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:
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:
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
- <?xml version="1.0" encoding="UTF-8"?>
- <Document
- jsControlled="true"
- jsController="MainLayer"
- resolution="default"
- >
- <Resolutions>
- <Resolution centeredOrigin="false" ext="iphone" height="1280" width="720" name="default" scale="1"/>
- <Resolution centeredOrigin="false" ext="iphone" height="720" width="1280" name="default1" scale="1"/>
- </Resolutions>
- <Animations>
- <Animation autoPlay="true"
- id="0"
- name="Default Timeline"
- length="10"
- chainedId="0"
- offset="0.0"
- position="0.0"
- resolution="30"
- scale="128">
- <CallbackChannel>
- </CallbackChannel>
- <SoundChannel>
- </SoundChannel>
- </Animation>
- </Animations>
- <Layer
- positionX="0" positionY="0.0"
- sizeType="Percent"
- width="100" height="100"
- anchorPointX="0.5" anchorPointY="0.5" ignoreAnchorPoint="true"
- scaleX="1" scaleY="1"
- >
- <Sprite positionType="LeftBottom" width="720.0" height="1280.0" positionX="0" positionY="0" anchorPointX="0"
- anchorPointY="0" src="Resources/bg.png" name="" var="" target="None" scaleX="1" scaleY="1" visible="true"/>
- <LayerColor positionType="LeftBottom" width="720" height="1280" positionX="0" positionY="0" anchorPointX="0"
- anchorPointY="0" color="#fff2e8ff" visible="false"/>
- <Menu positionType="LeftBottom" width="40" height="40" positionX="356.0" positionY="237.0" anchorPointX="0.5"
- anchorPointY="0.5" scaleX="2.4" scaleY="1.725">
- </Menu>
- <Sprite positionType="LeftBottom" width="840.0" height="281.0" positionX="0" positionY="0" anchorPointX="0"
- anchorPointY="0" src="Resources/ground.png" var="ground" target="Doc"/>
- <Node positionType="LeftBottom" width="40" height="40" positionX="800" positionY="250" anchorPointX="0"
- anchorPointY="0" var="hoseNode" target="Doc">
- <Sprite positionType="LeftBottom" width="86.0" height="60.0" positionX="-500" positionY="400" anchorPointX="0.5"
- anchorPointY="0.5" src="Resources/flappy_packer.plist/bird3.png" var="test" target="Doc" visible="false"/>
- <Sprite positionType="LeftBottom" width="86.0" height="60.0" positionX="-550" positionY="500" anchorPointX="0.5"
- anchorPointY="0.5" src="Resources/flappy_packer.plist/bird1.png" var="bird" target="Doc" scaleX="1" scaleY="1" rotation="0" visible="true"/>
- </Node>
- <Node positionType="LeftBottom" width="40" height="40" positionX="303.0" positionY="500" anchorPointX="0.5"
- anchorPointY="0.5" var="readyNode" target="Doc" visible="true">
- <Sprite positionType="LeftBottom" width="508.0" height="158.0" positionX="95.0" positionY="584.0" anchorPointX="0.5"
- anchorPointY="0.5" src="Resources/flappy_packer.plist/getready.png"/>
- <Sprite positionType="LeftBottom" width="286.0" height="246.0" positionX="73.0" positionY="236.0" anchorPointX="0.5"
- anchorPointY="0.5" src="Resources/flappy_packer.plist/click.png"/>
- </Node>
- <Node positionType="LeftBottom" width="40" height="40" positionX="300" positionY="500" anchorPointX="0.5"
- anchorPointY="0.5" var="overNode" target="Doc" visible="true">
- <Sprite positionType="LeftBottom" width="590.0" height="298.0" positionX="72.0" positionY="219.0" anchorPointX="0.5"
- anchorPointY="0.5" src="Resources/flappy_packer.plist/base.png">
- <Sprite positionType="LeftBottom" width="508.0" height="158.0" positionX="286.0" positionY="458.0" anchorPointX="0.5"
- anchorPointY="0.5" src="Resources/flappy_packer.plist/gameover.png"/>
- </Sprite>
- <Menu positionType="LeftBottom" width="40" height="40" positionX="0" positionY="0" anchorPointX="0.5"
- anchorPointY="0.5">
- <MenuItem positionType="LeftBottom" width="290" height="176" positionX="-65.0" positionY="-92.0" anchorPointX="0.5"
