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  • flappy bird游戏源代码揭秘和下载

    转:http://blog.csdn.net/touchsnow/article/details/19071961

    背景:

      最近火爆全球的游戏flappy bird让笔者叹为观止,于是花了一天的时间山寨了一个一模一样的游戏,现在把游戏的思路和源码分享出来,代码是基于javascript语言,cocos2d-x游戏引擎,cocos2d-x editor手游开发工具完成的,请读者轻砸;

      ps:运行demo必须配置好cocos2d-x editor,暂不支持其他工具。还有demo是跨平台的,可移植运行android,ios,html5移动系统等;

    Android Apk下载:(演示效果)

     暂时只移植打包到android系统,可下载运行看看效果;

    腾讯微云:http://share.weiyun.com/cac18d8c58d40bf2401b3fdeeb6bcb2f

    代码下载:

    代码集中营免费下载:  http://blog.makeapp.co/?p=306&preview=true

    csdn下载:http://download.csdn.net/detail/touchsnow/6912707

    百度云盘:http://pan.baidu.com/s/1pJnWDb9

    金山快盘 :http://www.kuaipan.cn/file/id_25348935635745384.htm?source=1

    代码如何移植到各平台:

     Android:http://blog.csdn.net/touchsnow/article/details/19176091

     html5:       http://blog.makeapp.co/?p=245

    效果图:

    cocos2d-x跨平台游戏引擎
     
    cocos2d-x是全球知名的游戏引擎 ,引擎在全球范围内拥有众多开发者,涵盖国内外各知名游戏开发商。目前Cocos2d-x引擎已经实现横跨ios、Android、Bada、MeeGo、BlackBerry、Marmalade、Windows、Linux等平台。编写一次,到处运行,分为两个版本 cocos2d-c++和cocos2d-html5 本文使用了后者;
    cocos2d-x 官网:http://cocos2d-x.org/
    cocos2d-x 资料下载  http://cocos2d-x.org/download

    cocos2d-x editor开发工具:

       cocos2dx editor,它是开发跨平台的手机游戏工具,运行window/mac系统上,javascript脚本语言,基于cocos2d-x跨平台游戏引擎, 集合代码编辑,场景设计,动画制作,字体设计,还有粒子,物理系统,地图等等的,而且调试方便,和实时模拟;

    cocos2dx editor 下载,介绍和教程:http://blog.csdn.net/touchsnow/article/details/19070665

    cocos2dx editor官方博客:http://blog.makeapp.co/;(请持续关注版本更新)

    思路和源码:

