最近在看cocos2d开发,想找个游戏练练手,碍于没有策划能力,只能从山寨做起。目前最火的游戏,莫过于是这个像素鸟《Flapy Bird》了,下面就开始山寨它吧。
开发环境
系统:Windows8
IDE:Visual Studio 2012
资源文件
随便那个网站下载一个flapybird的apk(下载地址:http://app.suning.com/d.php?pack=com.dotgears.flappybird),改后缀名为.rar,解压之后就能找到游戏引用的资源。

打开assetsgfx,会找到一张atlas.png,包含了所有的图片资源,sound中是声音资源。
项目搭建
因为是学习项目,就自己搭建cocos框架,不使用cocos模版。新建项目,选择XNAGame->WindowsPhone游戏。
添加AppDelegate.cs类,继承 CCApplication,添加构造函数,重写applicationDidFinishLaunching方法;
public class AppDelegate : CCApplication
{
public AppDelegate(Game game, GraphicsDeviceManager graphics)
: base(game, graphics)
{
CCApplication.sm_pSharedApplication = this;
}
public override bool applicationDidFinishLaunching()
{
CCDirector pDirector = CCDirector.sharedDirector();
pDirector.setOpenGLView();
pDirector.DisplayFPS = true;
pDirector.deviceOrientation = ccDeviceOrientation.CCDeviceOrientationPortrait; ;
pDirector.animationInterval = 1.0 / 60;
CCScene pScene = new CCScene();
pDirector.runWithScene(pScene);
return base.applicationDidFinishLaunching();
}
}
修改Game1.cs构造函数,添加代码:
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
this.graphics.IsFullScreen = true;
// Windows Phone 的默认帧速率为 30 fps。
TargetElapsedTime = TimeSpan.FromTicks(333333);
// 延长锁定时的电池寿命。
InactiveSleepTime = TimeSpan.FromSeconds(1);
CCApplication application = new AppDelegate(this, graphics);
this.Components.Add(application);
}
添加场景(CCScene)
我们仔细观察游戏可以把游戏分为2个场景:
1.菜单场景
2.游戏场景
由于我们在AppDelegate创建了一个CCScene,可以用它来作为菜单场景,再新建一个GamePlayScene作为游戏场景(也可以自己新建一个MenuScene作为菜单场景)。
添加层(CCLayer)
游戏可以大致分为以下个层:
1.背景层(BackgroundLayer)
2.移动的道路层(RoadLayer)
3.游戏层(GamePlayLayer)
4.菜单层(MainLayer)
在菜单场景中,我们需要用到BackgroundLayer,RoadLayer和MainLayer。修改AppDelegate.cs代码:
public override bool applicationDidFinishLaunching()
{
CCDirector pDirector = CCDirector.sharedDirector();
pDirector.setOpenGLView();
pDirector.DisplayFPS = true;
pDirector.deviceOrientation = ccDeviceOrientation.CCDeviceOrientationPortrait; ;
pDirector.animationInterval = 1.0 / 60;
CCScene pScene = new CCScene();
pScene.addChild(BackgroundLayer.node(), (int)LayerTags.Background, (int)LayerTags.Background);
pScene.addChild(RoadLayer.node(), (int)LayerTags.Road, (int)LayerTags.Road);
pScene.addChild(MainLayer.node(), (int)LayerTags.Game, (int)LayerTags.Game);
pDirector.runWithScene(pScene);
return base.applicationDidFinishLaunching();
}
public enum LayerTags
{
Background = 0,
Game = 1,
Road = 2
}
背景层(BackgroundLayer)
BackgroundLayer继承自CCLayer,重写静态方法node;
public static new CCLayer node()
{
BackgroundLayer ret = new BackgroundLayer();
if (ret.init())
{
return ret;
}
return null;
}
下面我们就需要画背景图片了,重写init方法
首先我们需要算出资源图片与屏幕大小的缩放比例:
//288,511是背景图的大小 sX = CCDirector.sharedDirector().getWinSize().width / 288f; sY = CCDirector.sharedDirector().getWinSize().height / 512f;
由于此游戏的资源图片是一整张大图,所以我们需要根据区域进行读取,观察资源图片我们可以发现,存在2个背景图片,看来需要随机出现一个背景图片,完整init代码:
public override bool init()
{
sX = CCDirector.sharedDirector().getWinSize().width / 288f;
sY = CCDirector.sharedDirector().getWinSize().height / 512f;
Random random = new Random();
int number = random.Next(0, 2);
CCRect ccRect;
if (number == 0)
{
ccRect = new CCRect(0, 0, 288, 512);
}
else
{
ccRect = new CCRect(292, 0, 288, 512);
}
CCSprite backgroundCcSprite = CCSprite.spriteWithFile("Images/background", ccRect);
backgroundCcSprite.position = new CCPoint(240, 400);
backgroundCcSprite.scaleY = sY;
backgroundCcSprite.scaleX = sX;
addChild(backgroundCcSprite);
return base.init();
}
效果如下:

