flappy bird遊戲源代碼揭祕

原文地址:http://blog.csdn.net/touchsnow/article/details/19071961



背景:

  最近火爆全球的遊戲flappy bird讓筆者歎爲觀止,於是花了一天的時間山寨了一個一模一樣的遊戲,現在把遊戲的思路和源碼分享出來,代碼是基於javascript語言,cocos2d-x遊戲引擎,cocos2d-x editor手遊開發工具完成的,請讀者輕砸;

  ps:運行demo必須配置好cocos2d-x editor,暫不支持其他工具。還有demo是跨平臺的,可移植運行android,ios,html5移動系統等;


Android Apk下載:(演示效果)

 暫時只移植打包到android系統,可下載運行看看效果;

騰訊微雲:http://share.weiyun.com/cac18d8c58d40bf2401b3fdeeb6bcb2f


代碼下載:

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

百度雲盤:http://pan.baidu.com/s/1pJnWDb9

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


代碼如何移植到各平臺:

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

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


效果圖:







開發工具:

   cocos2dx editor,它是開發跨平臺的手機遊戲工具,運行window/mac系統上,javascript腳本語言,基於cocos2d-x跨平臺遊戲引擎, 集合代碼編輯,場景設計,動畫製作,字體設計,還有粒子,物理系統,地圖等等的,而且調試方便,和實時模擬;

cocos2dx editor 下載,介紹和教程:http://blog.csdn.net/touchsnow/article/details/19070665

cocos2dx editor官方博客:http://blog.makeapp.co/;(請持續關注版本更新)


思路和源碼:


  1 場景設計MainLayer.ccbx,如下圖;主要分三層,開始場景、主場景、遊戲結束場景,通過顯示隱藏控制三個場景的切換。

 

   MainLayer.ccbx代碼

  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 代碼編寫MainLayer.js

   首先,小鳥在向前飛,其實是底部的路和水管在向左移動,相對的你就感覺小鳥在向右飛了;路循環移動代碼:

[javascript] view plaincopy在CODE上查看代碼片派生到我的代碼片
  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,每一關卡都由上下兩水管和空隙組成。總長度相同,空隙也一定,隨機取下面水管的長度,就形成錯落有致的水管關卡;
[javascript] view plaincopy在CODE上查看代碼片派生到我的代碼片
  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. }  

  一開始進入遊戲讓底部路不斷移動,初始化水管,顯示準備遊戲場景;
[javascript] view plaincopy在CODE上查看代碼片派生到我的代碼片
  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. }  

 點擊屏幕,小鳥向上飛60dp,然後更快的速度下落(移動動畫),同時閃動翅膀(幀動畫);
[javascript] view plaincopy在CODE上查看代碼片派生到我的代碼片
  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. }  

 檢測碰撞,如果小鳥碰到地面和水管,發生碰撞,這裏碰撞直接用cocos2d-x 裏面的圖片和圖片交叉函數 cc.rectIntersectsRect;
[javascript] view plaincopy在CODE上查看代碼片派生到我的代碼片
  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. }  

碰撞後,小鳥先下落,遊戲結束場景顯示;
[javascript] view plaincopy在CODE上查看代碼片派生到我的代碼片
  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. }  

遊戲的難度主要在於多個水管的移動,小鳥觸摸動畫,檢測碰撞,我把Mainlayer.js所有代碼貼出來;
[javascript] view plaincopy在CODE上查看代碼片派生到我的代碼片
  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. }  

再次提示代碼下載地址:

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

百度雲盤:http://pan.baidu.com/s/1pJnWDb9

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


flappy博文系列:

flappy bird遊戲源代碼揭祕和下載

flappy bird遊戲源代碼揭祕和下載後續---移植到android真機上

flappy bird遊戲源代碼揭祕和下載後續---移植到html5網頁瀏覽器

flappy bird遊戲源代碼揭祕和下載後續---日進5萬美元的祕訣AdMob廣告 (將寫

flappy bird遊戲源代碼揭祕和下載後續---移植到蘋果ios上 (未寫


筆者語:

想了解更多請進入官方博客,最新博客和代碼在官方博客首發;請持續關注,還有更多cocos2dx editor遊戲源碼即將放出;

聯繫筆者:[email protected](郵箱)qq羣:232361142


後言:

爲了鼓勵更多手遊愛好者加入cocos2d-x editor陣營,也爲了讀者堅定對該工具的信心,筆者基於以上的flappy bird代碼和新的圖片資源,往google play和中國應用市場發佈了一個相似的遊戲----騰飛的小鳥(fly bird)。該遊戲還加入了廣告模塊,可以獲得些許的廣告費。也希望讀者通過cocos2d-x editor可以在市場上發佈更多的好遊戲;

google play地址:https://play.google.com/store/apps/details?id=com.makeapp.game.flybird (小祕密:如果應用.apk後綴改爲.rar,你會獲得意想不到的東西

機鋒市場地址:    http://apk.gfan.com/Product/App741996.html

html5在線演示:http://www.makeapp.co/flybird/ (微軟ie瀏覽器存在兼容性問題,請選擇其他瀏覽器;公司內網,小卡,見諒)


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