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flappy bird网页版(一起学做鸿蒙版FlappyBird)

发布时间:2023-03-30 16:13:30  来源:网友自行发布(如侵权请联系本站立刻删除)  浏览:   【】【】【

记得很久以前有个大火的像素游戏叫 FlappBird,我们就一起看看如何能用 OpenHarmony 学习做个 FlappyBird。

效果图如下:

开发

①HAP 应用建立

此前我们简单了解了 Hap 应用的开发以及基础控件,这里我们就不赘述 Hap 项目的建立过程,以下就是基础的 Hap 的 page 文件:index.ets。

build() {
    Row() {
      Column() {
        Canvas(this.context)
          .width('100%')
          .height('100%')
          .onClick((ev: ClickEvent) => {
            console.info("click!!")
            //响应鼠标左击
            this.doClick()
          })
          .onReady(() =>{
            //绘制基础
            this.context.imageSmoothingEnabled = false
            this.drawBlock()
          })
      }
      .width('100%')
    }
    .height('100%')
    .backgroundImage($r("app.media.backgroundday"))
    .backgroundImageSize(ImageSize.Cover)
  }

build 是基础页面的构造函数,用于界面的元素构造,其他的页面的生命周期函数如下:

declare class CustomComponent {
  /**
   * Customize the pop-up content constructor.
   * @since 7
   */
  build(): void;

  /**
   * aboutToAppear Method
   * @since 7
   */
  aboutToAppear?(): void;

  /**
   * aboutToDisappear Method
   * @since 7
   */
  aboutToDisappear?(): void;

  /**
   * onPageShow Method
   * @since 7
   */
  onPageShow?(): void;

  /**
   * onPageHide Method
   * @since 7
   */
  onPageHide?(): void;

  /**
   * onBackPress Method
   * @since 7
   */
  onBackPress?(): void;
}

②Canvas 介绍

canvas 是画布组件用于自定义绘制图形,具体的 API 页面如下:

https://developer.harmonyos.com/cn/docs/documentation/doc-references/ts-components-canvas-canvas-0000001333641081

页面显示前会调用 aboutToAppear() 函数,此函数为页面生命周期函数。

canvas 组件初始化完毕后会调用 onReady() 函数,函数内部实现小游戏的初始页面的绘制。

初始化页面数据:

drawBlock() {
    this.context.clearRect(0,0,this.context.width,this.context.height)
    this.context.drawImage( this.baseImg,this.baseX,this.baseY,500,300)
    switch(this.flappyState) {
      case 0:
        this.context.drawImage( this.messageImg,this.startX,this.startY,300,500)
        this.drawBird()
        break;
      case 1:
        this.drawBird()
        this.context.drawImage( this.pipegreenImg,this.pipeX,this.pipeY,50,150)
        break;
      case 2:
        this.context.drawImage( this.gameoverImg,this.startX,this.startY*3,300,90)
        break
    }
  }

页面状态有三:

  • 0:等待开始界面
  • 1:游戏进行
  • 2:游戏结束

绘制 Bird:

drawBird() {
    switch(this.birdType) {
      case 0:
        this.context.drawImage( this.midbirdImg,this.slotX,this.slotY,this.birdH,this.birdW)
        break
      case 1:
        this.context.drawImage( this.upbirdImg,this.slotX,this.slotY,this.birdH,this.birdW)
        break;
      case 2:
        this.context.drawImage( this.downbirdImg,this.slotX,this.slotY,this.birdH,this.birdW)
        break;
      default:
        break;
    }
  }

小鸟飞行状态有三种:

  • 翅膀在中间:0
  • 翅膀在上:1
  • 翅膀在下:2

③游戏逻辑

简单的小游戏主体游戏逻辑为:等待开始,开始,结束流程图如下:

graph LR
等待开始 --> click[点击]
click[点击] --> 游戏开始
游戏开始 --> 点击 --> |游戏开始|小鸟飞,水管动 --> |小鸟碰到水管| 游戏结束 --> 点击 --> |游戏结束| 等待开始
小鸟飞,水管动 --> |小鸟没碰到水管| 游戏继续 --> 点击
doClick() {
    switch (this.flappyState) {
      case 0:
        {
          // 开始
          this.flappyState = 1
          break
        }
      case 1:
        {
          //上下飞
          //        this.flappyState = 2
          this.slotY -= this.flyHeight
          console.log(this.slotY.toString())
          break
        }
      case 2:
        {
          //由结束到待开始
          this.flappyState = 0
          this.slotY = this.slotStartY
          this.pipeX = this.pipeStartX
          break
        }
      default:
        break
    }
    this.drawBlock()
  }

