《flappy bird》是由来自越南的独立游戏开发者Dong
Nguyen所开发的作品,游戏中玩家必须控制一只小鸟,跨越由各种不同长度水管所组成的障碍,而这只鸟其实是根本不会飞的……所以玩家每点击一下小鸟就会飞高一点,不点击就会下降,玩家必须控制节奏,拿捏点击屏幕的时间点,让小鸟能在落下的瞬间跳起来,恰好能够通过狭窄的水管缝隙,只要稍一分神,马上就会失败阵亡。
图片资源提取后使用PS5 处理,Zwoptex 重新打包。
======================================================================================
开发环境:
Cocos2d-x cocos2d-x-2.2.1
MacBook Pro 13‘ 10.9
Xcode 5.0.2
iPhone5 IOS 7.0.4
======================================================================================
一、效果图
二、GameLayer层 头文件
// // GameLayer.h // Flappy // // Created by yuzai on 14-2-12. // // #ifndef __Flappy__GameLayer__ #define __Flappy__GameLayer__ #include "cocos2d.h" #include "SimpleAudioEngine.h" using namespace cocos2d; class GameLayer:public cocos2d::CCLayer { public: GameLayer(void); ~GameLayer(void); CCSprite *bg; CCSprite *land1; CCSprite *land2; void setBackgroud(unsigned int bg); CREATE_FUNC(GameLayer); virtual bool init(); virtual void update(float time); private: }; #endif /* defined(__Flappy__GameLayer__) */
三、GameLayer层实现
// // GameLayer.cpp // Flappy // // Created by yuzai on 14-2-12. // // #include "GameLayer.h" GameLayer::GameLayer(void) { } GameLayer::~GameLayer(void) { } bool GameLayer::init() { if (!CCLayer::init()) { return false; } //屏幕宽高比 首先 适配IPHONE5 CCSize frameSize = CCEGLView::sharedOpenGLView()->getFrameSize(); float scales = (float) frameSize.width/ 288; //CCSize winSize=CCDirector::sharedDirector()->getWinSize(); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("res/default.plist"); CCSpriteFrame *bg1Frame=CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("bg_day.png"); bg=CCSprite::create(); bg->setAnchorPoint(ccp(0, 0)); bg->setDisplayFrame(bg1Frame); bg->setScale(scales); bg->setPosition(ccp(0,0)); addChild(bg); //2. CCSpriteFrame *landFrame=CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("land.png"); land1=CCSprite::create(); land1->setAnchorPoint(ccp(0, 0)); land1->setDisplayFrame(landFrame); land1->setScale(scales); land1->setPosition(ccp(0, 0)); addChild(land1,1); land2=CCSprite::create(); land2->setAnchorPoint(ccp(0, 0)); land2->setDisplayFrame(landFrame); land2->setScale(scales); land2->setPosition(ccp(frameSize.width, 0)); addChild(land2,1); scheduleUpdate(); return true; } //改变背景 void GameLayer::setBackgroud(unsigned int bg) { switch (bg) { case 1: { } break; default: break; } } void GameLayer::update(float time){ //land移动逻辑 CCSize frameSize = CCEGLView::sharedOpenGLView()->getFrameSize(); float dif=4; land1->setPosition(ccp(land1->getPositionX()-dif,land1->getPositionY())); land2->setPosition(ccp(land2->getPositionX()-dif,land2->getPositionY())); if (land2->getPositionX()<0) { float temp=land2->getPositionX()+frameSize.width; land1->setPosition(ccp(temp,land2->getPositionY())); } if (land1->getPositionX()<0) { float temp=land1->getPositionX()+frameSize.width; land2->setPosition(ccp(temp,land1->getPositionY())); } }