesLayer();
~PipesLayer();
virtual bool init();
CREATE_FUNC(PipesLayer);
void logic(float dt);

private:
float m_TimeCount;
Vector<Pipe *>m_vector;
};

#endif /* defined(__FlappyRect__PipesLayer__) */

Brid.cpp

//
// Bird.cpp
// FlappyRect
//
// Created by Joueu on 14-10-7.
//
//

#include "Bird.h"
#include "shareHeader.h"
Bird::Bird()
{

}

Bird::~Bird()
{

}

bool Bird::init()
{

if (!Layer::init()) {
return false;
}
this -> setTag(shareHeader_BirdTag);
Sprite *sprite = Sprite::create("rect.jpg");

Size spriteSize = sprite -> getContentSize();

this -> setContentSize(spriteSize);

PhysicsBody *body = PhysicsBody::createBox(spriteSize);

// body -> setDynamic(false);
// body -> setRotationEnable(false);
body -> setCategoryBitmask(1);
body -> setCollisionBitmask(1);
body -> setContactTestBitmask(1);

this -> setPhysicsBody(body);
this -> addChild(sprite);

return true;
}

void Bird::jump()
{
// this -> getPhysicsBody() -> applyImpulse(Vect(0,100000));
this -> getPhysicsBody() -> setVelocity(Vect(0,300));
}


Brid.h

//
// Bird.h
// FlappyRect
//
// Created by Joueu on 14-10-7.
//
//

#ifndef __FlappyRect__Bird__
#define __FlappyRect__Bird__

#include "cocos2d.h"

USING_NS_CC;

class Bird : public Layer
{
public:
Bird();
~Bird();
CREATE_FUNC(Bird);
virtual bool init();
void jump();
};

#endif /* defined(__FlappyRect__Bird__) */


Pipe.cpp

<pre name="code" class="cpp">//
// Pipe.cpp
// FlappyRect
//
// Created by Joueu on 14-10-7.
//
//

#include "Pipe.h"
#include "shareHeader.h"

bool Pipe::init(int randomPosition)
{
m_lowerPipe = Sprite::create("pipe.png");
float pipeHeight = m_lowerPipe -> getContentSize().height;
float pipeWidth = m_lowerPipe -> getContentSize().width;
m_lowerPipe -> setScaleY( (randomPosition) / pipeHeight);
m_lowerPipe -> setPosition(Vec2(pipeWidth * 0.5f, pipeHeight * 0.5f *m_lowerPipe -> getScaleY()));
this -> setContentSize(Size(pipeWidth,shareHeader_gameSceneHeight));

m_lowerPipe -> setTag(shareHeader_PipeTag);

m_upperPipe = Sprite::create("pipe.png");
m_upperPipe -> setScaleY((shareHeader_gameSceneHeight - (m_lowerPipe -> getScaleY() * pipeHeight) - shareHeader_emptyHeight)/ pipeHeight);
m_upperPipe -> setPosition(Vec2(pipeWidth * 0.5f,shareHeader_gameSceneHeight - pipeHeight * m_upperPipe -> getScaleY() * 0.5));
m_upperPipe -> setFlippedY(true);
m_upperPipe -> setTag(shareHeader_PipeTag);

PhysicsBody *lowerbody = PhysicsBody::createBox(Size(pipeWidth,pipeHeight *m_lowerPipe -> getScaleY()));
lowerbody -> setDynamic(false);
lowerbody -> setCategoryBitmask(1);
lowerbody -> setCollisionBitmask(1);
lowerbody -> setContactTestBitmask(1);
m_lowerPipe -> setPhysicsBody(lowerbody);