- anchorPointY="0.5" normalImage="Resources/flappy_packer.plist/start.png" target="Doc" onClick="onStartClicked"/>
- <MenuItem positionType="LeftBottom" width="290" height="176" positionX="230.0" positionY="-92.0" anchorPointX="0.5"
- anchorPointY="0.5" target="Doc" normalImage="Resources/flappy_packer.plist/grade.png" onClick="onGradeClicked"/>
- </Menu>
- </Node>
- </Layer>
- </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:
- MainLayer.prototype.groundRun = function ()
- {
- var action1 = cc.MoveTo.create(0.5, cc.p(-120, 0));
- var action2 = cc.MoveTo.create(0, cc.p(0, 0));
- var action = cc.Sequence.create(action1, action2);
- this.ground.runAction(cc.RepeatForever.create(action));
- }
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;
- MainLayer.prototype.newHose = function (num)
- {
- var hoseHeight = 830;
- var acrossHeight = 300;
- var downHeight = 100 + getRandom(400);
- var upHeight = 1100 - downHeight - acrossHeight;
- var hoseX = 400 * num;
- var HoseName = FP_MAIN_TEXTURE.HOSE;
- var ccSpriteDown = cc.Sprite.createWithSpriteFrameName(HoseName[0]);
- ccSpriteDown.setZOrder(1);
- ccSpriteDown.setAnchorPoint(cc.p(0, 0));
- ccSpriteDown.setPosition(cc.p(hoseX, 0));
- ccSpriteDown.setScaleY(downHeight / hoseHeight);
- var ccSpriteUp = cc.Sprite.createWithSpriteFrameName(HoseName[1]);
- ccSpriteUp.setZOrder(1);
- ccSpriteUp.setAnchorPoint(cc.p(0, 0));
- ccSpriteUp.setPosition(cc.p(hoseX, downHeight + acrossHeight));
- ccSpriteUp.setScaleY(upHeight / hoseHeight);
- this.hoseNode.addChild(ccSpriteDown);
- this.hoseNode.addChild(ccSpriteUp);
- this.hoseSpriteList.push(ccSpriteDown);
- this.hoseSpriteList.push(ccSpriteUp);
- return null;
- }
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;
- MainLayer.prototype.onEnter = function ()
- {
- cc.AnimationCache.getInstance().addAnimations("Resources/flappy_frame.plist");
- this.groundRun();
- this.ground.setZOrder(10);
- this.birdReadyAction();
- this.bird.setZOrder(20);
- this.readyNode.setVisible(true);
- this.overNode.setVisible(false);
- for (var i = 0; i < 30; i++) {
- this.newHose(i);
- }
- }
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);
- MainLayer.prototype.birdRiseAction = function ()
- {
- var riseHeight = 60;
- var birdX = this.bird.getPositionX();
- var birdY = this.bird.getPositionY();
- var time = birdY / 600;
- var actionFrame = cc.Animate.create(cc.AnimationCache.getInstance().getAnimation("fly"));
- var flyAction = cc.Repeat.create(actionFrame, 90000);
- var riseAction1 = cc.MoveTo.create(0.2, cc.p(birdX, birdY + riseHeight));
- var riseAction2 = cc.RotateTo.create(0, -30);
- var riseAction = cc.Spawn.create(riseAction1, riseAction2);
- var fallAction1 = cc.MoveTo.create(time, cc.p(birdX, 50));
- var fallAction2 = cc.Sequence.create(cc.DelayTime.create(time / 6), cc.RotateTo.create(0, 30));
- var fallAction = cc.Spawn.create(fallAction1, fallAction2);
- this.bird.stopAllActions();
- this.bird.runAction(cc.Spawn.create(
- cc.Sequence.create(riseAction, cc.DelayTime.create(0.1), fallAction),
- flyAction)
- );
- }
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;
- MainLayer.prototype.checkCollision = function ()
- {
- if (this.bird.getPositionY() < 60) {
- cc.log("floor");
- this.birdFallAction();
- return;
- }
- for (var i = 0; i < this.hoseSpriteList.length; i++) {
- var hose = this.hoseSpriteList[i];
- if (!this.isInScreen(hose)) {
- // continue;
- }
- if (cc.rectIntersectsRect(hose.getBoundingBox(), this.bird.getBoundingBox())) {
- cc.log("hose positionX==" + hose.getBoundingBox().x);
- cc.log("this.bird positionX==" + this.bird.getBoundingBox().x);
- cc.log("i==" + i);
- cc.log("birdFallAction");
- this.birdFallAction();
- return;
- }
- }
- }
碰撞后,小鸟先下落,游戏结束场景显示;
- MainLayer.prototype.birdFallAction = function ()
