flappy bird游戏源代码揭秘和下载

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;


代码下载:

 http://www.kuaipan.cn/file/id_25348935635745384.htm?source=1

  

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介绍和教程:http://blog.csdn.net/touchsnow/article/details/19070665

cocos2dx-editor官方博客:http://blog.makeapp.co/?cat=8


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:

 http://www.kuaipan.cn/file/id_25348935635745384.htm?source=1


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