概述
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。
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