Spring中的aware接口详情
306
2022-06-16
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:
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
jsControlled="true" jsController="MainLayer" resolution="default" > id="0" name="Default Timeline" length="10" chainedId="0" offset="0.0" position="0.0" resolution="30" scale="128"> positionX="0" positionY="0.0" sizeType="Percent" width="100" height="100" anchorPointX="0.5" anchorPointY="0.5" ignoreAnchorPoint="true" scaleX="1" scaleY="1" > anchorPointY="0" src="Resources/bg.png" name="" var="" target="None" scaleX="1" scaleY="1" visible="true"/> anchorPointY="0" color="#fff2e8ff" visible="false"/> anchorPointY="0" src="Resources/ground.png" var="ground" target="Doc"/> anchorPointY="0" var="hoseNode" target="Doc"> anchorPointY="0.5" src="Resources/flappy_packer.plist/bird3.png" var="test" target="Doc" visible="false"/> anchorPointY="0.5" src="Resources/flappy_packer.plist/bird1.png" var="bird" target="Doc" scaleX="1" scaleY="1" rotation="0" visible="true"/> anchorPointY="0.5" var="readyNode" target="Doc" visible="true"> anchorPointY="0.5" src="Resources/flappy_packer.plist/getready.png"/> anchorPointY="0.5" src="Resources/flappy_packer.plist/click.png"/> anchorPointY="0.5" var="overNode" target="Doc" visible="true"> anchorPointY="0.5" src="Resources/flappy_packer.plist/base.png"> anchorPointY="0.5" src="Resources/flappy_packer.plist/gameover.png"/>
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。
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