道路层(RoadLayer)
与背景层类似,继承自CCLayer并重写方法node()、init();
public static new CCLayer node() { RoadLayer ret = new RoadLayer(); if (ret.init()) { return ret; } return null; } public override bool init() { sX = CCDirector.sharedDirector().getWinSize().width / 288f; sY = CCDirector.sharedDirector().getWinSize().height / 512f; CCSprite downRoadCcSprite1 = CCSprite.spriteWithFile("Images/background", new CCRect(584, 0, 336, 112)); downRoadCcSprite1.position = new CCPoint(240, 72); downRoadCcSprite1.scaleX = sX; downRoadCcSprite1.scaleY = sY; addChild(downRoadCcSprite1, 1, (int)SpriteTags.Road); return base.init(); }

让道路动起来
此处我采用的是添加2个道路CCSprite,像小火车一样跟着,每动一帧,2个道路的坐标减少4,当第一个的x坐标等于0之后,将其放到第二个的后面,也就是x坐标等480(屏幕宽度)。
添加一个schedule定时器执行更新道路坐标方法,代码如下:
public override bool init()
{
sX = CCDirector.sharedDirector().getWinSize().width / 288f;
sY = CCDirector.sharedDirector().getWinSize().height / 512f;
downRoadCcSprite1 = CCSprite.spriteWithFile("Images/background", new CCRect(584, 0, 336, 112));
downRoadCcSprite1.position = new CCPoint(240, 72);
downRoadCcSprite1.scaleX = sX;
downRoadCcSprite1.scaleY = sY;
addChild(downRoadCcSprite1, 1, (int)SpriteTags.Road);
downRoadCcSprite2 = CCSprite.spriteWithFile("Images/background", new CCRect(584, 0, 336, 112));
downRoadCcSprite2.position = new CCPoint(480, 72);
downRoadCcSprite2.scaleX = sX;
downRoadCcSprite2.scaleY = sY;
addChild(downRoadCcSprite2, 1, (int)SpriteTags.Road);
this.schedule(updateDownRoad, 0.01f);
return base.init();
}
private void updateDownRoad(float dt)
{
downRoadCcSprite1.position = new CCPoint(downRoadCcSprite1.position.x - 4, downRoadCcSprite1.position.y);
if (downRoadCcSprite1.position.x == 0)
{
downRoadCcSprite1.position = new CCPoint(480, downRoadCcSprite1.position.y);
}
downRoadCcSprite2.position = new CCPoint(downRoadCcSprite2.position.x - 4, downRoadCcSprite2.position.y);
if (downRoadCcSprite2.position.x == 0)
{
downRoadCcSprite2.position = new CCPoint(480, downRoadCcSprite2.position.y);
}
}

添加菜单
开始我做菜单的方法和上面一样从大图中截取图片生成CCMenuItemSprite,但是加入后发现菜单并非是一直显示的,不知道哪里设置出了问题:
CCSprite testCcSprite = CCSprite.spriteWithFile("Images/background", new CCRect(705, 235, 107, 58));
testCcSprite.scaleX = sX;
testCcSprite.scaleY = sY;
CCMenuItemSprite testMenuItemSprite = CCMenuItemSprite.itemFromNormalSprite(testCcSprite, testCcSprite);
CCMenu testmenuOperate = CCMenu.menuWithItems(testMenuItemSprite);
testmenuOperate.position = new CCPoint(240, 205);
this.addChild(testmenuOperate);
效果:

没办法了,只能切成单个图片,然后用另外一种方式试试,发现居然可行,求解!!!

CCMenuItemImage rateCcMenuItemSprite = CCMenuItemImage.itemFromNormalImage("Images/rate", "Images/rate_pressed", this, rateCallback);
rateCcMenuItemSprite.scaleX = sX;
rateCcMenuItemSprite.scaleY = sY;
CCMenu menuRate = CCMenu.menuWithItems(rateCcMenuItemSprite);
menuRate.position = new CCPoint(240, 350);
this.addChild(menuRate);
CCMenuItemImage startCcMenuItemSprite = CCMenuItemImage.itemFromNormalImage("Images/play", "Images/play_pressed", this, playCallback);
startCcMenuItemSprite.scaleX = sX;
startCcMenuItemSprite.scaleY = sY;
CCMenuItemImage scoreCcMenuItemSprite = CCMenuItemImage.itemFromNormalImage("Images/rank", "Images/rank_pressed", this, rankCallback);
scoreCcMenuItemSprite.scaleX = sX;
scoreCcMenuItemSprite.scaleY = sY;
CCMenu menuOperate = CCMenu.menuWithItems(startCcMenuItemSprite, scoreCcMenuItemSprite);
menuOperate.alignItemsHorizontallyWithPadding(30);
menuOperate.position = new CCPoint(240, 205);
this.addChild(menuOperate);
CCMenuItemImage startCcMenuItemSprite = CCMenuItemImage.itemFromNormalImage("Images/play", "Images/play_pressed", this, playCallback);第一个参数为默认图片,第二个为按下时候图片,playCallback为按下的处理事件

