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游戲源碼免費

發布時間: 2023-06-16 14:49:05

『壹』 網路游戲源碼哪裡可以下載

樂維護有很多網路游戲源碼,網路搜樂維護,第一個就是,包含unity3d游戲代碼230套之多。

『貳』 跪求用C++語言編寫的小游戲的源代碼

像素射擊:int anim abc_fade_in 0x7f010001
int anim abc_fade_out 0x7f010002
int anim abc_grow_fade_in_from_bottom 0x7f010003
int anim abc_popup_enter 0x7f010004
int anim abc_popup_exit 0x7f010005
int anim abc_shrink_fade_out_from_bottom 0x7f010006
int anim abc_slide_in_bottom 0x7f010007
int anim abc_slide_in_top 0x7f010008
int anim abc_slide_out_bottom 0x7f010009
int anim abc_slide_out_top 0x7f01000a
int anim abc_tooltip_enter 0x7f01000b
int anim abc_tooltip_exit 0x7f01000c
int attr actionBarDivider 0x7f040001
int attr actionBarItemBackground 0x7f040002
int attr actionBarPopupTheme 0x7f040003
int attr actionBarSize 0x7f040004
int attr actionBarSplitStyle 0x7f040005
int attr actionBarStyle 0x7f040006
int attr actionBarTabBarStyle 0x7f040007
int attr actionBarTabStyle 0x7f040008
int attr actionBarTabTextStyle 0x7f040009
int attr actionBarTheme 0x7f04000a
int attr actionBarWidgetTheme 0x7f04000b
int attr actionButtonStyle 0x7f04000c
int attr actionDropDownStyle 0x7f04000d
int attr actionLayout 0x7f04000e
int attr actionMenuTextAppearance 0x7f04000f
int attr actionMenuTextColor 0x7f040010
int attr actionModeBackground 0x7f040011
int attr actionModeCloseButtonStyle 0x7f040012
int attr actionModeCloseDrawable 0x7f040013
int attr actionModeCopyDrawable 0x7f040014
int attr actionModeCutDrawable 0x7f040015
int attr actionModeFindDrawable 0x7f040016
int attr actionModePasteDrawable 0x7f040017
int attr actionModePopupWindowStyle 0x7f040018
int attr actionModeSelectAllDrawable 0x7f040019
int attr actionModeShareDrawable 0x7f04001a
int attr actionModeSplitBackground 0x7f04001b
int attr actionModeStyle 0x7f04001c
int attr actionModeWebSearchDrawable 0x7f04001d
int attr actionOverflowButtonStyle 0x7f04001e
int attr actionOverflowMenuStyle 0x7f04001f
int attr actionProviderClass 0x7f040020
int attr actionViewClass 0x7f040021
int attr activityChooserViewStyle 0x7f040022
int attr alertDialogButtonGroupStyle 0x7f040023
int attr alertDialogCenterButtons 0x7f040024
int attr alertDialogStyle 0x7f040025
int attr alertDialogTheme 0x7f040026
int attr allowStacking 0x7f040027
int attr alpha 0x7f040028
int attr alphabeticModifiers 0x7f040029
int attr arrowHeadLength 0x7f04002a
int attr arrowShaftLength 0x7f04002b
int attr autoCompleteTextViewStyle 0x7f04002c
int attr autoSizeMaxTextSize 0x7f04002d
int attr autoSizeMinTextSize 0x7f04002e
int attr autoSizePresetSizes 0x7f04002f
int attr autoSizeStepGranularity 0x7f040030
int attr autoSizeTextType 0x7f040031
int attr background 0x7f040032
int attr backgroundSplit 0x7f040033
int attr backgroundStacked 0x7f040034
int attr backgroundTint 0x7f040035
int attr backgroundTintMode 0x7f040036
int attr barLength 0x7f040037
int attr borderlessButtonStyle 0x7f040038
int attr buttonBarButtonStyle 0x7f040039
int attr buttonBarNegativeButtonStyle 0x7f04003a
int attr buttonBarNeutralButtonStyle 0x7f04003b
int attr buttonBarPositiveButtonStyle 0x7f04003c
int attr buttonBarStyle 0x7f04003d
int attr buttonGravity 0x7f04003e
int attr buttonIconDimen 0x7f04003f
int attr buttonPanelSideLayout 0x7f040040
int attr buttonStyle 0x7f040041
int attr buttonStyleSmall 0x7f040042
int attr buttonTint 0x7f040043
