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flappy bird游戏源代码揭秘和下载 —— 可运行于android、ios和html5多平台

【字号: 日期:2022-09-17 14:49:00浏览:3作者:猪猪

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:

百度云盘:http://pan.baidu.com/s/1pJnWDb9

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:

flappy bird游戏源代码揭秘和下载 —— 可运行于android、ios和html5多平台 flappy bird游戏源代码揭秘和下载 —— 可运行于android、ios和html5多平台 flappy bird游戏源代码揭秘和下载 —— 可运行于android、ios和html5多平台

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。

flappy bird游戏源代码揭秘和下载 —— 可运行于android、ios和html5多平台

MainLayer.ccbx代码

<?xml version='1.0' encoding='UTF-8'?><Document jsControlled='true' jsController='MainLayer' resolution='default'> <Resolutions><Resolution centeredOrigin='false' ext='iphone' name='default' scale='1'/><Resolution centeredOrigin='false' ext='iphone' name='default1' scale='1'/> </Resolutions> <Animations><Animation autoPlay='true' name='Default Timeline'length='10'chainedId='0'offset='0.0'position='0.0'resolution='30'scale='128'> <CallbackChannel> </CallbackChannel> <SoundChannel> </SoundChannel></Animation> </Animations> <LayerpositionX='0' positionY='0.0'sizeType='Percent' anchorPointX='0.5' anchorPointY='0.5' ignoreAnchorPoint='true'scaleX='1' scaleY='1' ><Sprite positionType='LeftBottom' positionX='0' positionY='0' anchorPointX='0'anchorPointY='0' src='https://www.haobala.com/bcjs/Resources/bg.png' name='' var='' target='None' scaleX='1' scaleY='1' visible='true'/><LayerColor positionType='LeftBottom' positionX='0' positionY='0' anchorPointX='0'anchorPointY='0' color='#fff2e8ff' visible='false'/><Menu positionType='LeftBottom' positionX='356.0' positionY='237.0' anchorPointX='0.5'anchorPointY='0.5' scaleX='2.4' scaleY='1.725'></Menu><Sprite positionType='LeftBottom' positionX='0' positionY='0' anchorPointX='0'anchorPointY='0' src='https://www.haobala.com/bcjs/Resources/ground.png' var='ground' target='Doc'/><Node positionType='LeftBottom' positionX='800' positionY='250' anchorPointX='0'anchorPointY='0' var='hoseNode' target='Doc'> <Sprite positionType='LeftBottom' positionX='-500' positionY='400' anchorPointX='0.5'anchorPointY='0.5' src='https://www.haobala.com/bcjs/Resources/flappy_packer.plist/bird3.png' var='test' target='Doc' visible='false'/> <Sprite positionType='LeftBottom' positionX='-550' positionY='500' anchorPointX='0.5'anchorPointY='0.5' src='https://www.haobala.com/bcjs/Resources/flappy_packer.plist/bird1.png' var='bird' target='Doc' scaleX='1' scaleY='1' rotation='0' visible='true'/></Node><Node positionType='LeftBottom' positionX='303.0' positionY='500' anchorPointX='0.5'anchorPointY='0.5' var='readyNode' target='Doc' visible='true'> <Sprite positionType='LeftBottom' positionX='95.0' positionY='584.0' anchorPointX='0.5'anchorPointY='0.5' src='https://www.haobala.com/bcjs/Resources/flappy_packer.plist/getready.png'/> <Sprite positionType='LeftBottom' positionX='73.0' positionY='236.0' anchorPointX='0.5'anchorPointY='0.5' src='https://www.haobala.com/bcjs/Resources/flappy_packer.plist/click.png'/></Node><Node positionType='LeftBottom' positionX='300' positionY='500' anchorPointX='0.5'anchorPointY='0.5' var='overNode' target='Doc' visible='true'> <Sprite positionType='LeftBottom' positionX='72.0' positionY='219.0' anchorPointX='0.5'anchorPointY='0.5' src='https://www.haobala.com/bcjs/Resources/flappy_packer.plist/base.png'><Sprite positionType='LeftBottom' positionX='286.0' positionY='458.0' anchorPointX='0.5'anchorPointY='0.5' src='https://www.haobala.com/bcjs/Resources/flappy_packer.plist/gameover.png'/> </Sprite> <Menu positionType='LeftBottom' positionX='0' positionY='0' anchorPointX='0.5'anchorPointY='0.5'><MenuItem positionType='LeftBottom' 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' 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:

百度云盘:http://pan.baidu.com/s/1pJnWDb9

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)

注:本文转自CSDN。

标签: IOS
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