- {
- this.gameMode = OVER;
- this.bird.stopAllActions();
- this.ground.stopAllActions();
- var birdX = this.bird.getPositionX();
- var birdY = this.bird.getPositionY();
- var time = birdY / 2000;
- this.bird.runAction(cc.Sequence.create(
- cc.DelayTime.create(0.1),
- cc.Spawn.create(cc.RotateTo.create(time, 90), cc.MoveTo.create(time, cc.p(birdX, 50))))
- );
- this.overNode.setVisible(true);
- }
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;
- FP_MAIN_TEXTURE = {
- FRAME_ANIMS: "beanstalk/Resources/bs_main_anims.plist",
- HOSE: ["holdback1.png", "holdback2.png"]
- }
- READY = 1;
- START = 2;
- OVER = 3;
- var MainLayer = function ()
- {
- cc.log("MainLayer");
- this.bird = this.bird || {};
- this.ground = this.ground || {};
- this.hoseNode = this.hoseNode || {};
- this.readyNode = this.readyNode || {};
- this.overNode = this.overNode || {};
- this.passTime = 0;
- this.hoseSpriteList = [];
- this.isStart = false;
- this.gameMode = READY;
- };
- MainLayer.prototype.onDidLoadFromCCB = function ()
- {
- if (sys.platform == 'browser') {
- this.onEnter();
- }
- else {
- this.rootNode.onEnter = function ()
- {
- this.controller.onEnter();
- };
- }
- this.rootNode.schedule(function (dt)
- {
- this.controller.onUpdate(dt);
- });
- this.rootNode.onExit = function ()
- {
- this.controller.onExit();
- };
- this.rootNode.onTouchesBegan = function (touches, event)
- {
- this.controller.onTouchesBegan(touches, event);
- return true;
- };
- this.rootNode.onTouchesMoved = function (touches, event)
- {
- this.controller.onTouchesMoved(touches, event);
- return true;
- };
- this.rootNode.onTouchesEnded = function (touches, event)
- {
- this.controller.onTouchesEnded(touches, event);
- return true;
- };
- this.rootNode.setTouchEnabled(true);
- };
- MainLayer.prototype.onEnter = function ()
- {
- cc.AnimationCache.getInstance().addAnimations("Resources/flappy_frame.plist");
- this.groundRun();
- this.ground.setZOrder(10);
- this.birdReadyAction();
- this.bird.setZOrder(20);
- this.readyNode.setVisible(true);
- this.overNode.setVisible(false);
- for (var i = 0; i < 30; i++) {
- this.newHose(i);
- }
- }
- MainLayer.prototype.newHose = function (num)
- {
- var hoseHeight = 830;
- var acrossHeight = 300;
- var downHeight = 100 + getRandom(400);
- var upHeight = 1100 - downHeight - acrossHeight;
- var hoseX = 400 * num;
- var HoseName = FP_MAIN_TEXTURE.HOSE;
- var ccSpriteDown = cc.Sprite.createWithSpriteFrameName(HoseName[0]);
- ccSpriteDown.setZOrder(1);
- ccSpriteDown.setAnchorPoint(cc.p(0, 0));
- ccSpriteDown.setPosition(cc.p(hoseX, 0));
- ccSpriteDown.setScaleY(downHeight / hoseHeight);
- var ccSpriteUp = cc.Sprite.createWithSpriteFrameName(HoseName[1]);
- ccSpriteUp.setZOrder(1);
- ccSpriteUp.setAnchorPoint(cc.p(0, 0));
- ccSpriteUp.setPosition(cc.p(hoseX, downHeight + acrossHeight));
- ccSpriteUp.setScaleY(upHeight / hoseHeight);
- this.hoseNode.addChild(ccSpriteDown);
- this.hoseNode.addChild(ccSpriteUp);
- this.hoseSpriteList.push(ccSpriteDown);
- this.hoseSpriteList.push(ccSpriteUp);
- return null;
- }
- MainLayer.prototype.groundRun = function ()
- {
- var action1 = cc.MoveTo.create(0.5, cc.p(-120, 0));
- var action2 = cc.MoveTo.create(0, cc.p(0, 0));
- var action = cc.Sequence.create(action1, action2);
- this.ground.runAction(cc.RepeatForever.create(action));
- }
- MainLayer.prototype.birdReadyAction = function ()
- {
- var birdX = this.bird.getPositionX();
- var birdY = this.bird.getPositionY();
- var time = birdY / 2000;
- var actionFrame = cc.Animate.create(cc.AnimationCache.getInstance().getAnimation("fly"));
- var flyAction = cc.Repeat.create(actionFrame, 90000);
- this.bird.runAction(cc.Sequence.create(
- flyAction)
- );
- }
- MainLayer.prototype.birdFallAction = function ()
- {
- this.gameMode = OVER;
