cocos2dx实例开发之flappybird(入门版)
cocos2dx社区里有个系列博客完整地复制原版flappybird的全部特性。只是那个代码写得比較复杂,新手学习起来有点捉摸不透,这里我写了个简单的版本号。演演示样例如以下:
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创建项目
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游戏设计
游戏结构例如以下,游戏包括预载入场景和主场景,主场景中包括背景、小鸟、管道和各种UI界面。
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开发步骤
1,素材收集
- //加入载入回调函数,用异步载入纹理
- Director::getInstance()->getTextureCache()->addImageAsync("game.png", CC_CALLBACK_1(LoadingScene::loadingCallBack, this));
- void LoadingScene::loadingCallBack(Texture2D *texture)
- {
- //预载入帧缓存纹理
- SpriteFrameCache::getInstance()->addSpriteFramesWithFile("game.plist", texture);
- //预载入帧动画
- auto birdAnimation = Animation::create();
- birdAnimation->setDelayPerUnit(0.2f);
- birdAnimation->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("bird1.png"));
- birdAnimation->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("bird2.png"));
- birdAnimation->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("bird3.png"));
- AnimationCache::getInstance()->addAnimation(birdAnimation, "birdAnimation"); //将小鸟动画加入到动画缓存
- //预载入音效
- SimpleAudioEngine::getInstance()->preloadEffect("die.mp3");
- SimpleAudioEngine::getInstance()->preloadEffect("hit.mp3");
- SimpleAudioEngine::getInstance()->preloadEffect("point.mp3");
- SimpleAudioEngine::getInstance()->preloadEffect("swooshing.mp3");
- SimpleAudioEngine::getInstance()->preloadEffect("wing.mp3");
- //载入完成跳转到游戏场景
- auto gameScene = GameScene::createScene();
- TransitionScene *transition = TransitionFade::create(0.5f, gameScene);
- Director::getInstance()->replaceScene(transition);
- }
3,游戏主场景
- //加入游戏背景
- Sprite *backGround = Sprite::createWithSpriteFrameName("bg.png");
- backGround->setPosition(visibleOrigin.x + visibleSize.width / 2, visibleOrigin.y + visibleSize.height / 2);
- this->addChild(backGround);
- //logo
- auto gameLogo = Sprite::createWithSpriteFrameName("bird_logo.png");
- gameLogo->setPosition(visibleOrigin.x + visibleSize.width / 2, visibleOrigin.y + visibleSize.height / 2+100);
- gameLogo->setName("logo");
- this->addChild(gameLogo);
logo在游戏開始后要隐藏掉。
- //小鸟
- birdSprite = Sprite::create();
- birdSprite->setPosition(visibleOrigin.x + visibleSize.width / 3, visibleOrigin.y + visibleSize.height / 2);
- this->addChild(birdSprite);
- auto birdAnim = Animate::create(AnimationCache::getInstance()->animationByName("birdAnimation"));
- birdSprite->runAction(RepeatForever::create(birdAnim)); //挥翅动画
- auto up = MoveBy::create(0.4f, Point(0, 8));
- auto upBack = up->reverse();
- if (gameStatus == GAME_READY)
- {
- swingAction = RepeatForever::create(Sequence::create(up, upBack, NULL));
- birdSprite->runAction(swingAction); //上下晃动动画
- }
在准备界面下除了有扇翅膀的动作,还有上下浮动的动作。
3.3,地板
须要用到自己定义调度器,注意调节移动速度。
- //加入两个land
- land1 = Sprite::createWithSpriteFrameName("land.png");
- land1->setAnchorPoint(Point::ZERO);
- land1->setPosition(Point::ZERO);
- this->addChild(land1, 10); //置于最顶层
- land2 = Sprite::createWithSpriteFrameName("land.png");
- land2->setAnchorPoint(Point::ZERO);
- land2->setPosition(Point::ZERO);
- this->addChild(land2, 10);
- Size visibleSize = Director::getInstance()->getVisibleSize();
- //两个图片循环移动
- land1->setPositionX(land1->getPositionX() - 1.0f);
- land2->setPositionX(land1->getPositionX() + land1->getContentSize().width - 2.0f);
- if (land2->getPositionX() <= 0)
- land1->setPosition(Point::ZERO);
3.4,水管
- //同屏幕出现的仅仅有两根管子。放到容器里面,上下绑定为一根
- for (int i = 0; i < 2; i++)
- {
- auto visibleSize = Director::getInstance()->getVisibleSize();
- Sprite *pipeUp = Sprite::createWithSpriteFrameName("pipe_up.png");
