《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。
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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
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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()));
}
}