最近在看cocos2d開發,想找個遊戲練練手,礙於沒有策劃能力,只能從山寨作起。目前最火的遊戲,莫過因而這個像素鳥《Flapy Bird》了,下面就開始山寨它吧。php
系統:Windows8node
IDE:Visual Studio 2012算法
隨便那個網站下載一個flapybird的apk(下載地址:http://app.suning.com/d.php?pack=com.dotgears.flappybird),改後綴名爲.rar,解壓以後就能找到遊戲引用的資源。app
打開assets\gfx,會找到一張atlas.png,包含了全部的圖片資源,sound中是聲音資源。框架
由於是學習項目,就本身搭建cocos框架,不使用cocos模版。新建項目,選擇XNAGame->WindowsPhone遊戲。dom
添加AppDelegate.cs類,繼承 CCApplication,添加構造函數,重寫applicationDidFinishLaunching方法;ide
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構造函數,添加代碼:函數
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.graphics.IsFullScreen = true; // Windows Phone 的默認幀速率爲 30 fps。 TargetElapsedTime = TimeSpan.FromTicks(333333); // 延長鎖定時的電池壽命。 InactiveSleepTime = TimeSpan.FromSeconds(1); CCApplication application = new AppDelegate(this, graphics); this.Components.Add(application); }
咱們仔細觀察遊戲能夠把遊戲分爲2個場景:學習
1.菜單場景動畫
2.遊戲場景
因爲咱們在AppDelegate建立了一個CCScene,能夠用它來做爲菜單場景,再新建一個GamePlayScene做爲遊戲場景(也能夠本身新建一個MenuScene做爲菜單場景)。
遊戲能夠大體分爲如下個層:
1.背景層(BackgroundLayer)
2.移動的道路層(RoadLayer)
3.遊戲層(GamePlayLayer)
4.菜單層(MainLayer)
在菜單場景中,咱們須要用到BackgroundLayer,RoadLayer和MainLayer。修改AppDelegate.cs代碼:
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 }
BackgroundLayer繼承自CCLayer,重寫靜態方法node;
public static new CCLayer node() { BackgroundLayer ret = new BackgroundLayer(); if (ret.init()) { return ret; } return null; }
下面咱們就須要畫背景圖片了,重寫init方法
首先咱們須要算出資源圖片與屏幕大小的縮放比例:
//288,511是背景圖的大小 sX = CCDirector.sharedDirector().getWinSize().width / 288f; sY = CCDirector.sharedDirector().getWinSize().height / 512f;
因爲此遊戲的資源圖片是一整張大圖,因此咱們須要根據區域進行讀取,觀察資源圖片咱們能夠發現,存在2個背景圖片,看來須要隨機出現一個背景圖片,完整init代碼:
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(); }
效果以下:
與背景層相似,繼承自CCLayer並重寫方法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(); }
此處我採用的是添加2個道路CCSprite,像小火車同樣跟着,每動一幀,2個道路的座標減小4,當第一個的x座標等於0以後,將其放到第二個的後面,也就是x座標等480(屏幕寬度)。
添加一個schedule定時器執行更新道路座標方法,代碼以下:
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); } }
開始我作菜單的方法和上面同樣從大圖中截取圖片生成CCMenuItemSprite,可是加入後發現菜單並不是是一直顯示的,不知道哪裏設置出了問題:
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:
沒辦法了,只能切成單個圖片,而後用另一種方式試試,發現竟然可行,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);第一個參數爲默認圖片,第二個爲按下時候圖片,playCallback爲按下的處理事件
而後添加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);
此處採用CCAnimation進行繪製小鳥的動畫,在init中調用initActiveBird()
private void initActiveBird() { CCTexture2D texture = CCTextureCache.sharedTextureCache().addImage("Images/background");//2D紋理 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)); }
在點擊開始按鈕時候,咱們須要進行場景切換,跳到遊戲場景,爲playCallback添加實現
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,第一屏已經山寨完畢,樓主去寫第二屏算法去了。