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< li >< a href = "projects/flappybird/index.html" >flappybird </ a > < span > - Game</ span ></ li > |
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); |
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自由落体的动画:
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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 //模拟自由落体运动 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) ) ); }; |
这里自定义了一个自由落体的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; }; |
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,使用了自由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 = []; |
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 > |
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 ); |
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/