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< li >< a
href = "projects/flappybird/index.html" >flappybird </ a > < span > - Game</ span ></ li >
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首先加载资源和添加游戏背景:
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this .winSize = cc.Director.getInstance().getWinSize();
cc.SpriteFrameCache.getInstance().addSpriteFrames(res.flappy_packer); this .bgSprite = cc.Sprite.create(res.bg);
this .bgSprite.setPosition( this .winSize.width / 2, this .winSize.height / 2);
this .addChild( this .bgSprite, 0);
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游戏资源使用TexturePacker打包在flappy_packer.plist文件中,函数名跟cocos2d-x c++版本是一样的。 初始化地面:
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Helloworld.prototype.initGround = function () {
//cc.log("initGround");
this .groundSprite = cc.Sprite.create(res.ground);
var
halfGroundW = this .groundSprite.getContentSize().width;
var
halfGroundH = this .groundSprite.getContentSize().height;
this .groundSprite.setAnchorPoint(0.5, 0.5);
this .groundSprite.setPosition(halfGroundW / 2, halfGroundH / 2);
this .addChild( this .groundSprite, GROUND_Z);
var
action1 = cc.MoveTo.create(0.5, cc.p(halfGroundW / 2 - 120, this .groundSprite.getPositionY()));
var
action2 = cc.MoveTo.create(0, cc.p(halfGroundW / 2, this .groundSprite.getPositionY()));
var
action = cc.Sequence.create(action1, action2);
this .groundSprite.runAction(cc.RepeatForever.create(action));
}; |
js可以使用proptotype来为类型添加行为,不理解的可以google一下。当然也可以跟init函数一样写在里面,像这样:
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var Helloworld = cc.Layer.extend({
init: function
() {
}, initGround:: function () {
} ); |
这里为地面定义两个动作,因为地面图片宽度是840px,而游戏屏幕分辨率指定是720×1280,所以先让地面向左移动120px,再迅速回到原位置。
初始化小鸟动画:
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Helloworld.prototype.initBird = function () {
//cc.log("initBird");
var
animation = cc.AnimationCache.getInstance().getAnimation( "FlyBirdAnimation" )
if (!animation) {
var
animFrames = [];
var
str = "" ;
var
birdFrameCount = 4;
for
( var i = 1; i < birdFrameCount; ++ i) {
str = "bird"
+ i + ".png" ;
var
frame = cc.SpriteFrameCache.getInstance().getSpriteFrame(str);
animFrames.push(frame);
}
var
animation = cc.Animation.create(animFrames, 0.05);
cc.AnimationCache.getInstance().addAnimation(animation, "FlyBirdAnimation" );
}
this .flyBird = cc.Sprite.createWithSpriteFrameName(res.fly_bird);
this .flyBird.setAnchorPoint(cc.p(0.5, 0.5));
this .flyBird.setPosition( this .winSize.width / 2, this .winSize.height / 2);
this .addChild( this .flyBird, BIRD_Z);
var
actionFrame = cc.Animate.create(animation);
var
flyAction = cc.RepeatForever.create(actionFrame);
this .flyBird.runAction(cc.RepeatForever.create(flyAction));
}; |
小鸟自身动画是一个帧动画,创建成功后添加到缓存中。
初始化ready界面,就是游戏开始的时候提示用户点击的画面:
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Helloworld.prototype.initReady = function () {
this .readyLayer = cc.Layer.create();
var
logo = cc.Sprite.createWithSpriteFrameName(res.logo);
logo.setAnchorPoint(cc.p(0.5, 0.5));
logo.setPosition( this .winSize.width / 2, this .winSize.height - logo.getContentSize().height - 50);
this .readyLayer.addChild(logo);
var
getReady = cc.Sprite.createWithSpriteFrameName(res.getReady);
getReady.setAnchorPoint(cc.p(0.5, 0.5));
getReady.setPosition( this .winSize.width / 2, this .winSize.height / 2 + getReady.getContentSize().height);
this .readyLayer.addChild(getReady);
var
click = cc.Sprite.createWithSpriteFrameName(res.click);