int attr buttonTintMode 0x7f040044
int attr checkboxStyle 0x7f040045
int attr checkedTextViewStyle 0x7f040046
int attr closeIcon 0x7f040047
int attr closeItemLayout 0x7f040048
int attr collapseContentDescription 0x7f040049
int attr collapseIcon 0x7f04004a
int attr color 0x7f04004b
int attr colorAccent 0x7f04004c
int attr colorBackgroundFloating 0x7f04004d
int attr colorButtonNormal 0x7f04004e
int attr colorControlActivated 0x7f04004f
int attr colorControlHighlight 0x7f040050
int attr colorControlNormal 0x7f040051
int attr colorError 0x7f040052
int attr colorPrimary 0x7f040053
int attr colorPrimaryDark 0x7f040054
int attr colorSwitchThumbNormal 0x7f040055
int attr commitIcon 0x7f040056
int attr contentDescription 0x7f040057
int attr contentInsetEnd 0x7f040058
int attr contentInsetEndWithActions 0x7f040059
int attr contentInsetLeft 0x7f04005a
int attr contentInsetRight 0x7f04005b
int attr contentInsetStart 0x7f04005c
int attr 0x7f04005d
int attr controlBackground 0x7f04005e
int attr coordinatorLayoutStyle 0x7f04005f
int attr customNavigationLayout 0x7f040060
int attr defaultQueryHint 0x7f040061
int attr dialogCornerRadius 0x7f040062
int attr dialogPreferredPadding 0x7f040063
int attr dialogTheme 0x7f040064
int attr displayOptions 0x7f040065
int attr divider 0x7f040066
int attr dividerHorizontal 0x7f040067
int attr dividerPadding 0x7f040068
int attr dividerVertical 0x7f040069
int attr drawableSize 0x7f04006a
int attr drawerArrowStyle 0x7f04006b
int attr dropDownListViewStyle 0x7f04006c
int attr 0x7f04006d
int attr editTextBackground 0x7f04006e
int attr editTextColor 0x7f04006f
int attr editTextStyle 0x7f040070
int attr elevation 0x7f040071
int attr 0x7f040072
int attr firstBaselineToTopHeight 0x7f040073
int attr font 0x7f040074
int attr fontFamily 0x7f040075
int attr fontProviderAuthority 0x7f040076
int attr fontProviderCerts 0x7f040077
int attr fontProviderFetchStrategy 0x7f040078
int attr fontProviderFetchTimeout 0x7f040079
int attr fontProviderPackage 0x7f04007a
int attr fontProviderQuery 0x7f04007b
int attr fontStyle 0x7f04007c
int attr fontVariationSettings 0x7f04007d
int attr fontWeight 0x7f04007e
int attr gapBetweenBars 0x7f04007f
int attr goIcon 0x7f040080
int attr height 0x7f040081
int attr hideOnContentScroll 0x7f040082
int attr homeAsUpIndicator 0x7f040083
int attr homeLayout 0x7f040084
int attr icon 0x7f040085
int attr iconTint 0x7f040086
int attr iconTintMode 0x7f040087
int attr iconifiedByDefault 0x7f040088
int attr imageButtonStyle 0x7f040089
int attr indeterminateProgressStyle 0x7f04008a
int attr initialActivityCount 0x7f04008b
int attr isLightTheme 0x7f04008c
int attr itemPadding 0x7f04008d
int attr keylines 0x7f04008e
int attr lastBaselineToBottomHeight 0x7f04008f
int attr layout 0x7f040090
int attr layout_anchor 0x7f040091
int attr layout_anchorGravity 0x7f040092
int attr layout_behavior 0x7f040093
int attr layout_dodgeInsetEdges 0x7f040094
int attr layout_insetEdge 0x7f040095
int attr layout_keyline 0x7f040096
int attr lineHeight 0x7f040097
int attr listChoiceBackgroundIndicator 0x7f040098
int attr listDividerAlertDialog 0x7f040099
int attr listItemLayout 0x7f04009a
int attr listLayout 0x7f04009b
int attr listMenuViewStyle 0x7f04009c
int attr listPopupWindowStyle 0x7f04009d
int attr listPreferredItemHeight 0x7f04009e