- Sprite *pipeDown = Sprite::createWithSpriteFrameName("pipe_down.png");
- Node *singlePipe = Node::create();
- //给上管绑定刚体
- auto pipeUpBody = PhysicsBody::createBox(pipeUp->getContentSize());
- pipeUpBody->setDynamic(false);
- pipeUpBody->setContactTestBitmask(1);
- pipeUp->setAnchorPoint(Vec2::ANCHOR_MIDDLE);
- pipeUp->setPhysicsBody(pipeUpBody);
- //给两个管子分开设置刚体。能够留出中间的空隙使得小鸟通过
- //给下管绑定刚体
- auto pipeDownBody = PhysicsBody::createBox(pipeDown->getContentSize());
- pipeDownBody->setDynamic(false);
- pipeDownBody->setContactTestBitmask(1);
- pipeDown->setAnchorPoint(Vec2::ANCHOR_MIDDLE);
- pipeDown->setPhysicsBody(pipeDownBody);
- pipeUp->setPosition(0, PIPE_HEIGHT + PIPE_SPACE);
- singlePipe->addChild(pipeUp);
- singlePipe->addChild(pipeDown); //pipeDown默认加到(0,0),上下合并,此时singlePipe以以下的管子中心为锚点
- singlePipe->setPosition(i*PIPE_INTERVAL + WAIT_DISTANCE, getRandomHeight() ); //设置初始高度
- singlePipe->setName("newPipe");
- this->addChild(singlePipe); //把两个管子都增加到层
- pipes.pushBack(singlePipe); //两个管子先后增加到容器
- }
- //管子滚动
- for (auto &singlePipe : pipes)
- {
- singlePipe->setPositionX(singlePipe->getPositionX() - 1.0f);
- if (singlePipe->getPositionX() < -PIPE_WIDTH/2)
- {
- singlePipe->setPositionX(visibleSize.width+PIPE_WIDTH/2);
- singlePipe->setPositionY(getRandomHeight());
- singlePipe->setName("newPipe"); //每次重设一根管子,标为new
- }
- }
3.5。增加物理世界
- gameScene->getPhysicsWorld()->setGravity(Vec2(0, -900)); //设置重力场,重力加速度能够依据手感改小点
- gameLayer->setPhysicWorld(gameScene->getPhysicsWorld()); //绑定物理世界
小鸟绑定刚体
- //小鸟绑定刚体
- auto birdBody = PhysicsBody::createCircle(BIRD_RADIUS); //将小鸟当成一个圆,懒得弄精确的轮廓线了
- birdBody->setDynamic(true); //设置为能够被物理场所作用而动作
- birdBody->setContactTestBitmask(1); //必须设置这项为1才干检測到不同的物体碰撞
- birdBody->setGravityEnable(false); //设置是否被重力影响,准备画面中不受重力影响
- birdSprite->setPhysicsBody(birdBody); //为小鸟设置刚体
地板绑定刚体
- //设置地板刚体
- Node *groundNode = Node::create();
- auto groundBody = PhysicsBody::createBox(Size(visibleSize.width, land1->getContentSize().height));
- groundBody->setDynamic(false);
- groundBody->setContactTestBitmask(1);
- groundNode->setAnchorPoint(Vec2::ANCHOR_MIDDLE); //物理引擎中的刚体仅仅同意结点锚点设置为中心
- groundNode->setPhysicsBody(groundBody);
- groundNode->setPosition(visibleOrigin.x+visibleSize.width/2,land1->getContentSize().height/2);
- this->addChild(groundNode);
管道设置刚体,上下半根分别设置,留出中间的缝隙
- //给上管绑定刚体
- auto pipeUpBody = PhysicsBody::createBox(pipeUp->getContentSize());
- pipeUpBody->setDynamic(false);
- pipeUpBody->setContactTestBitmask(1);
- pipeUp->setAnchorPoint(Vec2::ANCHOR_MIDDLE);
- pipeUp->setPhysicsBody(pipeUpBody);
- //给两个管子分开设置刚体,能够留出中间的空隙使得小鸟通过
- //给下管绑定刚体
- auto pipeDownBody = PhysicsBody::createBox(pipeDown->getContentSize());
- pipeDownBody->setDynamic(false);
- pipeDownBody->setContactTestBitmask(1);
- pipeDown->setAnchorPoint(Vec2::ANCHOR_MIDDLE);
- pipeDown->setPhysicsBody(pipeDownBody);
碰撞检測
- //加入碰撞监測
- auto contactListener = EventListenerPhysicsContact::create();
- contactListener->onContactBegin = CC_CALLBACK_1(GameScene::onContactBegin, this);
- _eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener, this);
- //碰撞监測
- bool GameScene::onContactBegin(const PhysicsContact& contact)
- {
- if (gameStatus == GAME_OVER) //当游戏结束后不再监控碰撞
- return false;
- gameOver();
- return true;
- }
3.6,触摸检測
- //触摸监听
- bool GameScene::onTouchBegan(Touch *touch, Event *event)
3.7。控制小鸟
- birdSprite->getPhysicsBody()->setVelocity(Vec2(0, 250)); //给一个向上的初速度
- //小鸟的旋转
- auto curVelocity = birdSprite->getPhysicsBody()->getVelocity();
- birdSprite->setRotation(-curVelocity.y*0.1 - 20); //依据竖直方向的速度算出旋转角度。逆时针为负