      1 场景设计MainLayer.ccbx,如下图;主要分三层,开始场景、主场景、游戏结束场景,通过显示隐藏控制三个场景的切换。

       MainLayer.ccbx代码

    [html] view plaincopy在CODE上查看代码片派生到我的代码片
     
    1. <?xml version="1.0" encoding="UTF-8"?>  
    2.   
    3. <Document  
    4.         jsControlled="true"  
    5.         jsController="MainLayer"  
    6.         resolution="default"  
    7.         >  
    8.   
    9.     <Resolutions>  
    10.         <Resolution centeredOrigin="false" ext="iphone" height="1280" width="720" name="default" scale="1"/>  
    11.         <Resolution centeredOrigin="false" ext="iphone" height="720" width="1280" name="default1" scale="1"/>  
    12.     </Resolutions>  
    13.   
    14.     <Animations>  
    15.         <Animation autoPlay="true"  
    16.                    id="0"  
    17.                    name="Default Timeline"  
    18.                    length="10"  
    19.                    chainedId="0"  
    20.                    offset="0.0"  
    21.                    position="0.0"  
    22.                    resolution="30"  
    23.                    scale="128">  
    24.             <CallbackChannel>  
    25.             </CallbackChannel>  
    26.             <SoundChannel>  
    27.             </SoundChannel>  
    28.         </Animation>  
    29.   
    30.     </Animations>  
    31.     <Layer  
    32.             positionX="0" positionY="0.0"  
    33.             sizeType="Percent"  
    34.             width="100" height="100"  
    35.             anchorPointX="0.5" anchorPointY="0.5" ignoreAnchorPoint="true"  
    36.             scaleX="1" scaleY="1"  
    37.             >  
    38.   
    39.       <Sprite positionType="LeftBottom" width="720.0" height="1280.0" positionX="0" positionY="0" anchorPointX="0"  
    40.                                          anchorPointY="0" src="Resources/bg.png" name="" var="" target="None" scaleX="1" scaleY="1" visible="true"/>  
    41.       <LayerColor positionType="LeftBottom" width="720" height="1280" positionX="0" positionY="0" anchorPointX="0"  
    42.                   anchorPointY="0" color="#fff2e8ff" visible="false"/>  
    43.       <Menu positionType="LeftBottom" width="40" height="40" positionX="356.0" positionY="237.0" anchorPointX="0.5"  
    44.               anchorPointY="0.5" scaleX="2.4" scaleY="1.725">  
    45.       </Menu>  
    46.       <Sprite positionType="LeftBottom" width="840.0" height="281.0" positionX="0" positionY="0" anchorPointX="0"  
    47.                                          anchorPointY="0" src="Resources/ground.png" var="ground" target="Doc"/>  
    48.       <Node positionType="LeftBottom" width="40" height="40" positionX="800" positionY="250" anchorPointX="0"  
    49.             anchorPointY="0" var="hoseNode" target="Doc">  
    50.         <Sprite positionType="LeftBottom" width="86.0" height="60.0" positionX="-500" positionY="400" anchorPointX="0.5"  
    51.                                          anchorPointY="0.5" src="Resources/flappy_packer.plist/bird3.png" var="test" target="Doc" visible="false"/>  
    52.         <Sprite positionType="LeftBottom" width="86.0" height="60.0" positionX="-550" positionY="500" anchorPointX="0.5"  
    53.                 anchorPointY="0.5" src="Resources/flappy_packer.plist/bird1.png" var="bird" target="Doc" scaleX="1" scaleY="1" rotation="0" visible="true"/>  
    54.       </Node>  
    55.       <Node positionType="LeftBottom" width="40" height="40" positionX="303.0" positionY="500" anchorPointX="0.5"  
    56.             anchorPointY="0.5" var="readyNode" target="Doc" visible="true">  
    57.         <Sprite positionType="LeftBottom" width="508.0" height="158.0" positionX="95.0" positionY="584.0" anchorPointX="0.5"  
    58.                                          anchorPointY="0.5" src="Resources/flappy_packer.plist/getready.png"/>  
    59.         <Sprite positionType="LeftBottom" width="286.0" height="246.0" positionX="73.0" positionY="236.0" anchorPointX="0.5"  
    60.                                          anchorPointY="0.5" src="Resources/flappy_packer.plist/click.png"/>  
    61.       </Node>  
    62.       <Node positionType="LeftBottom" width="40" height="40" positionX="300" positionY="500" anchorPointX="0.5"  
    63.             anchorPointY="0.5" var="overNode" target="Doc" visible="true">  
    64.         <Sprite positionType="LeftBottom" width="590.0" height="298.0" positionX="72.0" positionY="219.0" anchorPointX="0.5"  
    65.                                          anchorPointY="0.5" src="Resources/flappy_packer.plist/base.png">  
    66.           <Sprite positionType="LeftBottom" width="508.0" height="158.0" positionX="286.0" positionY="458.0" anchorPointX="0.5"  
    67.                                          anchorPointY="0.5" src="Resources/flappy_packer.plist/gameover.png"/>  
    68.         </Sprite>  
    69.         <Menu positionType="LeftBottom" width="40" height="40" positionX="0" positionY="0" anchorPointX="0.5"  
    70.               anchorPointY="0.5">  
    71.           <MenuItem positionType="LeftBottom" width="290" height="176" positionX="-65.0" positionY="-92.0" anchorPointX="0.5"  
    72.                     anchorPointY="0.5" normalImage="Resources/flappy_packer.plist/start.png" target="Doc" onClick="onStartClicked"/>  
    73.           <MenuItem positionType="LeftBottom" width="290" height="176" positionX="230.0" positionY="-92.0" anchorPointX="0.5"  
    74.                     anchorPointY="0.5" target="Doc" normalImage="Resources/flappy_packer.plist/grade.png" onClick="onGradeClicked"/>  
    75.         </Menu>  
    76.       </Node>  
    77.     </Layer>  
    78.   
    79.   
    80. </Document>  


