Завершающий урок по созданию игры Flappy Bird для android. В этом уроке озвучим игру и добавим экран окончания игры, который будет вызываться, когда птица сталкивается с препятствиями.
Скачать звуки и картинку для игры
Исходный код измененных классов под видео:
package info.fandroid.game;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import info.fandroid.game.states.GameStateManager;
import info.fandroid.game.states.MenuState;
public class FlappyDemo extends ApplicationAdapter {
public static final int WIDTH = 480;
public static final int HEIGHT = 800;
public static final String TITLE = "Flappy Demo";
private GameStateManager gsm;
private SpriteBatch batch;
private Music music;
@Override
public void create () {
batch = new SpriteBatch();
gsm = new GameStateManager();
music = Gdx.audio.newMusic(Gdx.files.internal("music.mp3"));
music.setLooping(true);
music.setVolume(0.1f);
music.play();
Gdx.gl.glClearColor(1, 0, 0, 1);
gsm.push(new MenuState(gsm));
}
@Override
public void render () {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
gsm.update(Gdx.graphics.getDeltaTime());
gsm.render(batch);
}
@Override
public void dispose() {
super.dispose();
music.dispose();
}
}
package info.fandroid.game.sprites;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector3;
public class Bird {
private static final int MOVEMENT = 100;
private static final int GRAVITY = -15;
private Vector3 position;
private Vector3 velosity;
private Rectangle bounds;
private Animation birdAnimation;
private Sound flap;
private Texture texture;
public Bird(int x, int y){
position = new Vector3(x, y, 0);
velosity = new Vector3(0, 0, 0);
texture = new Texture("birdanimation.png");
birdAnimation = new Animation(new TextureRegion(texture), 3, 0.5f);
bounds = new Rectangle(x, y, texture.getWidth() /3, texture.getHeight());
flap = Gdx.audio.newSound(Gdx.files.internal("sfx_wing.ogg"));
}
public Vector3 getPosition() {
return position;
}
public TextureRegion getBird() {
return birdAnimation.getFrame();
}
public void update(float dt){
birdAnimation.update(dt);
if (position.y > 0)
velosity.add(0, GRAVITY, 0);
velosity.scl(dt);
position.add(MOVEMENT * dt, velosity.y, 0);
if (position.y < 0)
position.y = 0;
velosity.scl(1 / dt);
bounds.setPosition(position.x, position.y);
}
public void jump(){
velosity.y = 250;
flap.play();
}
public Rectangle getBounds(){
return bounds;
}
public void dispose() {
texture.dispose();
flap.dispose();
}
}
package info.fandroid.game.states;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import info.fandroid.game.FlappyDemo;
public class GameOver extends State {
private Texture background;
private Texture gameover;
public GameOver(GameStateManager gsm) {
super(gsm);
camera.setToOrtho(false, FlappyDemo.WIDTH / 2, FlappyDemo.HEIGHT / 2);
background = new Texture("bg.png");
gameover = new Texture("gameover.png");
}
@Override
public void handleInput() {
if(Gdx.input.justTouched()){
gsm.set(new PlayState(gsm));
}
}
@Override
public void update(float dt) {
handleInput();
}
@Override
public void render(SpriteBatch sb) {
sb.setProjectionMatrix(camera.combined);
sb.begin();
sb.draw(background, 0, 0);
sb.draw(gameover, camera.position.x - gameover.getWidth() / 2, camera.position.y);
sb.end();
}
@Override
public void dispose() {
background.dispose();
gameover.dispose();
System.out.println("GameOver Disposed");
}
}
package info.fandroid.game.states;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import info.fandroid.game.FlappyDemo;
public class GameOver extends State {
private Texture background;
private Texture gameover;
public GameOver(GameStateManager gsm) {
super(gsm);
camera.setToOrtho(false, FlappyDemo.WIDTH / 2, FlappyDemo.HEIGHT / 2);
background = new Texture("bg.png");
gameover = new Texture("gameover.png");
}
@Override
public void handleInput() {