3.8,游戏開始
- //游戏開始
- void GameScene::gameStart()
- {
- gameStatus = GAME_START;
- score = 0;//重置分数
- scoreLabel->setString(String::createWithFormat("%d", score)->getCString());
- this->getChildByName("logo")->setVisible(false); //logo消失
- scoreLabel->setVisible(true); //计分開始
- this->scheduleUpdate();//启动默认更新
- this->schedule(schedule_selector(GameScene::scrollLand), 0.01f); //启动管子和地板滚动
- birdSprite->stopAction(swingAction); //游戏開始后停止上下浮动
- birdSprite->getPhysicsBody()->setGravityEnable(true); //開始受重力作用
- }
3.9,计分和数据存储
- //当游戏開始时,推断得分,这个事实上也能够写在其它地方。比方管子滚动的更新函数里面或者触摸监測里面
- if (gameStatus == GAME_START)
- {
- for (auto &pipe : pipes)
- {
- if (pipe->getName() == "newPipe") //新来一根管子就推断
- {
- if (pipe->getPositionX() < birdSprite->getPositionX())
- {
- score++;
- scoreLabel->setString(String::createWithFormat("%d", score)->getCString());
- SimpleAudioEngine::getInstance()->playEffect("point.mp3");
- pipe->setName("passed"); //标记已经过掉的管子
- }
- }
- }
- }
4.0。游戏结束
- //游戏结束
- void GameScene::gameOver()
- {
- gameStatus = GAME_OVER;
- //获取历史数据
- bestScore = UserDefault::getInstance()->getIntegerForKey("BEST");
- if (score > bestScore)
- {
- bestScore = score; //更新最好分数
- UserDefault::getInstance()->setIntegerForKey("BEST", bestScore);
- }
- SimpleAudioEngine::getInstance()->playEffect("hit.mp3");
- //游戏结束后停止地板和管道的滚动
- this->unschedule(schedule_selector(GameScene::scrollLand));
- }
结束后比較当前分数和历史分数。以便更新。
- SimpleAudioEngine::getInstance()->playEffect("hit.mp3");
4.2,记分板
- //加入记分板和重玩菜单
- void GameScene::gamePanelAppear()
- {
- Size size = Director::getInstance()->getVisibleSize();
- Vec2 origin = Director::getInstance()->getVisibleOrigin();
- //用node将gameoverlogo和记分板绑在一起
- Node *gameOverPanelNode = Node::create();
- auto gameOverLabel = Sprite::createWithSpriteFrameName("gameover.png");
- gameOverPanelNode->addChild(gameOverLabel);
- auto panel = Sprite::createWithSpriteFrameName("board.PNG");//注意这里是大写PNG。原图片用什么后缀这里就用什么,区分大写和小写
- gameOverLabel->setPositionY(panel->getContentSize().height); //设置一下坐标
- gameOverPanelNode->addChild(panel);
- //记分板上加入两个分数
- auto curScoreTTF = LabelTTF::create(String::createWithFormat("%d", score)->getCString(), "Arial", 20);
- curScoreTTF->setPosition(panel->getContentSize().width-40, panel->getContentSize().height-45);
- curScoreTTF->setColor(Color3B(255, 0, 0));
- panel->addChild(curScoreTTF);
- auto bestScoreTTF = LabelTTF::create(String::createWithFormat("%d", bestScore)->getCString(), "Arial", 20);
- bestScoreTTF->setPosition(panel->getContentSize().width - 40, panel->getContentSize().height - 90);
- bestScoreTTF->setColor(Color3B(0, 255, 0));
- panel->addChild(bestScoreTTF);
- this->addChild(gameOverPanelNode);
- gameOverPanelNode->setPosition(origin.x + size.width / 2, origin.y + size.height );
- //滑入动画
- gameOverPanelNode->runAction(MoveTo::create(0.5f, Vec2(origin.x + size.width / 2, origin.y + size.height / 2)));
- SimpleAudioEngine::getInstance()->playEffect("swooshing.mp3");
- //加入菜单
- MenuItemImage *restartItem = MenuItemImage::create("start_btn.png", "start_btn_pressed.png", this,menu_selector(GameScene::gameRetart));
- auto menu = CCMenu::createWithItem(restartItem);
- menu->setPosition(origin.x + size.width / 2, 150);
- this->addChild(menu);
- }
- //游戏又一次開始
- void GameScene::gameRetart(Ref *sender)
- {
- //又一次回到初始画面
- auto gameScene = GameScene::createScene();
- Director::getInstance()->replaceScene(gameScene); //这里懒得加特效了,直接转场
- }
效果图:
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源码
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