     

    2 代码编写MainLayer.js

       首先,小鸟在向前飞,其实是底部的路和水管在向左移动,相对的你就感觉小鸟在向右飞了;路循环移动代码:

    [javascript] view plaincopy在CODE上查看代码片派生到我的代码片
     
    1. MainLayer.prototype.groundRun = function ()  
    2. {  
    3.     var action1 = cc.MoveTo.create(0.5, cc.p(-120, 0));  
    4.     var action2 = cc.MoveTo.create(0, cc.p(0, 0));  
    5.     var action = cc.Sequence.create(action1, action2);  
    6.     this.ground.runAction(cc.RepeatForever.create(action));  
    7. }  


       初始化高低不同的水管,每一关卡都由上下两水管和空隙组成。总长度相同,空隙也一定,随机取下面水管的长度,就形成错落有致的水管关卡;

    [javascript] view plaincopy在CODE上查看代码片派生到我的代码片
     
    1. MainLayer.prototype.newHose = function (num)  
    2. {  
    3.     var hoseHeight = 830;  
    4.     var acrossHeight = 300;  
    5.     var downHeight = 100 + getRandom(400);  
    6.     var upHeight = 1100 - downHeight - acrossHeight;  
    7.   
    8.     var hoseX = 400 * num;  
    9.   
    10.     var HoseName = FP_MAIN_TEXTURE.HOSE;  
    11.     var ccSpriteDown = cc.Sprite.createWithSpriteFrameName(HoseName[0]);  
    12.     ccSpriteDown.setZOrder(1);  
    13.     ccSpriteDown.setAnchorPoint(cc.p(0, 0));  
    14.     ccSpriteDown.setPosition(cc.p(hoseX, 0));  
    15.     ccSpriteDown.setScaleY(downHeight / hoseHeight);  
    16.   
    17.     var ccSpriteUp = cc.Sprite.createWithSpriteFrameName(HoseName[1]);  
    18.     ccSpriteUp.setZOrder(1);  
    19.     ccSpriteUp.setAnchorPoint(cc.p(0, 0));  
    20.     ccSpriteUp.setPosition(cc.p(hoseX, downHeight + acrossHeight));  
    21.     ccSpriteUp.setScaleY(upHeight / hoseHeight);  
    22.   
    23.     this.hoseNode.addChild(ccSpriteDown);  
    24.     this.hoseNode.addChild(ccSpriteUp);  
    25.     this.hoseSpriteList.push(ccSpriteDown);  
    26.     this.hoseSpriteList.push(ccSpriteUp);  
    27.     return null;  
    28. }  


      一开始进入游戏让底部路不断移动,初始化水管,显示准备游戏场景;

    [javascript] view plaincopy在CODE上查看代码片派生到我的代码片
     
    1. MainLayer.prototype.onEnter = function ()  
    2. {  
    3.     cc.AnimationCache.getInstance().addAnimations("Resources/flappy_frame.plist");  
    4.     this.groundRun();  
    5.     this.ground.setZOrder(10);  
    6.     this.birdReadyAction();  
    7.     this.bird.setZOrder(20);  
    8.     this.readyNode.setVisible(true);  
    9.     this.overNode.setVisible(false);  
    10.   
    11.     for (var i = 0; i < 30; i++) {  
    12.         this.newHose(i);  
    13.     }  
    14. }  


     点击屏幕,小鸟向上飞60dp,然后更快的速度下落(移动动画),同时闪动翅膀(帧动画);