int attr listPreferredItemHeightLarge 0x7f04009f
int attr listPreferredItemHeightSmall 0x7f0400a0
int attr listPreferredItemPaddingLeft 0x7f0400a1
int attr listPreferredItemPaddingRight 0x7f0400a2
int attr logo 0x7f0400a3
int attr logoDescription 0x7f0400a4
int attr maxButtonHeight 0x7f0400a5
int attr measureWithLargestChild 0x7f0400a6
int attr multiChoiceItemLayout 0x7f0400a7
int attr navigationContentDescription 0x7f0400a8
int attr navigationIcon 0x7f0400a9
int attr navigationMode 0x7f0400aa
int attr numericModifiers 0x7f0400ab
int attr overlapAnchor 0x7f0400ac
int attr paddingBottomNoButtons 0x7f0400ad
int attr paddingEnd 0x7f0400ae
int attr paddingStart 0x7f0400af
int attr paddingTopNoTitle 0x7f0400b0
int attr panelBackground 0x7f0400b1
int attr panelMenuListTheme 0x7f0400b2
int attr panelMenuListWidth 0x7f0400b3
int attr popupMenuStyle 0x7f0400b4
int attr popupTheme 0x7f0400b5
int attr popupWindowStyle 0x7f0400b6
int attr preserveIconSpacing 0x7f0400b7
int attr progressBarPadding 0x7f0400b8
int attr progressBarStyle 0x7f0400b9
int attr queryBackground 0x7f0400ba
int attr queryHint 0x7f0400bb
int attr radioButtonStyle 0x7f0400bc
int attr ratingBarStyle 0x7f0400bd
int attr ratingBarStyleIndicator 0x7f0400be
int attr ratingBarStyleSmall 0x7f0400bf
int attr searchHintIcon 0x7f0400c0
int attr searchIcon 0x7f0400c1
int attr searchViewStyle 0x7f0400c2
int attr seekBarStyle 0x7f0400c3
int attr selectableItemBackground 0x7f0400c4
int attr 0x7f0400c5
int attr showAsAction 0x7f0400c6
int attr showDividers 0x7f0400c7
int attr showText 0x7f0400c8
int attr showTitle 0x7f0400c9
int attr singleChoiceItemLayout 0x7f0400ca
int attr spinBars 0x7f0400cb
int attr spinnerDropDownItemStyle 0x7f0400cc
int attr spinnerStyle 0x7f0400cd
int attr splitTrack 0x7f0400ce
int attr srcCompat 0x7f0400cf
int attr state_above_anchor 0x7f0400d0
int attr statusBarBackground 0x7f0400d1
int attr subMenuArrow 0x7f0400d2
int attr submitBackground 0x7f0400d3
int attr subtitle 0x7f0400d4
int attr subtitleTextAppearance 0x7f0400d5
int attr subtitleTextColor 0x7f0400d6
int attr subtitleTextStyle 0x7f0400d7
int attr suggestionRowLayout 0x7f0400d8
int attr switchMinWidth 0x7f0400d9
int attr switchPadding 0x7f0400da
int attr switchStyle 0x7f0400db
int attr switchTextAppearance 0x7f0400dc
int attr textAllCaps 0x7f0400dd
int attr textAppearanceLargePopupMenu 0x7f0400de
int attr textAppearanceListItem 0x7f0400df
int attr 0x7f0400e0
int attr textAppearanceListItemSmall 0x7f0400e1
int attr textAppearancePopupMenuHeader 0x7f0400e2
int attr 0x7f0400e3
int attr 0x7f0400e4
int attr textAppearanceSmallPopupMenu 0x7f0400e5
int attr textColorAlertDialogListItem 0x7f0400e6
int attr textColorSearchUrl 0x7f0400e7
int attr theme 0x7f0400e8
int attr thickness 0x7f0400e9
int attr thumbTextPadding 0x7f0400ea
int attr thumbTint 0x7f0400eb
int attr thumbTintMode 0x7f0400ec
int attr tickMark 0x7f0400ed
int attr tickMarkTint 0x7f0400ee
int attr tickMarkTintMode 0x7f0400ef
int attr tint 0x7f0400f0
int attr tintMode 0x7f0400f1
int attr title 0x7f0400f2
int attr titleMargin 0x7f0400f3
int attr titleMarginBottom 0x7f0400f4
int attr titleMarginEnd 0x7f0400f5
int attr titleMarginStart 0x7f0400f6
int attr titleMarginTop 0x7f0400f7
int attr titleMargins 0x7f0400f8
int attr titleTextAppearance 0x7f0400f9
int attr titleTextColor 0x7f