click.setAnchorPoint(cc.p(0.5, 0.5));
click.setPosition( this .winSize.width / 2, getReady.getPositionY() - getReady.getContentSize().height / 2 - click.getContentSize().height / 2);
this .readyLayer.addChild(click);
this .addChild( this .readyLayer);
}; |
效果如下:
添加点击屏幕时小鸟上升和下降*落体的动画:
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Helloworld.prototype.runBirdAction = function
() {
var
riseHeight = 50;
var
birdX = this .flyBird.getPositionX();
var
birdY = this .flyBird.getPositionY();
var
bottomY = this .groundSprite.getContentSize().height - this .flyBird.getContentSize().height / 2;
var
actionFrame = cc.Animate.create(cc.AnimationCache.getInstance().getAnimation( "FlyBirdAnimation" ));
var
flyAction = cc.RepeatForever.create(actionFrame);
//上升动画 var
riseMoveAction = cc.MoveTo.create(0.2, cc.p(birdX, birdY + riseHeight));
var
riseRotateAction = cc.RotateTo.create(0, -30);
var
riseAction = cc.Spawn.create(riseMoveAction, riseRotateAction);
//下落动画 //模拟*落体运动 var
fallMoveAction = FreeFall.create(birdY - bottomY);
var
fallRotateAction =cc.RotateTo.create(0, 30);
var
fallAction = cc.Spawn.create(fallMoveAction, fallRotateAction);
this .flyBird.stopAllActions();
this .flyBird.runAction(flyAction);
this .flyBird.runAction(cc.Spawn.create(
cc.Sequence.create(riseAction, fallAction) )
);
}; |
这里自定义了一个*落体的Action:FreeFall:
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var FreeFall = cc.ActionInterval.extend( {
timeElasped:0,
m_positionDeltaY: null ,
m_startPosition: null ,
m_targetPosition: null ,
ctor: function () {
cc.ActionInterval.prototype.ctor.call( this );
this .yOffsetElasped = 0;
this .timeElasped = 0;
this .m_positionDeltaY = 0;
this .m_startPosition = cc.p(0, 0);
this .m_targetPosition = cc.p(0, 0);
},
initWithDuration: function
(duration) {
if
(cc.ActionInterval.prototype.initWithDuration.call( this , duration)) {
return
true ;
}
return
false ;
},
initWithOffset: function (deltaPosition) {
var
dropTime = Math.sqrt(2.0*Math.abs(deltaPosition)/k_Acceleration) * 0.1;
//cc.log("dropTime=" + dropTime);
if
( this .initWithDuration(dropTime))
{
this .m_positionDeltaY = deltaPosition;
return
true ;
}
//cc.log("dropTime =" + dropTime + "; deltaPosition=" + deltaPosition);
return
false ;
},
isDone: function () {
if
( this .m_targetPosition.y >= this ._target.getPositionY()) {
return
true ;
}
return
false ;
},
//Node的runAction函数会调用ActionManager的addAction函数,在ActionManager的addAction函数中会调用Action的startWithTarget,然后在Action类的startWithTarget函数中设置_target的值。
startWithTarget: function (target) {
//cc.log("startWithTarget target=" + target);
cc.ActionInterval.prototype.startWithTarget.call( this , target);
this .m_startPosition = target.getPosition();
this .m_targetPosition = cc.p( this .m_startPosition.x, this .m_startPosition.y - this .m_positionDeltaY);
},
update: function (dt) {
this .timeElasped += dt;
//cc.log("isdone=" + this.timeElasped);
if
( this ._target && !( this .m_targetPosition.y >= this ._target.getPositionY())) {
var
yMoveOffset = 0.5 * k_Acceleration * this .timeElasped * this .timeElasped * 0.3;
if
(cc.ENABLE_STACKABLE_ACTIONS) {
var
newPos = cc.p( this .m_startPosition.x, this .m_startPosition.y - yMoveOffset);
if
( this .m_targetPosition.y > newPos.y) {
newPos.y = this .m_targetPosition.y;
this ._target.stopAction( this );
}
this ._target.setPosition(newPos);
} else
{
this ._target.setPosition(cc.p( this .m_startPosition.x, this .m_startPosition.y + this .m_positionDeltaY * dt));
}
}
}
}); FreeFall.create = function (deltaPosition) {