    [javascript] view plaincopy在CODE上查看代码片派生到我的代码片
     
    1. MainLayer.prototype.birdRiseAction = function ()  
    2. {  
    3.     var riseHeight = 60;  
    4.     var birdX = this.bird.getPositionX();  
    5.     var birdY = this.bird.getPositionY();  
    6.     var time = birdY / 600;  
    7.   
    8.     var actionFrame = cc.Animate.create(cc.AnimationCache.getInstance().getAnimation("fly"));  
    9.     var flyAction = cc.Repeat.create(actionFrame, 90000);  
    10.     var riseAction1 = cc.MoveTo.create(0.2, cc.p(birdX, birdY + riseHeight));  
    11.     var riseAction2 = cc.RotateTo.create(0, -30);  
    12.     var riseAction = cc.Spawn.create(riseAction1, riseAction2);  
    13.     var fallAction1 = cc.MoveTo.create(time, cc.p(birdX, 50));  
    14.     var fallAction2 = cc.Sequence.create(cc.DelayTime.create(time / 6), cc.RotateTo.create(0, 30));  
    15.     var fallAction = cc.Spawn.create(fallAction1, fallAction2);  
    16.   
    17.     this.bird.stopAllActions();  
    18.     this.bird.runAction(cc.Spawn.create(  
    19.             cc.Sequence.create(riseAction, cc.DelayTime.create(0.1), fallAction),  
    20.             flyAction)  
    21.     );  
    22. }  


     检测碰撞,如果小鸟碰到地面和水管,发生碰撞,这里碰撞直接用cocos2d-x 里面的图片和图片交叉函数 cc.rectIntersectsRect;

    [javascript] view plaincopy在CODE上查看代码片派生到我的代码片
     
    1. MainLayer.prototype.checkCollision = function ()  
    2. {  
    3.     if (this.bird.getPositionY() < 60) {  
    4.         cc.log("floor");  
    5.         this.birdFallAction();  
    6.         return;  
    7.     }  
    8.     for (var i = 0; i < this.hoseSpriteList.length; i++) {  
    9.         var hose = this.hoseSpriteList[i];  
    10.         if (!this.isInScreen(hose)) {  
    11.             // continue;  
    12.         }  
    13.   
    14.         if (cc.rectIntersectsRect(hose.getBoundingBox(), this.bird.getBoundingBox())) {  
    15.             cc.log("hose positionX==" + hose.getBoundingBox().x);  
    16.             cc.log("this.bird positionX==" + this.bird.getBoundingBox().x);  
    17.             cc.log("i==" + i);  
    18.             cc.log("birdFallAction");  
    19.             this.birdFallAction();  
    20.             return;  
    21.         }  
    22.     }  
    23. }  


    碰撞后,小鸟先下落,游戏结束场景显示;

    [javascript] view plaincopy在CODE上查看代码片派生到我的代码片
     
    1. MainLayer.prototype.birdFallAction = function ()  
    2. {  
    3.     this.gameMode = OVER;  
    4.     this.bird.stopAllActions();  
    5.     this.ground.stopAllActions();  
    6.     var birdX = this.bird.getPositionX();  
    7.     var birdY = this.bird.getPositionY();  
    8.     var time = birdY / 2000;  
    9.     this.bird.runAction(cc.Sequence.create(  
    10.             cc.DelayTime.create(0.1),  
    11.             cc.Spawn.create(cc.RotateTo.create(time, 90), cc.MoveTo.create(time, cc.p(birdX, 50))))  
    12.     );  
    13.     this.overNode.setVisible(true);  
    14. }  


    游戏的难度主要在于多个水管的移动,小鸟触摸动画,检测碰撞,我把Mainlayer.js所有代码贴出来;