『叄』 誰有手機安卓游戲的源代碼

網路搜「游戲源碼-Android
ligotop」,
ligotop這個網站有很多安卓源碼,包括游戲源碼。

『肆』 哪個網站可以免費提供源碼下載

源碼幫 本來要vip的,最近那站長直接送了,直接找他要把

『伍』 求一些C語言小游戲的源代碼,謝謝

「推箱子」C代碼:

#include <stdio.h>

#include <conio.h>

#include<stdlib.h>

#include<windows.h>

int m =0; //m代表第幾關

struct maps{short a[9][11]; };

struct maps map[5]={ 0,0,0,0,0,0,0,0,0,0,0, //共5關,每關9行11列

0,1,1,1,1,1,1,1,0,0,0,

0,1,0,0,0,0,0,1,1,1,0,

1,1,4,1,1,1,0,0,0,1,0, //0空地,1牆

1,5,0,0,4,0,0,4,0,1,0, //4是箱子,5是人

1,0,3,3,1,0,4,0,1,1,0, //3是目的地

1,1,3,3,1,0,0,0,1,0,0, //7是箱子在目的地(4+3)

0,1,1,1,1,1,1,1,1,0,0, //8是人在目的地(5+3)

0,0,0,0,0,0,0,0,0,0,0,

0,0,0,0,0,0,0,0,0,0,0,

0,0,1,1,1,1,0,0,0,0,0,

0,0,1,5,0,1,1,1,0,0,0,

0,0,1,0,4,0,0,1,0,0,0,

0,1,1,1,0,1,0,1,1,0,0,

0,1,3,1,0,1,0,0,1,0,0,

0,1,3,4,0,0,1,0,1,0,0,

0,1,3,0,0,0,4,0,1,0,0,

0,1,1,1,1,1,1,1,1,0,0,

0,0,0,0,0,0,0,0,0,0,0,

0,0,0,1,1,1,1,1,1,1,0,

0,0,1,1,0,0,1,0,5,1,0,

0,0,1,0,0,0,1,0,0,1,0,

0,0,1,4,0,4,0,4,0,1,0,

0,0,1,0,4,1,1,0,0,1,0,

1,1,1,0,4,0,1,0,1,1,0,

1,3,3,3,3,3,0,0,1,0,0,

1,1,1,1,1,1,1,1,1,0,0,

0,1,1,1,1,1,1,1,1,1,0,

0,1,0,0,1,1,0,0,0,1,0,

0,1,0,0,0,4,0,0,0,1,0,

0,1,4,0,1,1,1,0,4,1,0,

0,1,0,1,3,3,3,1,0,1,0,

1,1,0,1,3,3,3,1,0,1,1,

1,0,4,0,0,4,0,0,4,0,1,

1,0,0,0,0,0,1,0,5,0,1,

1,1,1,1,1,1,1,1,1,1,1,

0,0,0,0,0,0,0,0,0,0,0,

0,0,0,1,1,1,1,1,1,0,0,

0,1,1,1,0,0,0,0,1,0,0,

1,1,3,0,4,1,1,0,1,1,0,

1,3,3,4,0,4,0,0,5,1,0,

1,3,3,0,4,0,4,0,1,1,0,

1,1,1,1,1,1,0,0,1,0,0,

0,0,0,0,0,1,1,1,1,0,0,

0,0,0,0,0,0,0,0,0,0,0 };

void DrMap( ) //繪制地圖

{ CONSOLE_CURSOR_INFO cursor_info={1,0}; //隱藏游標的設置

SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);

printf(" 推箱子");

printf(" ");

for (int i = 0; i < 9; i++)

{for (int j = 0; j < 11; j++)

{switch (map[m].a[i][j])

{case 0: printf(" "); break;

case 1: printf("■"); break;

case 3: printf("◎");break;

case 4: printf("□"); break;

case 5: printf("♀"); break; //5是人

case 7: printf("□"); break; //4 + 3箱子在目的地中

case 8: printf("♀");break; // 5 + 3人在目的地中

}

}

printf(" ");

}

}

void gtxy(int x, int y) //控制游標位置的函數

{ COORD coord;

coord.X = x;

coord.Y = y;

SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);

}

void start( ) //開始游戲

{ int r, c; //人的下標

for (int i = 0; i < 9; i++)