④完整逻辑

@Entry
@Component
struct Index {
  @State message: string = 'Hello World'
  private baseImg:ImageBitmap = new ImageBitmap("common/images/base.png")
  private messageImg:ImageBitmap = new ImageBitmap("common/images/message.png")
  private zeroImg:ImageBitmap = new ImageBitmap("common/images/0.png")
  private gameoverImg:ImageBitmap = new ImageBitmap("common/images/gameover.png")
  private upbirdImg:ImageBitmap = new ImageBitmap("common/images/bluebirdupflap.png")
  private midbirdImg:ImageBitmap = new ImageBitmap("common/images/bluebirdmidflap.png")
  private downbirdImg:ImageBitmap = new ImageBitmap("common/images/bluebirddownflap.png")
  private pipegreenImg:ImageBitmap = new ImageBitmap("common/images/pipegreen.png")
  private settings: RenderingContextSettings = new RenderingContextSettings(true);
  private context: CanvasRenderingContext2D = new CanvasRenderingContext2D(this.settings);
  private flappyState: number = 0
  private startX = 30;
  private startY = 100;
  private slotStartY = 410;
  private slotX = 50;
  private slotY = this.slotStartY;
  private baseX = 0;
  private baseY = 650;
  private pipeStartX = 330;
  private pipeX = this.pipeStartX;
  private pipeY = 500;
  private birdH = 60;
  private birdW = 50;
  private birdTimer: number;
  private birdType: number = 0;
  private count = 1;
  private flyHeight = 20;
  private pipeMove = 10;


  drawBird() {
    switch(this.birdType) {
      case 0:
        this.context.drawImage( this.midbirdImg,this.slotX,this.slotY,this.birdH,this.birdW)
        break
      case 1:
        this.context.drawImage( this.upbirdImg,this.slotX,this.slotY,this.birdH,this.birdW)
        break;
      case 2:
        this.context.drawImage( this.downbirdImg,this.slotX,this.slotY,this.birdH,this.birdW)
        break;
      default:
        break;
    }
  }

  drawBlock() {
    this.context.clearRect(0,0,this.context.width,this.context.height)
    this.context.drawImage( this.baseImg,this.baseX,this.baseY,500,300)
    switch(this.flappyState) {
      case 0:
        this.context.drawImage( this.messageImg,this.startX,this.startY,300,500)
        this.drawBird()
        break;
      case 1:
        this.drawBird()
        this.context.drawImage( this.pipegreenImg,this.pipeX,this.pipeY,50,150)
        break;
      case 2:
        this.context.drawImage( this.gameoverImg,this.startX,this.startY*3,300,90)
        break
    }
  }

  doClick() {
    switch (this.flappyState) {
      case 0:
        {
          // 开始
          this.flappyState = 1
          break
        }
      case 1:
        {
          //上下飞
          //        this.flappyState = 2
          this.slotY -= this.flyHeight
          console.log(this.slotY.toString())
          break
        }
      case 2:
        {
          //由结束到待开始
          this.flappyState = 0
          this.slotY = this.slotStartY
          this.pipeX = this.pipeStartX
          break
        }
      default:
        break
    }
    this.drawBlock()
  }

  doFly(): void {
    console.log("dofly ------ !!")
    this.birdType += 1
    if (this.birdType/5 == 0) {
      this.message = "dofly ---555--- !!"
    }
  }

  async sleep(ms: number) {
    return new Promise((r) => {
      setInterval(() => {
        this.birdType += 1
        this.message = this.birdType.toString()
        if (this.birdType == 3) {
          this.birdType = 0
        }
        console.log(this.message)
        if (this.flappyState == 1) {
          this.pipeX -= this.pipeMove
          if (this.pipeX < 0) {
            this.pipeX = 330
          }
          this.slotY += this.flyHeight/5
        }

        if ((((this.pipeX-this.slotX) <= this.birdW) && ((this.pipeY-this.slotY) <= this.birdH)) ||
          this.pipeY >= this.baseY) {
          this.flappyState = 2
        }
        this.drawBlock()
      }, ms)
    })
  }

  aboutToDisappear() {
  }

  aboutToAppear() {
    this.sleep(200)
  }

  build() {
    Row() {
      Column() {
        Canvas(this.context)
          .width('100%')
          .height('100%')
          .onClick((ev: ClickEvent) => {
            console.info("click!!")
            this.doClick()
          })
          .onReady(() =>{
            this.context.imageSmoothingEnabled = false
            this.drawBlock()
          })
      }
      .width('100%')
    }
    .height('100%')
    .backgroundImage($r("app.media.backgroundday"))
    .backgroundImageSize(ImageSize.Cover)
  }
}

遗留问题:

  • 水管只在下层显示:可以在上层显示;
  • 地面没有让动
  • 游戏声音问题:目前 ohos 不支持音频播放资源音频,看之后版本是否支持
  • DevEcoy 用 setInterval 重绘 canvas 会导致 ide 崩溃

获取源码:

https://gitee.com/wshikh/ohosflappybird

总结

本文主要介绍了小游戏的开发,画布功能的使用。

作者:王石

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