    [javascript] view plaincopy在CODE上查看代码片派生到我的代码片
     
    1. FP_MAIN_TEXTURE = {  
    2.     FRAME_ANIMS: "beanstalk/Resources/bs_main_anims.plist",  
    3.     HOSE: ["holdback1.png", "holdback2.png"]  
    4. }  
    5.   
    6. READY = 1;  
    7. START = 2;  
    8. OVER = 3;  
    9.   
    10. var MainLayer = function ()  
    11. {  
    12.     cc.log("MainLayer");  
    13.     this.bird = this.bird || {};  
    14.     this.ground = this.ground || {};  
    15.     this.hoseNode = this.hoseNode || {};  
    16.     this.readyNode = this.readyNode || {};  
    17.     this.overNode = this.overNode || {};  
    18.   
    19.     this.passTime = 0;  
    20.     this.hoseSpriteList = [];  
    21.     this.isStart = false;  
    22.   
    23.     this.gameMode = READY;  
    24. };  
    25.   
    26. MainLayer.prototype.onDidLoadFromCCB = function ()  
    27. {  
    28.     if (sys.platform == 'browser') {  
    29.         this.onEnter();  
    30.     }  
    31.     else {  
    32.         this.rootNode.onEnter = function ()  
    33.         {  
    34.             this.controller.onEnter();  
    35.         };  
    36.     }  
    37.   
    38.     this.rootNode.schedule(function (dt)  
    39.     {  
    40.         this.controller.onUpdate(dt);  
    41.     });  
    42.   
    43.     this.rootNode.onExit = function ()  
    44.     {  
    45.         this.controller.onExit();  
    46.     };  
    47.   
    48.     this.rootNode.onTouchesBegan = function (touches, event)  
    49.     {  
    50.         this.controller.onTouchesBegan(touches, event);  
    51.         return true;  
    52.     };  
    53.   
    54.     this.rootNode.onTouchesMoved = function (touches, event)  
    55.     {  
    56.         this.controller.onTouchesMoved(touches, event);  
    57.         return true;  
    58.     };  
    59.     this.rootNode.onTouchesEnded = function (touches, event)  
    60.     {  
    61.         this.controller.onTouchesEnded(touches, event);  
    62.         return true;  
    63.     };  
    64.     this.rootNode.setTouchEnabled(true);  
    65. };  
    66.   
    67. MainLayer.prototype.onEnter = function ()  
    68. {  
    69.     cc.AnimationCache.getInstance().addAnimations("Resources/flappy_frame.plist");  
    70.     this.groundRun();  
    71.     this.ground.setZOrder(10);  
    72.     this.birdReadyAction();  
    73.     this.bird.setZOrder(20);  
    74.     this.readyNode.setVisible(true);  
    75.     this.overNode.setVisible(false);  
    76.   
    77.     for (var i = 0; i < 30; i++) {  
    78.         this.newHose(i);  
    79.     }  
    80. }  
    81.   
    82. MainLayer.prototype.newHose = function (num)  
    83. {  
    84.     var hoseHeight = 830;  
    85.     var acrossHeight = 300;  
    86.     var downHeight = 100 + getRandom(400);  
    87.     var upHeight = 1100 - downHeight - acrossHeight;  
    88.   
    89.     var hoseX = 400 * num;  
    90.   
    91.     var HoseName = FP_MAIN_TEXTURE.HOSE;  
    92.     var ccSpriteDown = cc.Sprite.createWithSpriteFrameName(HoseName[0]);  
    93.     ccSpriteDown.setZOrder(1);  
    94.     ccSpriteDown.setAnchorPoint(cc.p(0, 0));  
    95.     ccSpriteDown.setPosition(cc.p(hoseX, 0));  
    96.     ccSpriteDown.setScaleY(downHeight / hoseHeight);  
    97.   
    98.     var ccSpriteUp = cc.Sprite.createWithSpriteFrameName(HoseName[1]);  
    99.     ccSpriteUp.setZOrder(1);  
    100.     ccSpriteUp.setAnchorPoint(cc.p(0, 0));  
    101.     ccSpriteUp.setPosition(cc.p(hoseX, downHeight + acrossHeight));  
    102.     ccSpriteUp.setScaleY(upHeight / hoseHeight);  
    103.   
    104.     this.hoseNode.addChild(ccSpriteDown);  
    105.     this.hoseNode.addChild(ccSpriteUp);  
    106.     this.hoseSpriteList.push(ccSpriteDown);  
    107.     this.hoseSpriteList.push(ccSpriteUp);  
    108.     return null;  
    109. }  
    110.   
    111. MainLayer.prototype.groundRun = function ()  
    112. {  
    113.     var action1 = cc.MoveTo.create(0.5, cc.p(-120, 0));  
    114.     var action2 = cc.MoveTo.create(0, cc.p(0, 0));  
    115.     var action = cc.Sequence.create(action1, action2);  
    116.     this.ground.runAction(cc.RepeatForever.create(action));  
    117. }  
    118.   
    119. MainLayer.prototype.birdReadyAction = function ()  
    120. {  
    121.     var birdX = this.bird.getPositionX();  
    122.     var birdY = this.bird.getPositionY();  
    123.     var time = birdY / 2000;  
    124.     var actionFrame = cc.Animate.create(cc.AnimationCache.getInstance().getAnimation("fly"));  
    125.     var flyAction = cc.Repeat.create(actionFrame, 90000);  
    126.     this.bird.runAction(cc.Sequence.create(  
    127.             flyAction)  
    128.     );  
    129. }  
    130.   
    131. MainLayer.prototype.birdFallAction = function ()  
    132. {  
    133.     this.gameMode = OVER;  
    134.     this.bird.stopAllActions();  