然后添加Logo
CCSprite logoCcSprite = CCSprite.spriteWithFile("Images/background", new CCRect(700, 177, 185, 55));
logoCcSprite.position = new CCPoint(240, 550);
logoCcSprite.scaleX = sX;
logoCcSprite.scaleY = sY;
addChild(logoCcSprite);
添加会动的小鸟
此处采用CCAnimation进行绘制小鸟的动画,在init中调用initActiveBird()
private void initActiveBird()
{
CCTexture2D texture = CCTextureCache.sharedTextureCache().addImage("Images/background");//2D纹理
CCSpriteFrame birFrame6 = CCSpriteFrame.frameWithTexture(texture, new CCRect(117, 976, 40, 50));
CCSpriteFrame birFrame7 = CCSpriteFrame.frameWithTexture(texture, new CCRect(117, 975, 40, 50));
CCSpriteFrame birFrame8 = CCSpriteFrame.frameWithTexture(texture, new CCRect(117, 974, 40, 50));
CCSpriteFrame birFrame9 = CCSpriteFrame.frameWithTexture(texture, new CCRect(117, 975, 40, 50));
CCSpriteFrame birFrame10 = CCSpriteFrame.frameWithTexture(texture, new CCRect(117, 976, 40, 50));
CCSpriteFrame birFrame0 = CCSpriteFrame.frameWithTexture(texture, new CCRect(61, 982, 40, 50));
CCSpriteFrame birFrame1 = CCSpriteFrame.frameWithTexture(texture, new CCRect(61, 981, 40, 50));
CCSpriteFrame birFrame2 = CCSpriteFrame.frameWithTexture(texture, new CCRect(61, 980, 40, 50));
CCSpriteFrame birFrame3 = CCSpriteFrame.frameWithTexture(texture, new CCRect(61, 979, 40, 50));
CCSpriteFrame birFrame4 = CCSpriteFrame.frameWithTexture(texture, new CCRect(61, 978, 40, 50));
CCSpriteFrame birFrame5 = CCSpriteFrame.frameWithTexture(texture, new CCRect(61, 977, 40, 50));
CCSpriteFrame birFrame11 = CCSpriteFrame.frameWithTexture(texture, new CCRect(5, 977, 40, 50));
CCSpriteFrame birFrame12 = CCSpriteFrame.frameWithTexture(texture, new CCRect(5, 978, 40, 50));
CCSpriteFrame birFrame13 = CCSpriteFrame.frameWithTexture(texture, new CCRect(5, 979, 40, 50));
CCSpriteFrame birFrame14 = CCSpriteFrame.frameWithTexture(texture, new CCRect(5, 980, 40, 50));
CCSpriteFrame birFrame15 = CCSpriteFrame.frameWithTexture(texture, new CCRect(5, 981, 40, 50));
CCSpriteFrame birFrame16 = CCSpriteFrame.frameWithTexture(texture, new CCRect(5, 982, 40, 50));
CCSprite birdCcSprite = CCSprite.spriteWithSpriteFrame(birFrame0);
birdCcSprite.position = new CCPoint(240, 430);
birdCcSprite.scaleX = sX;
birdCcSprite.scaleY = sY;
addChild(birdCcSprite);
List<CCSpriteFrame> animFrames = new List<CCSpriteFrame>();
animFrames.Add(birFrame0);
animFrames.Add(birFrame1);
animFrames.Add(birFrame2);
animFrames.Add(birFrame3);
animFrames.Add(birFrame4);
animFrames.Add(birFrame5);
animFrames.Add(birFrame6);
animFrames.Add(birFrame7);
animFrames.Add(birFrame8);
animFrames.Add(birFrame9);
animFrames.Add(birFrame10);
animFrames.Add(birFrame11);
animFrames.Add(birFrame12);
animFrames.Add(birFrame13);
animFrames.Add(birFrame14);
animFrames.Add(birFrame15);
animFrames.Add(birFrame16);
CCAnimation animation = CCAnimation.animationWithFrames(animFrames, 0.03f);
CCAnimate animate = CCAnimate.actionWithAnimation(animation, true);
CCActionInterval seq = (CCActionInterval)(CCSequence.actions(animate));
birdCcSprite.runAction(CCRepeatForever.actionWithAction(seq));
}

场景切换
在点击开始按钮时候,我们需要进行场景切换,跳到游戏场景,为playCallback添加实现
private void playCallback(CCObject sender) { GamePlayScene gamePlayScene = new GamePlayScene(); gamePlayScene.addChild(BackgroundLayer.node(), (int)LayerTags.Background, (int)LayerTags.Background); gamePlayScene.addChild(RoadLayer.node(), (int)LayerTags.Road, (int)LayerTags.Road); gamePlayScene.addChild(GamePlayLayer.node(), (int)LayerTags.Game, (int)LayerTags.Game); float t = 0.8f; CCTransitionScene reScene = CCTransitionFade.transitionWithDuration(t, gamePlayScene); CCDirector.sharedDirector().replaceScene(reScene); }

*******************************************
至此,第一屏已经山寨完毕,楼主去写第二屏算法去了。