cocos2dx lua 实现flappybird
效果

导语
本人初学cocos2dx-lua,代码可能存在bug,仅供参考。游戏只使用了一个场景完成了整个游戏,小鸟的重力使用更新定时器update实现,点击时速度设为0,每一帧速度+1
目录结构

- frameworks:框架,cocos2d-x引擎框架库和各个平台工程。
- obj,runtime,simulator:vs运行后所产生的文件夹(runtime:运行时的文件;simulator:模拟器运行的文件)。
- res:资源目录,包含图片,音乐,音效,字体等。
- src:lua代码目录,包含封装Cocos2d-x的lua库,自己开发的lua文件。
- config.json:游戏配置文件。
- lua.config,lua.luaproj:创建lua项目时产生的文件
函数入口
src/main.lua
调用MyApp的create创建主场景,run运行主场景,xpcall运行main函数
cc.FileUtils:getInstance():setPopupNotify(false)
require "config"
require "cocos.init"
local function main()
require("app.MyApp"):create():run()
end
local status, msg = xpcall(main, __G__TRACKBACK__)
if not status then
print(msg)
end
src/app/MyApp.lua
MyApp 继承 AppBase
local MyApp = class("MyApp", cc.load("mvc").AppBase)
function MyApp:onCreate()
math.randomseed(os.time())
end
return MyApp
src/packages/mvc/AppBase.lua
main.lua调用create()时会调用ctor函数
可以看到run函数加载了MainScene场景
local AppBase = class("AppBase")
function AppBase:ctor(configs)
self.configs_ = {
viewsRoot = "app.views",
modelsRoot = "app.models",
defaultSceneName = "MainScene",
}
for k, v in pairs(configs or {}) do
self.configs_[k] = v
end
if type(self.configs_.viewsRoot) ~= "table" then
self.configs_.viewsRoot = {self.configs_.viewsRoot}
end
if type(self.configs_.modelsRoot) ~= "table" then
self.configs_.modelsRoot = {self.configs_.modelsRoot}
end
if DEBUG > 1 then
dump(self.configs_, "AppBase configs")
end
if CC_SHOW_FPS then
cc.Director:getInstance():setDisplayStats(true)
end
-- event
self:onCreate()
end
function AppBase:run(initSceneName)
initSceneName = initSceneName or self.configs_.defaultSceneName
self:enterScene(initSceneName)
end
开始按钮,绑定点击事件
-- 开始按钮
local beginSprite =
display.newSprite("button_play.png"):move(display.cx, display.cy):setName("beginSprite"):addTo(self, 9)
-- 点击开始按钮事件
local function onTouchBeganButton(touch, event)
local target = event:getCurrentTarget()
local size = target:getContentSize()
local rect = cc.rect(0, 0, size.width, size.height)
local locationInNode = target:convertTouchToNodeSpace(touch)
-- 判断是否点中按钮
if cc.rectContainsPoint(rect, locationInNode) then
print("onTouchBeganButton")
if gameStatus == GAME_INIT then
self:removeChildByName("title")
birdSprite:show()
gameStart()
end
if gameStatus == GAME_OVER then
gameRestart()
end
return true
end
return false
end
-- 绑定事件到按钮
local touchListener = cc.EventListenerTouchOneByOne:create()
touchListener:registerScriptHandler(onTouchBeganButton, cc.Handler.EVENT_TOUCH_BEGAN)
cc.Director:getInstance():getEventDispatcher():addEventListenerWithSceneGraphPriority(touchListener, beginSprite)
点击屏幕事件
-- 点击场景事件
local function onTouchScene(touch, event)
print("onTouchScene")
if gameStatus == GAME_START then
-- 每次点击都初始化速度
downSpeed = 0
upSpeed = 10
-- 小鸟抬头动画
local rotateUp = cc.RotateTo:create(0.1, -40)
local stop = cc.RotateTo:create(0.4, -40)
local rotateDown = cc.RotateTo:create(0.1, 40.)