    135.     this.ground.stopAllActions();  
    136.     var birdX = this.bird.getPositionX();  
    137.     var birdY = this.bird.getPositionY();  
    138.     var time = birdY / 2000;  
    139.     this.bird.runAction(cc.Sequence.create(  
    140.             cc.DelayTime.create(0.1),  
    141.             cc.Spawn.create(cc.RotateTo.create(time, 90), cc.MoveTo.create(time, cc.p(birdX, 50))))  
    142.     );  
    143.     this.overNode.setVisible(true);  
    144. }  
    145.   
    146. MainLayer.prototype.birdRiseAction = function ()  
    147. {  
    148.     var riseHeight = 60;  
    149.     var birdX = this.bird.getPositionX();  
    150.     var birdY = this.bird.getPositionY();  
    151.     var time = birdY / 600;  
    152.   
    153.     var actionFrame = cc.Animate.create(cc.AnimationCache.getInstance().getAnimation("fly"));  
    154.     var flyAction = cc.Repeat.create(actionFrame, 90000);  
    155.     var riseAction1 = cc.MoveTo.create(0.2, cc.p(birdX, birdY + riseHeight));  
    156.     var riseAction2 = cc.RotateTo.create(0, -30);  
    157.     var riseAction = cc.Spawn.create(riseAction1, riseAction2);  
    158.     var fallAction1 = cc.MoveTo.create(time, cc.p(birdX, 50));  
    159.     var fallAction2 = cc.Sequence.create(cc.DelayTime.create(time / 6), cc.RotateTo.create(0, 30));  
    160.     var fallAction = cc.Spawn.create(fallAction1, fallAction2);  
    161.   
    162.     this.bird.stopAllActions();  
    163.     this.bird.runAction(cc.Spawn.create(  
    164.             cc.Sequence.create(riseAction, cc.DelayTime.create(0.1), fallAction),  
    165.             flyAction)  
    166.     );  
    167. }  
    168.   
    169. MainLayer.prototype.onUpdate = function (dt)  
    170. {  
    171.     if (this.gameMode != START) {  
    172.         return;  
    173.     }  
    174.     this.passTime += dt;  
    175.   
    176.     this.hoseNode.setPositionX(800 - 200 * this.passTime);  
    177.     this.bird.setPositionX(-500 + 200 * this.passTime);  
    178.     this.checkCollision();  
    179. }  
    180.   
    181. MainLayer.prototype.checkCollision = function ()  
    182. {  
    183.     if (this.bird.getPositionY() < 60) {  
    184.         cc.log("floor");  
    185.         this.birdFallAction();  
    186.         return;  
    187.     }  
    188.     for (var i = 0; i < this.hoseSpriteList.length; i++) {  
    189.         var hose = this.hoseSpriteList[i];  
    190.         if (!this.isInScreen(hose)) {  
    191.             // continue;  
    192.         }  
    193.   
    194.         if (cc.rectIntersectsRect(hose.getBoundingBox(), this.bird.getBoundingBox())) {  
    195.             cc.log("hose positionX==" + hose.getBoundingBox().x);  
    196.             cc.log("this.bird positionX==" + this.bird.getBoundingBox().x);  
    197.             cc.log("i==" + i);  
    198.             cc.log("birdFallAction");  
    199.             this.birdFallAction();  
    200.             return;  
    201.         }  
    202.     }  
    203. }  
    204.   
    205. MainLayer.prototype.isInScreen = function (sprite)  
    206. {  
    207.     return (sprite.getPositionX() > 0 && sprite.getPositionX() < 720);  
    208. }  
    209.   
    210. MainLayer.prototype.onExitClicked = function ()  
    211. {  
    212. }  
    213.   
    214. MainLayer.prototype.onStartClicked = function ()  
    215. {  
    216.     cc.Director.getInstance().resume();  
    217.     cc.BuilderReader.runScene("", "MainLayer");  
    218. }  
    219.   
    220. MainLayer.prototype.onExit = function ()  
    221. {  
    222.     cc.log("onExit");  
    223. }  
    224.   
    225. MainLayer.prototype.onTouchesBegan = function (touches, event)  
    226. {  
    227.     var loc = touches[0].getLocation();  
    228. }  
    229.   
    230. MainLayer.prototype.onTouchesMoved = function (touches, event)  
    231. {  
    232. }  
    233.   
    234. MainLayer.prototype.onTouchesEnded = function (touches, event)  
    235. {  
    236.     if (this.gameMode == OVER) {  
    237.         return;  
    238.     }  
    239.   
    240.     if (this.gameMode == READY) {  
    241.         this.gameMode = START;  
    242.         this.readyNode.setVisible(false);  
    243.     }  
    244.   
    245.     var loc = touches[0].getLocation();  
    246.     this.birdRiseAction();  
    247.   
    248. }  
    249.   
    250. function isInRect(ccRect, ccTouchBeganPos)  
    251. {  
    252.     if (ccTouchBeganPos.x > ccRect.x && ccTouchBeganPos.x < (ccRect.x + ccRect.width)) {  
    253.         if (ccTouchBeganPos.y > ccRect.y && ccTouchBeganPos.y < (ccRect.y + ccRect.height)) {  
    254.             return true;  
    255.         }  
    256.     }  
    257.     return false;  
    258. }  
    259.   
    260. function getRandom(maxSize)  
    261. {  
    262.     return Math.floor(Math.random() * maxSize) % maxSize;  
    263. }  

