首页 > 编程 > C# > 正文

Unity3d实现Flappy Bird游戏

2019-10-29 19:32:21
字体:
来源:转载
供稿:网友

本文实例为大家分享了Unity3d实现Flappy Bird的具体代码,供大家参考,具体内容如下

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。

Unity3d,Flappy,Bird

Unity3d,Flappy,Bird

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持VEVB武林网。


注:相关教程知识阅读请移步到c#教程频道。
发表评论 共有条评论
用户名: 密码:
验证码: 匿名发表