local touchActionSeq = cc.Sequence:create(rotateUp, stop, rotateDown)
birdSprite:runAction(touchActionSeq)
-- 向上加速度的定时器
local scheduler = cc.Director:getInstance():getScheduler()
local schedulerID = nil
schedulerID =
scheduler:scheduleScriptFunc(
function()
upSpeed = upSpeed - 1
if upSpeed <= 0 then
cc.Director:getInstance():getScheduler():unscheduleScriptEntry(schedulerID)
end
birdSprite:setPositionY(birdSprite:getPositionY() + upSpeed)
end,
0,
false
)
end
end
-- 绑定事件到场景
local touchListener = cc.EventListenerTouchOneByOne:create()
touchListener:registerScriptHandler(onTouchScene, cc.Handler.EVENT_TOUCH_BEGAN)
cc.Director:getInstance():getEventDispatcher():addEventListenerWithSceneGraphPriority(touchListener, self)
更新定时器update的实现
local function update()
-- .....
end
self:onUpdate(update)
完整代码
src/app/views/MainScene.lua
require "config"
local MainScene = class("MainScene", cc.load("mvc").ViewBase)
function MainScene:onCreate()
-- 初始化游戏参数
local pipes = {}
local gameStatus = GAME_INIT
local downSpeed = 0
local upSpeed = 0
local score = 0
local medals = {}
-- 背景
display.newSprite("bg_day.png"):move(display.center):addTo(self)
-- 地板
local land1 = display.newSprite("land.png"):move(display.cx, 0):setName("land1"):addTo(self)
local land2 = display.newSprite("land.png"):move(display.cx, 0):setName("land2"):addTo(self)
-- 标题
local title = display.newSprite("title.png"):move(display.cx, display.cy + 100):setName("title"):addTo(self)
-- 小鸟
local birdSprite = display.newSprite("bird1.png"):move(display.center):setName("birdSprite"):addTo(self, 10):hide()
-- 小鸟飞帧动画
local animFrames = {}
table.insert(animFrames, cc.SpriteFrame:create("bird1.png", cc.rect(0, 0, 38, 27)))
table.insert(animFrames, cc.SpriteFrame:create("bird2.png", cc.rect(0, 0, 38, 27)))
table.insert(animFrames, cc.SpriteFrame:create("bird3.png", cc.rect(0, 0, 38, 27)))
local animation = cc.Animation:createWithSpriteFrames(animFrames, 0.1)
local animate = cc.Animate:create(animation)
local swingAnimate = cc.RepeatForever:create(animate):setTag(1)
birdSprite:runAction(swingAnimate)
-- 分数面板
local scoreSprite =
display.newSprite("score.png"):move(display.center):setName("scoreSprite"):hide():addTo(self, 10)
local textGameOver =
display.newSprite("text_game_over.png"):move(display.cx, display.cy + 100):setName("textGameOver"):hide():addTo(
self,
10
)
local scoreLabel =
cc.Label:createWithSystemFont("0", "黑体", 20):move(display.cx, display.cy + 10):setName("scoreLabel"):hide():addTo(
self,
10
)
local maxScoreLabel =
cc.Label:createWithSystemFont("0", "黑体", 20):move(display.cx, display.cy - 30):setName("maxScoreLabel"):hide():addTo(
self,
10
)
local nowScoreLabel =
cc.Label:createWithSystemFont("0", "黑体", 50):move(display.cx, display.cy + 200):setName("nowScoreLabel"):hide():addTo(
self,
10
)
-- 奖牌
local medal1 =
display.newSprite("medals.png"):setName("newMedal"):move(
display.cx + math.random(200) + 350,
display.cy + math.random(200) - 100
):hide():addTo(self, 8)
local medal2 =
display.newSprite("medals.png"):setName("newMedal"):move(
display.cx + math.random(200) + 350,
display.cy + math.random(200) - 100
):hide():addTo(self, 8)
-- 开始按钮
local beginSprite =
