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();
}
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);
}
}
//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 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();
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();
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。
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。