{ for (int j = 0; j < 11; j++)

{if (map[m].a[i][j] == 5||map[m].a[i][j]==8) { r = i; c = j; } } //i j 人的下標

}

char key;

key = getch( );

switch (key)

{case 'W':

case 'w':

case 72:

if (map[m]. a[r - 1][c] == 0|| map[m]. a [r - 1][c] == 3)

{ gtxy(2*c+8,r-1+3); printf("♀"); // gtxy(2*c+8,r-1+3)是到指定位置輸出字元

if(map[m]. a[r ][c] == 5){gtxy(2*c+8,r+3); printf(" "); }

if(map[m]. a[r ][c] == 8){gtxy(2*c+8,r+3); printf("◎");}

map[m]. a [r - 1][c] += 5; map[m]. a [r][c] -= 5; }

else if (map[m]. a [r - 1][c] == 4 || map[m]. a [r - 1][c] == 7)

{ if (map[m]. a [r - 2][c] == 0 || map[m]. a [r - 2][c] == 3)

{ gtxy(2*c+8,r-2+3); printf("□"); gtxy(2*c+8,r-1+3); printf("♀");

if(map[m]. a[r ][c] == 5){gtxy(2*c+8,r+3); printf(" "); }

if(map[m]. a[r ][c] == 8){gtxy(2*c+8,r+3); printf("◎");}

map[m]. a [r - 2][c] += 4; map[m]. a [r - 1][c] += 1;

map[m]. a [r][c] -= 5; }

} break;

case 'S':

case 's':

case 80:

if (map[m]. a [r + 1][c] == 0 || map[m]. a [r + 1][c] == 3)

{ gtxy(2*c+8,r+1+3); printf("♀");

if(map[m]. a[r ][c] == 5){gtxy(2*c+8,r+3); printf(" "); }

if(map[m]. a[r ][c] == 8){gtxy(2*c+8,r+3); printf("◎");}

map[m]. a [r + 1][c] += 5; map[m]. a [r][c] -= 5; }

else if (map[m]. a [r + 1][c] == 4 || map[m]. a [r+ 1][c] == 7)

{ if (map[m]. a [r + 2][c] == 0 || map[m]. a [r + 2][c] == 3)

{ gtxy(2*c+8,r+2+3); printf("□"); gtxy(2*c+8,r+1+3); printf("♀");

if(map[m]. a[r ][c] == 5){gtxy(2*c+8,r+3); printf(" "); }

if(map[m]. a[r ][c] == 8){gtxy(2*c+8,r+3); printf("◎");}

map[m]. a [r + 2][c] += 4; map[m]. a [r + 1][c] += 1;

map[m]. a [r][c] -= 5; }

}break;

case 'A':

case 'a':

case 75:

if (map[m]. a [r ][c - 1] == 0 || map[m]. a [r ][c - 1] == 3)

{ gtxy(2*(c-1)+8,r+3); printf("♀");

if(map[m]. a[r ][c] == 5){gtxy(2*c+8,r+3); printf(" "); }

if(map[m]. a[r ][c] == 8){gtxy(2*c+8,r+3); printf("◎");}

map[m]. a [r ][c - 1] += 5; map[m]. a [r][c] -= 5; }

else if (map[m]. a [r][c - 1] == 4 || map[m]. a [r][c - 1] == 7)

{if (map[m]. a [r ][c - 2] == 0 || map[m]. a [r ][c - 2] == 3)

{ gtxy(2*(c-2)+8,r+3); printf("□"); gtxy(2*(c-1)+8,r+3); printf("♀");

if(map[m]. a[r ][c] == 5){gtxy(2*c+8,r+3); printf(" "); }

if(map[m]. a[r ][c] == 8){gtxy(2*c+8,r+3); printf("◎");}

map[m]. a [r ][c - 2] += 4; map[m]. a [r ][c - 1] += 1;

map[m]. a [r][c] -= 5; }

}break;

case 'D':

case 'd':

case 77:

if (map[m]. a [r][c + 1] == 0 || map[m]. a [r][c + 1] == 3)

{ gtxy(2*(c+1)+8,r+3); printf("♀");

if(map[m]. a[r ][c] == 5){gtxy(2*c+8,r+3); printf(" "); }

if(map[m]. a[r ][c] == 8) {gtxy(2*c+8,r+3); printf("◎");}

map[m]. a [r][c + 1] += 5; map[m]. a [r][c] -= 5; }

else if (map[m]. a [r][c + 1] == 4 || map[m]. a [r][c + 1] == 7)

