Unity3d版FlappyBird(像素小鸟)

一、小鸟

在游戏中,小鸟并不做水平位移,而是通过障碍物的移动让小鸟有水平运动的感觉,小鸟只需要对鼠标的点击调整竖直加速度就可以了,同时加上水平旋转模仿原版的FlappyBird的运动。同时,还要对竖直位置进行判断,否则游戏不能正常结束。

这里贴上小鸟上附加的脚本代码

Player.cs

 

using UnityEngine;
using System.Collections;

public class Player : MonoBehaviour {

   
    private Rigidbody body;
    public Vector3 jumpForce = new Vector3(0, 300, 0);
    private bool state = true; //确保只执行一次
    private int bestScore = 0;

	// Use this for initialization
	void Start () {
     
        body = transform.GetComponent<Rigidbody>();       
	}

    void OnCollisionEnter(Collision collisionInfo)
    {
        if (state)
        {
            //碰撞游戏结束
            state = false;
            Score.instance.state = false;
           AudioManager.instance.PlayHit();
            AudioManager.instance.PlayDie();
            Invoke("EndGame", 0.4f);
        }
        
      
    }
	
	// Update is called once per frame
	void Update () 
    {
        //下限
        if (transform.position.y < -20)
        {
            if (state)
            {
                state = false;
                Score.instance.state = false;
                AudioManager.instance.PlayDie();
                Invoke("EndGame", 0.4f);
            }
        }

        //上限
        if (transform.position.y > 20)
        {
            if (state)
            {
                state = false;
                Score.instance.state = false;
                AudioManager.instance.PlayDie();
                Invoke("EndGame", 0.4f);
            }
        }
        //判断鼠标左键点击或者空格
        if (Input.GetKeyDown(KeyCode.Space)||Input.GetMouseButtonDown(0))
        {
            AudioManager.instance.PlayFly();
            body.velocity = Vector3.zero;
            //加速度
            body.AddForce(jumpForce);
            //控制旋转量
            this.transform.rotation = Quaternion.Euler(45, 270, 0);
        }         
        else
        {
               //旋转
            if (transform.rotation.eulerAngles.x >= 280||transform.rotation.eulerAngles.x<=50)
            {
               
                transform.Rotate(-150 * Time.deltaTime, 0, 0);
            }
        }

	}

    public void EndGame()
    {
        //保存最佳成绩
        PlayerPrefs.SetInt("PlayerScore", Score.instance.score);
        bestScore = PlayerPrefs.GetInt("PlayerBestScore");
        if (Score.instance.score > bestScore)
            bestScore = Score.instance.score;
        PlayerPrefs.SetInt("PlayerBestScore", bestScore);
        //跳转到结束场景
        Application.LoadLevel("End");
    }

}

 

 

 

 

 

二、障碍物

障碍物只要定时产生,随机设定偏移量,然后添加向左运动的速度就行了,同时要设定自动销毁的时间,回收障碍物,否则内存占用会越来越大。

这里用了三个脚本,分别是上下障碍物和障碍物生成脚本。附加到一个空物体上就行了。

GenerateObstacle.cs

 

using UnityEngine;
using System.Collections;

public class GenrateObstacle : MonoBehaviour {

    public GameObject obstacle;
    public GameObject obstacle1;
    public float startTime = 1f;
    public float gapTime=1.5f;
    public float gapDistance = 13;
    private Vector3 gapVector;
    private Vector3 midVector;
	// Use this for initialization
	void Start () {
        InvokeRepeating("InitiateObstacle", startTime, gapTime);
        gapVector = new Vector3(0, gapDistance / 2, 0);
        
	}

    void InitiateObstacle()
    {
        midVector = new Vector3(8,Random.Range(-3.2f, 3.2f),0);
   
        Instantiate(obstacle, midVector+gapVector,new Quaternion(0,0,180,0));
        Instantiate(obstacle1, midVector-gapVector, Quaternion.identity);
       
    }
}

 

 

 

 

 

Obstacle.cs

 

using UnityEngine;
using System.Collections;

public class Obstacle : MonoBehaviour {

    public float speed = -8f;
    private Rigidbody body;
    private Transform player;
    private bool isPassed = false;
	// Use this for initialization
	void Start () {
        Destroy(this.gameObject, 4);
        body = this.GetComponent<Rigidbody>();
        body.velocity = new Vector3(speed, 0, 0);
        player = GameObject.FindGameObjectWithTag("Bird").transform;
	}
	
	// Update is called once per frame
	void Update () {
        if (player.transform.position.x > transform.position.x && isPassed == false)
        {
            isPassed = true;
         
            Score.instance.GetScore();
        }
	}
}

Obstacle1.cs

 

 

using UnityEngine;
using System.Collections;

public class Obstacle1 : MonoBehaviour {
    public float speed = -8f;
    private Rigidbody body;
    private Transform player;
    private bool isPassed = false;
    // Use this for initialization
    void Start()
    {
        Destroy(this.gameObject, 4);
        body = this.GetComponent<Rigidbody>();
        body.velocity = new Vector3(speed, 0, 0);
        player = GameObject.FindGameObjectWithTag("Bird").transform;
    }


}

 


此外还有分数显示,最佳分数显示,音效等等,都是细节,这里上完整实现的文件下载。

 

 

 

 

 

 

 

 

 

 

 

 

 

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