display.newSprite("button_play.png"):move(display.cx, display.cy):setName("beginSprite"):addTo(self, 9)
-- 游戏开始
local function gameStart()
print("gameStart")
medal1:show()
medal2:show()
nowScoreLabel:show()
beginSprite:hide()
cc.Director:getInstance():getEventDispatcher():pauseEventListenersForTarget(beginSprite)
gameStatus = GAME_START
pipes = {}
for i = 0, 1, 1 do
local r = math.random(PIPE_VARIATION_RANGE)
local pipeUp =
display.newSprite("pipe_up.png"):move(
PIPE_START_WIDTH + i * PIPE_BETWEEN_WIDTH,
CC_DESIGN_RESOLUTION.height - PIPE_SPACE + r
):setName("newPipe"):addTo(self)
local pipeDown =
display.newSprite("pipe_down.png"):move(PIPE_START_WIDTH + i * PIPE_BETWEEN_WIDTH, r):setName("newPipe"):addTo(
self
)
table.insert(pipes, pipeUp)
table.insert(pipes, pipeDown)
end
end
-- 游戏重新开始
local function gameRestart()
local animFrames = {}
table.insert(animFrames, cc.SpriteFrame:create("bird1.png", cc.rect(0, 0, 38, 27)))
table.insert(animFrames, cc.SpriteFrame:create("bird2.png", cc.rect(0, 0, 38, 27)))
table.insert(animFrames, cc.SpriteFrame:create("bird3.png", cc.rect(0, 0, 38, 27)))
local animation = cc.Animation:createWithSpriteFrames(animFrames, 0.1)
local animate = cc.Animate:create(animation)
local swingAnimate = cc.RepeatForever:create(animate):setTag(1)
birdSprite:runAction(swingAnimate)
birdSprite:move(display.center)
beginSprite:hide()
for k, v in pairs(pipes) do
self:removeChild(v)
end
scoreLabel:hide()
maxScoreLabel:hide()
scoreSprite:hide()
textGameOver:hide()
score = 0
nowScoreLabel:setString(score)
medal1:move(display.cx + math.random(200) + 350, display.cy + math.random(200) - 100)
medal2:move(display.cx + math.random(200) + 350, display.cy + math.random(200) - 100)
gameStart()
end
-- 游戏结束
local function gameOver()
print("gameOver")
gameStatus = GAME_OVER
birdSprite:stopAction(birdSprite:getActionByTag(1))
beginSprite:show():move(display.cx, display.cy - 100)
cc.Director:getInstance():getEventDispatcher():resumeEventListenersForTarget(beginSprite)
scoreLabel:show()
maxScoreLabel:show()
scoreSprite:show()
textGameOver:show()
nowScoreLabel:hide()
scoreLabel:setString(tostring(score))
if cc.UserDefault:getInstance():getIntegerForKey("maxScore") < score then
maxScoreLabel:setString(tostring(score))
cc.UserDefault:getInstance():setIntegerForKey("maxScore", score)
else
maxScoreLabel:setString(cc.UserDefault:getInstance():getIntegerForKey("maxScore"))
end
end
-- 点击开始按钮事件
local function onTouchBeganButton(touch, event)
local target = event:getCurrentTarget()
local size = target:getContentSize()
local rect = cc.rect(0, 0, size.width, size.height)
local locationInNode = target:convertTouchToNodeSpace(touch)
-- 判断是否点中按钮
if cc.rectContainsPoint(rect, locationInNode) then
print("onTouchBeganButton")
if gameStatus == GAME_INIT then
self:removeChildByName("title")
birdSprite:show()
gameStart()
end
if gameStatus == GAME_OVER then
gameRestart()
end
return true
end
return false
end
-- 点击场景事件
local function onTouchScene(touch, event)
print("onTouchScene")
if gameStatus == GAME_START then
-- 每次点击都初始化速度
downSpeed = 0
upSpeed = 10
-- 小鸟抬头动画
local rotateUp = cc.RotateTo:create(0.1, -40)
local stop = cc.RotateTo:create(0.4, -40)
local rotateDown = cc.RotateTo:create(0.1, 40.)