{ if (map[m]. a [r][c + 2] == 0 || map[m]. a [r][c + 2] == 3)

{ gtxy(2*(c+2)+8,r+3); printf("□"); gtxy(2*(c+1)+8,r+3); printf("♀");

if(map[m]. a[r ][c] == 5){gtxy(2*c+8,r+3); printf(" "); }

if(map[m]. a[r ][c] == 8){gtxy(2*c+8,r+3); printf("◎");}

map[m]. a [r][c + 2] += 4; map[m]. a [r][c + 1] += 1;

map[m]. a [r][c] -= 5; }

}break;

}

}

int ifwan( ) //是否完成(1是0否)

{ if(m==0){if(map[m].a[5][2]==7&& map[m].a[5][3]==7&&

map[m].a[6][2]==7&& map[m].a[6][3]==7) return 1;}

if(m==1){if(map[m].a[5][2]==7&& map[m].a[6][2]==7&&

map[m].a[7][2]==7) return 1;}

if(m==2){if(map[m].a[7][1]==7&& map[m].a[7][2]==7&& map[m].a[7][3]==7&&

map[m].a[7][4]==7&& map[m].a[7][5]==7) return 1;}

if(m==3){if(map[m].a[4][4]==7&& map[m].a[4][5]==7&& map[m].a[4][6]==7&&

map[m].a[5][4]==7&& map[m].a[5][5]==7&& map[m].a[5][6]==7) return 1;}

if(m==4){if(map[m].a[3][2]==7&& map[m].a[4][1]==7&& map[m].a[4][2]==7&&

map[m].a[5][1]==7&& map[m].a[5][2]==7) return 1;}

return 0;

}

int main( ) //主函數

{ while (1)

{ system("cls");

DrMap( );

while (1)

{ start( );

if(ifwan()){printf("07");break;} //完成後響鈴

}

m+=1;

}

return 0;

}

『陸』 求一個c++實現人機對戰,人人對戰的五子棋游戲源代碼,急用,謝謝

五子棋範例的源程序:目錄renju下的內容

程序在附件中,需要請免費下載

renju.dsw
renju.dsp
這兩個是項目文件。包含整個項目的文件配置等信息

RESOURCE.H
renju.rc
這是整個工程中使用的Windows資源列表。包括置於res子目錄下的圖標,
點陣圖以及游標等內容。

Renju.h
這是應用程序的主頭文件。包含了通用於工程的其他頭文件。以及
CRenjuApp類的聲明。
renju.cpp
這是應用程序的主源程序。包含整個程序的入口點。CRenjuApp類的實現。