    再次提示代码下载地址:

    csdn下载:http://download.csdn.net/detail/touchsnow/6912707

    百度云盘:http://pan.baidu.com/s/1pJnWDb9

    金山快盘 :http://www.kuaipan.cn/file/id_25348935635745384.htm?source=1

    flappy博文系列:

    flappy bird游戏源代码揭秘和下载

    flappy bird游戏源代码揭秘和下载后续---移植到android真机上

    flappy bird游戏源代码揭秘和下载后续---移植到html5网页浏览器

    flappy bird游戏源代码揭秘和下载后续---日进5万美元的秘诀AdMob广告 

    flappy bird游戏源代码揭秘和下载后续---移植到苹果ios上 (未写)

    笔者语:

    想了解更多请进入官方博客,最新博客和代码在官方博客首发;请持续关注,还有更多cocos2dx editor游戏源码即将放出;

    联系笔者:zuowen@makeapp.co(邮箱)qq群:232361142

    后言:

    为了鼓励更多手游爱好者加入cocos2d-x editor阵营,也为了读者坚定对该工具的信心,笔者基于以上的flappy bird代码和新的图片资源,往google play和中国应用市场发布了一个相似的游戏----腾飞的小鸟(fly bird)。该游戏还加入了广告模块,可以获得些许的广告费。也希望读者通过cocos2d-x editor可以在市场上发布更多的好游戏;

    google play地址:https://play.google.com/store/apps/details?id=com.makeapp.game.flybird (小秘密:如果应用.apk后缀改为.rar,你会获得意想不到的东西

    豌豆荚市场地址:http://www.wandoujia.com/apps/com.makeapp.game.flybird

    机锋市场地址:    http://apk.gfan.com/Product/App741996.html

    html5在线演示:http://www.makeapp.co/flybird/ (微软ie浏览器存在兼容性问题,请选择其他浏览器;公司内网,小卡,见谅)

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  • 原文地址:https://www.cnblogs.com/huangcongcong/p/4709823.html
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