var
ff = new FreeFall();
ff.initWithOffset(deltaPosition);
return
ff;
};
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模仿了CCActionInterval.js中的其他内置的Action,如MoveBy,主要重写了initWithDuration,startWithTarget,update,isDone函数。 initWithDuration是设置该action运行的时间,时间的长短决定下降的速度。 startWithTarget函数由ActionManager调用,设置_target的值。 update函数在ActionInterval的step函数中会调用,在这个函数中不断更新精灵的坐标,使用了*落体计算位移的公式。 isDone函数设置了动作是否运行结束。 重力加速度和action运行的时间需要不断调试。
添加水管:
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function getRandom(maxSize) {
return
Math.floor(Math.random() * maxSize) % maxSize;
} Helloworld.prototype.addPipe = function
() {
cc.log( "addPipe" );
var
ccSpriteDown = cc.Sprite.createWithSpriteFrameName(res.holdback1);
var
pipeHeight = ccSpriteDown.getContentSize().height;
var
pipeWidth = ccSpriteDown.getContentSize().width;
var
groundHeight = this .groundSprite.getContentSize().height;
//小鸟飞行区间高度
var
acrossHeight = 300;
var
downPipeHeight = 100 + getRandom(400);
// cc.log("downPipeHeight=" + downPipeHeight);
var
upPipeHeight = this .winSize.height - downPipeHeight - acrossHeight - groundHeight;
var
PipeX = this .winSize.width + pipeWidth / 2;
ccSpriteDown.setZOrder(1);
ccSpriteDown.setAnchorPoint(cc.p(0.5, 0.5));
ccSpriteDown.setPosition(cc.p(PipeX + pipeWidth / 2, groundHeight + pipeHeight / 2 - (pipeHeight - downPipeHeight)));
var ccSpriteUp = cc.Sprite.createWithSpriteFrameName(res.holdback2);
ccSpriteUp.setZOrder(1);
ccSpriteUp.setAnchorPoint(cc.p(0.5, 0.5));
ccSpriteUp.setPosition(cc.p(PipeX + pipeWidth / 2, this .winSize.height + (pipeHeight- upPipeHeight) - pipeHeight / 2));
this .addChild(ccSpriteDown, PIPE_Z);
this .addChild(ccSpriteUp, PIPE_Z);
this .PipeSpriteList.push(ccSpriteDown);
this .PipeSpriteList.push(ccSpriteUp);
this .score += 1;
}; |
分为上下两根水管,随机设置上下水管的高度,固定小鸟飞行区间的高度为300。然后把创建的水管放到数组中,同时每添加一排水管就增加一分。
添加碰撞检测函数:
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Helloworld.prototype.getRect = function (a) {
var
pos = a.getPosition();
var
content = a.getContentSize();
return
cc.rect(pos.x - content.width / 2, pos.y - content.height / 2, content.width, content.height);
}; Helloworld.prototype.collide = function
(a, b) {
var
aRect = this .getRect(a);
var
bRect = this .getRect(b);
return
cc.rectIntersectsRect(aRect, bRect);
}; Helloworld.prototype.checkCollision = function
() {
if
( this .collide( this .flyBird, this .groundSprite)) {
//cc.log("hit floor");
this .birdFallAction();
return ;
}
for
( var i = 0; i < this .PipeSpriteList.length; i++) {
var
pipe = this .PipeSpriteList[i];
if
( this .collide( this .flyBird, pipe)) {
cc.log( "hit pipe i="
+ i);
this .birdFallAction();
break ;
}
}
} |
采用最简单的方式:判断矩形是否相交。把小鸟分别跟地面和数组中的水管进行检测,如果发生碰撞,则执行小鸟死亡动画:
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Helloworld.prototype.birdFallAction = function
() {
this .gameMode = OVER;
this .flyBird.stopAllActions();
this .groundSprite.stopAllActions();
var
birdX = this .flyBird.getPositionX();
var
birdY = this .flyBird.getPositionY();
var
bottomY = this .groundSprite.getContentSize().height + this .flyBird.getContentSize().width / 2;
var
fallMoveAction = FreeFall.create(birdY - bottomY);
var
fallRotateAction =cc.RotateTo.create(0, 90);
var
fallAction = cc.Spawn.create(fallMoveAction, fallRotateAction);
this .flyBird.runAction(cc.Sequence.create(cc.DelayTime.create(0.1),
fallAction)
);
this .runAction(cc.Sequence.create(cc.DelayTime.create(1.0),
cc.CallFunc.create( this .showGameOver, this ))
);
} |
让小鸟旋转90度,然后垂直下落,然后显示game over画面:
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Helloworld.prototype.showGameOver = function
() {
var
userDefault = cc.UserDefault.getInstance();
var
oldScore = userDefault.getIntegerForKey( "score" );
var
maxScore = 0;
if ( this .score > oldScore) {
maxScore = this .score;
userDefault.setIntegerForKey( "score" , maxScore);
} else
{
maxScore = oldScore;
}
var
gameOverLayer = cc.Layer.create();
cc.log( "gameover="
+ res.gameover);
var
gameOver = cc.Sprite.createWithSpriteFrameName(res.gameover);
gameOver.setAnchorPoint(cc.p(0.5, 0.5));
gameOver.setPosition( this .winSize.width / 2, this .winSize.height - gameOver.getContentSize().height / 2 - 150);
gameOverLayer.addChild(gameOver);
var
scorePanel = cc.Sprite.createWithSpriteFrameName(res.scorePanel);
scorePanel.setAnchorPoint(cc.p(0.5, 0.5));
scorePanel.setPosition(gameOver.getPositionX(), gameOver.getPositionY() - gameOver.getContentSize().height / 2 - scorePanel.getContentSize().height / 2 - 60);
gameOverLayer.addChild(scorePanel);
if ( this .score > oldScore) {
var
gold = cc.Sprite.createWithSpriteFrameName(res.gold);
gold.setAnchorPoint(cc.p(0.5, 0.5));
gold.setPosition(68 + gold.getContentSize().width / 2, 72 + gold.getContentSize().height / 2);
scorePanel.addChild(gold);
} else
{
var
gray = cc.Sprite.createWithSpriteFrameName(res.gray);
gray.setAnchorPoint(cc.p(0.5, 0.5));
gray.setPosition(68 + gray.getContentSize().width / 2, 72 + gray.getContentSize().height / 2);
scorePanel.addChild(gray);
}
var
newScoreLabel = cc.LabelAtlas.create( this .score, res.number, 22, 28, ‘0‘ );
newScoreLabel.setAnchorPoint(cc.p(0.5, 0.5));
newScoreLabel.setScale(1.2);
newScoreLabel.setPosition(scorePanel.getContentSize().width - newScoreLabel.getContentSize().width - 90, newScoreLabel.getContentSize().height / 2 + 180);
scorePanel.addChild(newScoreLabel);
var
maxScoreLabel = cc.LabelAtlas.create(maxScore, res.number, 22, 28, ‘0‘ );
maxScoreLabel.setAnchorPoint(cc.p(0.5, 0.5));
maxScoreLabel.setScale(1.2);
maxScoreLabel.setPosition(newScoreLabel.getPositionX(), maxScoreLabel.getContentSize().height / 2 + 75);
scorePanel.addChild(maxScoreLabel);
var
start = cc.Sprite.createWithSpriteFrameName(res.start);
var
startMenuItem = cc.MenuItemSprite.create(start, null , null , this .restartGame, this );
var
startMenu = cc.Menu.create(startMenuItem);
startMenu.setAnchorPoint(cc.p(0.5, 0.5));
startMenu.setPosition( this .winSize.width / 2 , scorePanel.getPositionY() - scorePanel.getContentSize().height / 2 - start.getContentSize().height / 2 - 60);
gameOverLayer.addChild(startMenu);
this .addChild(gameOverLayer, GAMEOVER_Z);
}; |
显示game over时保存游戏数据,显示这局游戏的分数和历史最高分。
点击开始游戏按钮,就可以重新开始游戏:
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Helloworld.prototype.restartGame = function () {
var
scene = cc.Scene.create();
scene.addChild(Helloworld.create());
cc.Director.getInstance().replaceScene(cc.TransitionFade.create(1.2, scene));
}; |
记得在init函数中清空水管数组:
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this .PipeSpriteList = [];
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下面是Helloworld类的代码:
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var Helloworld = cc.Layer.extend({
gameMode: null ,
bgSprite: null ,
groundSprite: null ,
flyBird: null ,
PipeSpriteList:[],
passTime: 0,
winSize: 0,
screenRect: null ,
readyLayer: null ,
score: 0,
scoreLabel: null ,
init: function
() {
cc.log( "helloworld init" );
this ._super();
this .PipeSpriteList = [];