if(Gdx.input.justTouched()){
gsm.set(new PlayState(gsm));
}
}
@Override
public void update(float dt) {
handleInput();
}
@Override
public void render(SpriteBatch sb) {
sb.setProjectionMatrix(camera.combined);
sb.begin();
sb.draw(background, 0, 0);
sb.draw(gameover, camera.position.x - gameover.getWidth() / 2, camera.position.y);
sb.end();
}
@Override
public void dispose() {
background.dispose();
gameover.dispose();
System.out.println("GameOver Disposed");
}
}
package info.fandroid.game.states;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.utils.Array;
import info.fandroid.game.FlappyDemo;
import info.fandroid.game.sprites.Bird;
import info.fandroid.game.sprites.Tube;
public class PlayState extends State {
private static final int TUBE_SPACING = 125;
private static final int TUBE_COUNT = 4;
private static final int GROUND_Y_OFFSET = -30;
private Bird bird;
private Texture bg;
private Texture ground;
private Vector2 groundPos1, groundPos2;
private Array<Tube> tubes;
public PlayState(GameStateManager gsm) {
super(gsm);
bird = new Bird(50, 300);
camera.setToOrtho(false, FlappyDemo.WIDTH / 2, FlappyDemo.HEIGHT / 2);
bg = new Texture("bg.png");
ground = new Texture("ground.png");
groundPos1 = new Vector2(camera.position.x - camera.viewportWidth / 2, GROUND_Y_OFFSET);
groundPos2 = new Vector2((camera.position.x - camera.viewportWidth / 2) + ground.getWidth(), GROUND_Y_OFFSET);
tubes = new Array<Tube>();
for (int i = 0; i < TUBE_COUNT; i++){
tubes.add(new Tube(i * (TUBE_SPACING + Tube.TUBE_WIDTH)));
}
}
@Override
protected void handleInput() {
if (Gdx.input.justTouched())
bird.jump();
}
@Override
public void update(float dt) {
handleInput();
updateGround();
bird.update(dt);
camera.position.x = bird.getPosition().x + 80;
for (int i = 0; i < tubes.size; i++){
Tube tube = tubes.get(i);
if (camera.position.x - (camera.viewportWidth / 2) > tube.getPosTopTube().x + tube.getTopTube().getWidth()){
tube.reposition(tube.getPosTopTube().x + ((Tube.TUBE_WIDTH + TUBE_SPACING) * TUBE_COUNT));
}
if (tube.collides(bird.getBounds()))
gsm.set(new GameOver(gsm));
}
camera.update();
}
@Override
public void render(SpriteBatch sb) {
sb.setProjectionMatrix(camera.combined);
sb.begin();
sb.draw(bg, camera.position.x - (camera.viewportWidth / 2), 0);
sb.draw(bird.getBird(), bird.getPosition().x, bird.getPosition().y);
for (Tube tube : tubes) {
sb.draw(tube.getTopTube(), tube.getPosBotTube().x, tube.getPosTopTube().y);
sb.draw(tube.getBottomTube(), tube.getPosBotTube().x, tube.getPosBotTube().y);
}
sb.draw(ground, groundPos1.x, groundPos1.y);
sb.draw(ground, groundPos2.x, groundPos2.y);
sb.end();
}
@Override
public void dispose() {
bg.dispose();
bird.dispose();
ground.dispose();
for (Tube tube : tubes)
tube.dispose();
System.out.println("PlayState Disposed");
}
private void updateGround(){
if (camera.position.x - (camera.viewportWidth / 2) > groundPos1.x + ground.getWidth())
groundPos1.add(ground.getWidth() * 2, 0);
if (camera.position.x - (camera.viewportWidth / 2) > groundPos2.x + ground.getWidth())
groundPos2.add(ground.getWidth() * 2, 0);
}
}
Больше уроков:
Уроки Android Studio: тут
Инструменты android разработчика: тут
Дизайн android приложений: тут
Уроки создания игр для android: тут
Основы программирования на JAVA: тут
Урок 11. Flappy Bird: добавляем анимацию в игру| Делаем android игры на LibGDX
Здравствуйте.
Пытаюсь расширить функционал, а именно добавить птичке «жизней».
Соответственно нужен счетчик жизней и изменять его нужно при столкновениях со столбами.
Но в месте if (tube.collides(bird.getBounds())) этого сделать не получается — отниманием еденицы дело не заканчивается, отнимаются по 1 до 0. То есть при первом же столкновении сразу считает 321.
В каком месте можно реализовать нормальный счетчик, или общая архитектура данного приложения не подходит для такой цели?