- this.bird.stopAllActions();
- this.ground.stopAllActions();
- var birdX = this.bird.getPositionX();
- var birdY = this.bird.getPositionY();
- var time = birdY / 2000;
- this.bird.runAction(cc.Sequence.create(
- cc.DelayTime.create(0.1),
- cc.Spawn.create(cc.RotateTo.create(time, 90), cc.MoveTo.create(time, cc.p(birdX, 50))))
- );
- this.overNode.setVisible(true);
- }
- MainLayer.prototype.birdRiseAction = function ()
- {
- var riseHeight = 60;
- var birdX = this.bird.getPositionX();
- var birdY = this.bird.getPositionY();
- var time = birdY / 600;
- var actionFrame = cc.Animate.create(cc.AnimationCache.getInstance().getAnimation("fly"));
- var flyAction = cc.Repeat.create(actionFrame, 90000);
- var riseAction1 = cc.MoveTo.create(0.2, cc.p(birdX, birdY + riseHeight));
- var riseAction2 = cc.RotateTo.create(0, -30);
- var riseAction = cc.Spawn.create(riseAction1, riseAction2);
- var fallAction1 = cc.MoveTo.create(time, cc.p(birdX, 50));
- var fallAction2 = cc.Sequence.create(cc.DelayTime.create(time / 6), cc.RotateTo.create(0, 30));
- var fallAction = cc.Spawn.create(fallAction1, fallAction2);
- this.bird.stopAllActions();
- this.bird.runAction(cc.Spawn.create(
- cc.Sequence.create(riseAction, cc.DelayTime.create(0.1), fallAction),
- flyAction)
- );
- }
- MainLayer.prototype.onUpdate = function (dt)
- {
- if (this.gameMode != START) {
- return;
- }
- this.passTime += dt;
- this.hoseNode.setPositionX(800 - 200 * this.passTime);
- this.bird.setPositionX(-500 + 200 * this.passTime);
- this.checkCollision();
- }
- MainLayer.prototype.checkCollision = function ()
- {
- if (this.bird.getPositionY() < 60) {
- cc.log("floor");
- this.birdFallAction();
- return;
- }
- for (var i = 0; i < this.hoseSpriteList.length; i++) {
- var hose = this.hoseSpriteList[i];
- if (!this.isInScreen(hose)) {
- // continue;
- }
- if (cc.rectIntersectsRect(hose.getBoundingBox(), this.bird.getBoundingBox())) {
- cc.log("hose positionX==" + hose.getBoundingBox().x);
- cc.log("this.bird positionX==" + this.bird.getBoundingBox().x);
- cc.log("i==" + i);
- cc.log("birdFallAction");
- this.birdFallAction();
- return;
- }
- }
- }
- MainLayer.prototype.isInScreen = function (sprite)
- {
- return (sprite.getPositionX() > 0 && sprite.getPositionX() < 720);
- }
- MainLayer.prototype.onExitClicked = function ()
- {
- }
- MainLayer.prototype.onStartClicked = function ()
- {
- cc.Director.getInstance().resume();
- cc.BuilderReader.runScene("", "MainLayer");
- }
- MainLayer.prototype.onExit = function ()
- {
- cc.log("onExit");
- }
- MainLayer.prototype.onTouchesBegan = function (touches, event)
- {
- var loc = touches[0].getLocation();
- }
- MainLayer.prototype.onTouchesMoved = function (touches, event)
- {
- }
- MainLayer.prototype.onTouchesEnded = function (touches, event)
- {
- if (this.gameMode == OVER) {
- return;
- }
- if (this.gameMode == READY) {
- this.gameMode = START;
- this.readyNode.setVisible(false);
- }
- var loc = touches[0].getLocation();
- this.birdRiseAction();
- }
- function isInRect(ccRect, ccTouchBeganPos)
- {
- if (ccTouchBeganPos.x > ccRect.x && ccTouchBeganPos.x < (ccRect.x + ccRect.width)) {
- if (ccTouchBeganPos.y > ccRect.y && ccTouchBeganPos.y < (ccRect.y + ccRect.height)) {
- return true;
- }
- }
- return false;
- }
- function getRandom(maxSize)
- {
- return Math.floor(Math.random() * maxSize) % maxSize;
- }
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 (将写)
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)
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)
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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《Flappy Bird游戏源码解析——Java编程篇》 Flappy Bird是一款在2013年由越南开发者Dong Nguyen推出的简单却又极具挑战性的手机游戏。它以其独特的像素艺术风格和令人上瘾的游戏机制赢得了全球玩家的喜爱。本篇将...