local touchActionSeq = cc.Sequence:create(rotateUp, stop, rotateDown)
birdSprite:runAction(touchActionSeq)
-- 向上加速度的定时器
local scheduler = cc.Director:getInstance():getScheduler()
local schedulerID = nil
schedulerID =
scheduler:scheduleScriptFunc(
function()
upSpeed = upSpeed - 1
if upSpeed <= 0 then
cc.Director:getInstance():getScheduler():unscheduleScriptEntry(schedulerID)
end
birdSprite:setPositionY(birdSprite:getPositionY() + upSpeed)
end,
0,
false
)
end
end
-- 绑定事件到按钮
local touchListener = cc.EventListenerTouchOneByOne:create()
touchListener:registerScriptHandler(onTouchBeganButton, cc.Handler.EVENT_TOUCH_BEGAN)
cc.Director:getInstance():getEventDispatcher():addEventListenerWithSceneGraphPriority(touchListener, beginSprite)
-- 绑定事件到场景
local touchListener = cc.EventListenerTouchOneByOne:create()
touchListener:registerScriptHandler(onTouchScene, cc.Handler.EVENT_TOUCH_BEGAN)
cc.Director:getInstance():getEventDispatcher():addEventListenerWithSceneGraphPriority(touchListener, self)
-- 更新定时器
local function update()
if gameStatus == GAME_START then
-- 奖牌的移动
medal1:setPositionX(medal1:getPositionX() - 1)
medal2:setPositionX(medal2:getPositionX() - 1)
if medal1:getPositionX() <= -medal1:getContentSize().width / 2 then
medal1:setPosition(
CC_DESIGN_RESOLUTION.width + medal1:getContentSize().width + math.random(100),
display.cy - 100 + math.random(200)
)
end
if medal2:getPositionX() <= -medal2:getContentSize().width / 2 then
medal2:setPosition(
CC_DESIGN_RESOLUTION.width + medal2:getContentSize().width + math.random(100),
display.cy - 100 + math.random(200)
)
end
if cc.rectIntersectsRect(birdSprite:getBoundingBox(), medal1:getBoundingBox()) then
print("get medal")
score = score + 1
nowScoreLabel:setString(tostring(score))
medal1:setPosition(
CC_DESIGN_RESOLUTION.width + medal1:getContentSize().width + math.random(100),
display.cy - 100 + math.random(200)
)
end
if cc.rectIntersectsRect(birdSprite:getBoundingBox(), medal2:getBoundingBox()) then
print("get medal")
score = score + 1
nowScoreLabel:setString(tostring(score))
medal2:setPosition(
CC_DESIGN_RESOLUTION.width + medal2:getContentSize().width + math.random(100),
display.cy - 100 + math.random(200)
)
end
-- 小鸟的重力
downSpeed = downSpeed + 1
birdSprite:setPositionY(birdSprite:getPositionY() - downSpeed / 10)
-- 地板的移动
land1:setPositionX(land1:getPositionX() - 1)
land2:setPositionX(land1:getPositionX() + land1:getContentSize().width - 2)
if land2:getPositionX() <= land2:getContentSize().width / 2 then
land1:setPosition(0, 0)
end
-- 管道的移动
local r = 100
for k, v in pairs(pipes) do
v:setPositionX(v:getPositionX() - 1)
-- 得分判断
if v:getName() == "newPipe" then
if birdSprite:getPositionX() > v:getPositionX() then
score = score + 1
nowScoreLabel:setString(tostring(score))
v:setName("passed")
end
end
if v:getPositionX() < -PIPE_WIDTH / 2 then
v:setPositionX(CC_DESIGN_RESOLUTION.width + PIPE_WIDTH / 2)
v:setName("newPipe")
if k % 2 == 1 then
r = math.random(PIPE_VARIATION_RANGE)
v:setPositionY(CC_DESIGN_RESOLUTION.height - PIPE_SPACE + r)
else
v:setPositionY(r)
end
end
end
-- 碰撞检测
-- 地板
if
cc.rectIntersectsRect(birdSprite:getBoundingBox(), land1:getBoundingBox()) or
cc.rectIntersectsRect(birdSprite:getBoundingBox(), land2:getBoundingBox())
then
print("boundingBox")
gameOver()
end
-- 管道
for k, v in pairs(pipes) do
if cc.rectIntersectsRect(birdSprite:getBoundingBox(), v:getBoundingBox()) then
print("boundingBox")
gameOver()
end
end
-- 天
if birdSprite:getPositionY() > CC_DESIGN_RESOLUTION.height then
gameOver()
end
end
-- 游戏结束后掉落到地板
if gameStatus == GAME_OVER then
if
not (cc.rectIntersectsRect(birdSprite:getBoundingBox(), land1:getBoundingBox()) or
cc.rectIntersectsRect(birdSprite:getBoundingBox(), land2:getBoundingBox()))
then
downSpeed = downSpeed + 1
birdSprite:setPositionY(birdSprite:getPositionY() - downSpeed)
end
end
end
self:onUpdate(update)
end
return MainScene
本文介绍如何使用 Cocos2d-x Lua 引擎从零开始实现 Flappy Bird 游戏,涵盖游戏逻辑、定时器更新、事件监听及动画效果。通过一个场景完成游戏全流程,利用更新定时器实现小鸟重力效果。
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