PhysicsBody *upperbody = PhysicsBody::createBox(Size(pipeWidth,pipeHeight *m_upperPipe -> getScaleY()));
upperbody -> setDynamic(false);
upperbody -> setCategoryBitmask(1);
upperbody -> setCollisionBitmask(1);
upperbody -> setContactTestBitmask(1);
m_upperPipe -> setPhysicsBody(upperbody);

this -> addChild(m_upperPipe);
this -> addChild(m_lowerPipe);
return true;
}

Pipe *Pipe::create(int randomPosition)
{
auto pipe = new Pipe();
if (pipe && pipe -> init(randomPosition)) {
pipe -> autorelease();
}else
{
CC_SAFE_DELETE(pipe);
}
return pipe;
}

Pipe::~Pipe()
{
}


 

Pipe.h

//
// Pipe.h
// FlappyRect
//
// Created by Joueu on 14-10-7.
//
//

#ifndef __FlappyRect__Pipe__
#define __FlappyRect__Pipe__

#include "cocos2d.h"

USING_NS_CC;

class Pipe: public Node
{
public:
static Pipe*create(int randomPosition);
bool init(int randomPosition);
~Pipe();
private:
Sprite *m_upperPipe;
Sprite *m_lowerPipe;
};

#endif /* defined(__FlappyRect__Pipe__) */


MenuScene.cpp

//
// MenuScene.cpp
// FlappyRect
//
// Created by Joueu on 14-10-7.
//
//

#include "MenuScene.h"
#include "TollgateScene.h"

bool MenuScene::init()
{
auto visibleSize = Director :: getInstance() -> getVisibleSize();
auto labelStart = Label::create("Start Game", "Monaco", 40);
MenuItemLabel *label = MenuItemLabel::create(labelStart,CC_CALLBACK_1(MenuScene::labelPressed, this));
auto menu = Menu::create(label, NULL);
this -> addChild(menu);
return true;
}

Scene *MenuScene::scene()
{
Scene *scene = Scene::create();

MenuScene *layer = MenuScene::create();

scene -> addChild(layer);

return scene;
}

void MenuScene::labelPressed(Ref *sender)
{
Director::getInstance() -> replaceScene(TransitionFade::create(1.0f, TollgateScene::scene()));
}


MenuScene.h

//
// MenuScene.h
// FlappyRect
//
// Created by Joueu on 14-10-7.
//
//

#ifndef __FlappyRect__MenuScene__
#define __FlappyRect__MenuScene__

#include "cocos2d.h"

USING_NS_CC;

class MenuScene :public Layer
{
public:
CREATE_FUNC(MenuScene);
virtual bool init();
static Scene *scene();
private:
void labelPressed(Ref *sender);
};

#endif /* defined(__FlappyRect__MenuScene__) */


shareHeader.h

//
// shareHeader.h
// FlappyRect
//
// Created by Joueu on 14-10-7.
//
//

#ifndef FlappyRect_shareHeader_h
#define FlappyRect_shareHeader_h

#define shareHeader_bottomHeight 170
#define shareHeader_gameSceneHeight 960
#define shareHeader_emptyHeight 250
#define shareHeader_speed 3
#define shareHeader_BirdTag 1001
#define shareHeader_PipeTag 1002

#endif


AppDelegate.cpp

#include "AppDelegate.h"
#include "HelloWorldScene.h"
#include "TollgateScene.h"
#include "MenuScene.h"
USING_NS_CC;

AppDelegate::AppDelegate() {

}

AppDelegate::~AppDelegate()
{
}

bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLView::create("My Game");
director->setOpenGLView(glview);
}

glview -> setDesignResolutionSize(640, 1136, ResolutionPolicy::EXACT_FIT);
// turn on display FPS
director->setDisplayStats(true);

// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);

// create a scene. it's an autorelease object
// auto scene = HelloWorld::createScene();
auto scene = MenuScene::scene();

// run
director->runWithScene(scene);

return true;
}

// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
Director::getInstance()->stopAnimation();

// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
Director::getInstance()->startAnimation();

// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
因为写得比較仓促,就没有写凝视了,不要介意哈...


图片资源在这里:图片资源