对于长安大学的学生,尤其是那些正在学习游戏动画开发与设计的同学,以及对Unity游戏开发充满热情的学者们,掌握Flappy Bird的源代码、贴图和音效制作技巧,无疑是对理论知识的实践运用和技能提升的重要一步。...
而利用易语言开发的Flappy Bird游戏源码,为我们提供了一个深入理解游戏编程和易语言应用的良好实例。下面,我们将详细探讨该源码中的关键知识点。 首先,易语言是中文编程环境,它以“易”为名,旨在降低编程难度...
此外,Flappy Bird的源码可能包含了一些额外的文件,如图片资源(png或jpg格式)、音频文件(mp3或wav格式)等,这些是游戏视觉和听觉体验的关键组成部分。开发者通常会将图片和音频资源引用到JavaScript代码中,...
unity 开发 flappy bird 源码和资源包,完整 可运行
《奇葩版Flappy Bird游戏源代码》是一款基于HTML5技术开发的在线小游戏,它复刻了曾经风靡一时的经典游戏Flappy Bird,并加入了独特的创新元素,使得游戏体验别具一格。HTML5作为一种强大的网页开发语言,使得游戏...
游戏中的`Flappy Bird.jar`可能包含了游戏的主要运行代码,负责调度和渲染每一帧。 5. **图像资源管理**:游戏中的图像资源如`01.jpg`和`02.jpg`,以及在`resources.zip`压缩包内的其他资源,都需要正确加载并显示...
基于Qt开发的愤怒的小鸟FlappyBird游戏源码.zip个人游戏开发大作业-基于Qt开发的愤怒的小鸟FlappyBird游戏源码.zip个人游戏开发大作业-基于Qt开发的愤怒的小鸟FlappyBird游戏源码.zip个人游戏开发大作业-基于Qt开发...
本篇文章将深入剖析Flappy Bird的全套图片和音效,帮助你更好地理解游戏素材在游戏开发中的应用。 首先,我们来看看“gfx”文件夹,这是图形资源的集合。在Flappy Bird中,图像素材包括游戏背景、角色、管道、得分...
本资源包是针对这款热门游戏——Flappy Bird的素材资源集合,包含了游戏运行所需的各种元素,让我们一起深入探讨这些素材在游戏中的作用和应用。 首先,我们要明确的是,这个资源包主要用于Scratch编程平台,...
项目:Java版Flappy Bird游戏及源代码 Flappy Bird游戏是一款简单的街机游戏。这整个游戏或项目使用Java和一些Swing组件来使其看起来惊人。你必须让游戏的主角回到家中。这是使用Swing组件的完美示例。 关于项目 ...
在这里,我们拥有的是自己制作的Flappy Bird游戏的完整源码以及相关的素材,这为我们提供了一个学习和理解游戏开发的绝佳机会。 首先,我们来看看"Swing"这个标签。Swing是Java的一种图形用户界面(GUI)工具包,...
通过分析这个FlappyBird的源代码,我们可以学习到游戏开发的基本流程、C#编程技巧以及DirectX和GDI+的应用。对于初学者来说,这是一个很好的实践项目,可以帮助理解游戏开发的基本概念,提升编程能力。而对于有一定...
通过研究Flappy Bird的源代码,开发者不仅可以学习到Java编程的基本技巧,还能了解到2D游戏开发的关键流程和技术。无论是初学者还是有经验的开发者,都能从中受益,提升自己的编程和游戏开发能力。
1. 文件结构:Flappy Bird的源代码主要包含两个部分——主程序文件(main.c)和游戏逻辑文件(game.c)。主程序文件负责初始化、窗口创建、事件处理等系统级工作,而游戏逻辑文件则包含了游戏循环、碰撞检测、得分...
2. **源码结构**:源代码主要位于`app/src/main/java`目录下,这里通常按照包结构划分,如`com.example.FlappyBird`,包含`MainActivity`作为游戏的主入口,以及其他的类文件,如游戏逻辑、精灵类、管道类等。...