01219245/cocos2d/Sprites2

จาก Theory Wiki
ไปยังการนำทาง ไปยังการค้นหา
This is part of 01219245.

In this tutorial, we will recreate a clone of a wonderful Flappy Bird. Let's call it Flappy Dot (as our player would look like a dot). We will start with basic game mechanics, then we will try to add special effects to the game.

Task breakdown

Before we start, make sure you know how this game works. You may want to try it for a bit. I guess many of your friends have it on their phones. This is how our game would look like:

219245-dotscr.png

As usual, let's start by thinking about the possible list of increments we would add to an empty project to get this game.

When you get your list, please see the steps that we plan to take here.

  • Show the player on the screen.
  • The player can jump and fall. (Implement player physics)
  • Show a single pillar.
  • Move the pillar across the screen.
  • Check for player-pillar collision.
  • Let the pillar reappear.
  • Show more than one pillars.

The player and its movement

You can start from our template 219245-template.zip.

Creating the sprite

In this step, we shall create a sprite for the player, and show it in the middle of the screen.

Use a graphic editor to create an image for our player. The image should be of size 40 pixels x 40 pixels. Save the image as images/dot.png and try to make it look cute.

We shall create class Player as src/Player.js.

var Player = cc.Sprite.extend({
    ctor: function() {
        this._super();
        this.initWithFile( 'images/dot.png' );
    }
});

We shall create the player in GameLayer.init. To do so add these lines:

        this.player = new Player();
        this.player.setPosition( new cc.Point( screenWidth / 2, screenHeight / 2 ) );
        this.addChild( this.player );
        this.player.scheduleUpdate();

Note that we use constants screenWidth and screenHight (which are 800 and 600, respectively). Don't forget to add this constant in main.js.

Try to refresh the game. You should see your sprite in the middle of the screen.

Gitmark.png Commit your work.

Review of physics

You might forget all these, but if you want objects in your game to look and act a bit like real objects, you might have to recall stuffs you learned from mechanics.

Let's look at the basics. An object has a position, its position changes if it has non-zero velocity.

How can you change the player's position? Put something like this in Player.update:

this.setPosition( x, y );

If you want to apply the velocity, you can change the player position based on the velocity.

If there is an acceleration, the object's velocity also changes. The Sprite do not have velocity as its property, so we will add it. You can update the velocity based on the acceleration.

These properties (the position, the velocity, and the acceleration) all have directions. Sometimes, you see negative velocity; this means the object is moving in an opposite direction as the positive direction. We shall follow the standard co-ordinate system for Cocos2d, i.e., for the y-axis, we think of the direction as going upwards.

In Physics, everything is continuous. When writing games, we don't really need exact physics, so we can move objects in discrete steps. (In fact, method update is also called with parameter dt, the time period between this call and the last call, and you can use this to make your simulation more smooth.)

So the usual pseudo code for physics is as follows.

pos = pos + velocity;
velocity = velocity + acceleration

Falling dot

To simulate the player falls, we should maintain the player's current velocity, so that we can make it falls as close as the real object.

Let's add this line that initialize property vy in Player.ctor:

        this.vy = 15;

You may wonder why we put 15 here. It is just pure guess at this point. However, when you write games, you might want to try various possible values and pick the best one (i.e., the one that make the game fun).

The update method changes the player's position

    update: function( dt ) {
        var pos = this.getPosition();
        this.setPosition( new cc.Point( pos.x, pos.y + this.vy ) );
        this.vy += -1;
    }

Note that we update this.vy at the end of update. The constant -1 is the acceleration.

Try to run the program. You should see the player falling.

While our program works, don't just rush to commit right away. Let's try to get rid of the magic numbers first, by defining them explicitly.

Add these line at the end of Player.js

Player.G = -1;
Player.STARTING_VELOCITY = 15;

Then replace 15 and -1 in the code with the appropriate constants.

Gitmark.png When your program looks good, commit it

Jumping dot

Now, let's make the dot jumps. Let's add method Player.jump that set the velocity to some positive amount.

    jump: function() {
        this.vy = Player.JUMPING_VELOCITY;
    }

Also, add this constant after the class is defined in the .extend block.

Player.JUMPING_VELOCITY = 15;

To jump, we have to call player.jump() in an appropriate time. We will response to keyboard inputs, so let's add this to GameLayer.init:

this.setKeyboardEnabled( true );

We will jump in any key input, so let's add the following onKeyDown method to GameLayer.

    onKeyDown: function( e ) {
        this.player.jump();
    }

To test this increment, you will have to click on the game canvas, and then quickly hit on any key to get the dot jumping. Try a few times to see how the dot moves. You can adjust the jumping velocity to make the movement nice.

Gitmark.png After a few trials to make sure your code works, please commit.

Game states

It won't be nice to have the user start clicking right away after the game loads. Therefore we shouldn't let the player move before the game actually starts. To do so, we will add a state to the game. How various objects interact depends on the game state. In this tutorial, we shall simply add a property state to GameLayer, and perform various events and update methods according to this state. We will learn a cleaner way later on.

For now, the game has 2 states: FRONT and STARTED. After the game loads, its state is FRONT. In this state, nothing moves, and after the user hit any keyboard, it changes its state to STARTED with the dot start to jump. The dot falls and jumps as usual in the STARTED state.

Let's add the constants for states after the class GameLayer is defined (i.e., at the end of extend call).

GameLayer.STATES = {
    FRONT: 1,
    STARTED: 2
};

With this, we can refer to states as GameLayer.STATES.FRONT and GameLayer.STATES.STARTED.

The pillar

The pillars

Exercises

Player Animation

Background movement