this .winSize = cc.Director.getInstance().getWinSize();
cc.SpriteFrameCache.getInstance().addSpriteFrames(res.flappy_packer);
this .bgSprite = cc.Sprite.create(res.bg);
this .bgSprite.setPosition( this .winSize.width / 2, this .winSize.height / 2);
this .addChild( this .bgSprite, 0);
this .initGround();
this .initReady();
this .screenRect = cc.rect(0, 0, this .winSize.width, this .winSize.height);
this .gameMode = READY;
this .score = 0;
this .scheduleUpdate();
this .setTouchEnabled( true );
return
true ;
},
onTouchesBegan: function
(touches, event) {
},
onTouchesMoved: function
(touches, event) {
},
onTouchesEnded: function
(touches, event) {
if
( this .gameMode == OVER) {
return ;
}
if
( this .gameMode == READY) {
this .gameMode = START;
this .readyLayer.setVisible( false );
this .initBird();;
}
this .runBirdAction();
},
onTouchesCancelled: function
(touches, event) {
},
update: function (dt) {
if
( this .gameMode != START) {
return ;
}
for ( var
i = 0; i < this .PipeSpriteList.length; ++ i) {
var
pipe = this .PipeSpriteList[i];
pipe.setPositionX(pipe.getPositionX() - 3);
if
(pipe.getPositionX() < -pipe.getContentSize().width / 2) {
this .PipeSpriteList.splice(i, 1);
//cc.log("delete pipe i=" + i);
}
}
this .passTime += 1;
if ( this .passTime >= this .winSize.width / 6) {
this .addPipe();
this .passTime = 0;
}
this .checkCollision();
}
}); |
在update函数中更新水管的位置,如果水管出了左边的屏幕就从数组中移除,每经过一定的时间就添加一排水管。 现在看看index.html的内容,在浏览器中访问的就是它:
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<!DOCTYPE HTML> < html >
< head >
< meta
charset = "utf-8" >
< title >Flappy Bird-codingnow.cn</ title >
< link
rel = "icon"
type = "image/png"
href = "http://codingnow.cn/favicon.ico" >
< meta
name = "viewport"
content = "user-scalable=no" />
< meta
name = "screen-orientation"
content = "portrait" />
< meta
name = "apple-mobile-web-app-capable"
content = "yes" />
< meta
name = "full-screen"
content = "yes" />
< meta
name = "x5-fullscreen"
content = "true" />
< style >
body, canvas, div {
-moz-user-select: none;
-webkit-user-select: none;
-ms-user-select: none;
-khtml-user-select: none;
-webkit-tap-highlight-color: rgba(0, 0, 0, 0);
}
</ style >
</ head >
< body
style = "padding:0; margin: 0;text-align: center;background: #f2f6f8;" >
< canvas
id = "gameCanvas"
width = "720"
height = "1280" ></ canvas >
< script
src = "cocos2d.js" ></ script >
< img
style = "position:absolute;left:-9999px"
src = "http://zhoujianghai.github.io/games/flappybird/res/icon_wechat.png"
onerror = "this.parentNode.removeChild(this)" >
</ body >
</ html >
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在这个文件中指定了canvas的尺寸。html的内容从cocos2d-html5自带的例子中copy过来的,这里在底部添加了一个img,这个图片是分享到微信朋友圈时显示在左边的图片。 当浏览器窗口大小改变时,为了能自动调整显示游戏完整画面,需要在main.js的applicationDidFinishLaunching函数中添加:
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cc.EGLView.getInstance().adjustViewPort( true );
cc.EGLView.getInstance().setDesignResolutionSize(720, 1280, cc.RESOLUTION_POLICY.SHOW_ALL); cc.EGLView.getInstance().resizeWithBrowserSize( true );
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还记得那个build.xml文件么,可以使用ant打包工具,把src目录下的js代码跟引擎代码打包成一个myApp-HelloWorld.js文件,这样我们只需要把res资源、cocos2d.js、index.html、myApp-HelloWorld.js放到网站上就可以了,也就更安全了。切换到项目build.xml所在目录,在命令符窗口执行:ant。很快就会生成myApp-HelloWorld.js文件,然后还需要修改cocos2d.js的window.addEventListener函数,修改s.src的值为myApp-HelloWorld.js,cocos2d.js文件里有详细注释的。
ok,flappy bird游戏的主要代码就完成了,感觉cocos2d-html5还是非常强大的,开发效率很高。 现在还只能在本地运行游戏,为了能在外网访问,可以把项目传到github上,创建github pages,可以参考:http://pages.github.com/