StdAfx.h
StdAfx.cpp
這對文件由用於將一些預編譯信息納入程序。編譯後將產生stdafx.obj

define.h
這是一個包含程序中的數據表示的定義的頭文件。

NewGame.h
NewGame.cpp
這一對文件定義並實現用於新游戲的設置的對話框。

renjuDlg.h
renjuDlg.cpp
這一對文件定義並實現了,五子棋的主界面。

Eveluation.h
Eveluation.cpp
這一對文件定義並實現了估值核心類。

MoveGenerator.h
MoveGenerator.cpp
這一對文件定義並實現了走法產生器。

SearchEngine.h
SearchEngine.cpp
這一對文件定義了搜索引擎介面。

HistoryHeuristic.h
HistoryHeuristic.cpp
這一對文件定義並實現歷史啟發類。

TranspositionTable.h
TranspositionTable.cpp
這一對文件定義並實現置換表類。

NegaScout_TT_HH.h
NegaScout_TT_HH.cpp
這一對文件定義並實現歷史啟發和置換表增強的NegaScout搜索引擎。

Directory of renju es

chess.rc2//資源文件
chess.ico//圖標文件

若滿意請及時採納,謝謝

『柒』 求一個C++的貪吃蛇游戲源代碼,要標註解釋的。

/*因為當時只考慮到了代碼可通過,沒有考慮代碼的質量,所以重復利用率差,不要隨意改動哦
運行是完全通過的但是會一閃一閃的*/
#include<iostream>
#include<conio.h>
#include<time.h>
#include<windows.h>
#define X 15
#define Y 15
int score=0;
char ch[X][Y];
char lch = 's';
char nch = 's';
class Snake
{
public:
Snake() { nx = 8;ny = 8;lx = 9;ly = 9;next = NULL; }
Snake(Snake&r);//建立蛇身
void input();//把數據輸入到圖像
void control();//控制貪吃蛇
void show();//顯示圖像
void check();//檢測食物是否被吃掉
bool gameover();//檢測游戲是否結束
int nx;
int ny;
int lx;
int ly;
Snake*next;
};
Snake *head;
namespace Food
{
int x;
int y;
void NEW()
{
Snake*p=head;
x = rand() % X;
y = rand() % Y;
while(p!=NULL)
{
if(p->nx==x&&p->ny==y)
{
x = rand() % X;
y = rand() % Y;
p = head;
}
else
p=p->next;
}
ch[x][y]='$';
}
};
Snake::Snake(Snake&r)
{
this->nx = r.lx;
this->ny = r.ly;
r.next = this;
this->next = NULL;
}
void Snake::show()//顯示圖像
{
system("cls");
//std::cout << " ------------------------------ \n";
for (int y = 0; y<Y; ++y)
{
//std::cout << "|";
for (int x = 0; x < X; ++x)
std::cerr << ch[x][y] << " " ;
std::cerr <<"|"<< std::endl;
}
std::cout << " ------------------------------ \n";
printf("x = %d,y = %d\n",nx,ny);
printf("x = %0X,y = %0X\n",&nx,&ny);
printf("score = %d\n",score);
}
void Snake::control()//鍵盤控制
{

if (_kbhit() == 1)
{
nch = _getch();
lx = nx;
ly = ny;
if (nch == 'w' || nch == 's' || nch == 'a' || nch == 'd')
{
lch = nch;
switch (nch)
{
case 'w':if (ny == 0) ny = Y - 1; else --ny; break;
case 's':if (ny == Y - 1) ny = 0; else ++ny; break;
case 'a':if (nx == 0) nx = X - 1; else --nx; break;
case 'd':if (nx == X - 1) nx = 0; else ++nx; break;
}
}
else
{
switch (lch)
{
case 'w':if (ny == 0) ny = Y - 1; else --ny; break;
case 's':if (ny == Y - 1) ny = 0; else ++ny; break;
case 'a':if (nx == 0) nx = X - 1; else --nx; break;
case 'd':if (nx == X - 1) nx = 0; else ++nx; break;
}
}
}
else
{
lx = nx;
ly = ny;
if (nch == 'w' || nch == 's' || nch == 'a' || nch == 'd')
{
lch = nch;
switch (nch)
{
case 'w':if (ny == 0) ny = Y - 1; else --ny; break;
case 's':if (ny == Y - 1) ny = 0; else ++ny; break;
case 'a':if (nx == 0) nx = X - 1; else --nx; break;
case 'd':if (nx == X - 1) nx = 0; else ++nx; break;
}
}
else
{
switch (lch)
{
case 'w':if (ny == 0) ny = Y - 1; else --ny; break;
case 's':if (ny == Y - 1) ny = 0; else ++ny; break;
case 'a':if (nx == 0) nx = X - 1; else --nx; break;
case 'd':if (nx == X - 1) nx = 0; else ++nx; break;
}
}
}
}
void Snake::input()//把對象輸入到圖像
{
Snake*p = head;
ch[p->lx][p->ly] = ' ';
ch[p->nx][p->ny] = '*';
while (p->next != NULL)
{
p->next->lx = p->next->nx;
p->next->ly = p->next->ny;
p->next->nx = p->lx;
p->next->ny = p->ly;
p = p->next;
ch[p->lx][p->ly] = ' ';
ch[p->nx][p->ny] = '*';
}
}
void Snake::check()//檢測食物是否被吃掉
{
Snake*p=head;
if (p->nx == Food::x&&p->ny == Food::y)
{
Snake*p = head;
while (p->next != NULL)
{
p = p->next;
}
p->next = new Snake(*p);
Food::NEW();
++score;
}
}
bool Snake::gameover()//檢測游戲是否結束
{
Snake*p = head;
Snake*pn = head->next;
while (p != NULL)
{
while (pn != NULL)
{
if (p->nx == pn->nx&&p->ny == pn->ny)
{
std::cout << "Game Over\n";
return true;
}
pn = pn->next;
}
p = p->next;
}
return 0;
}
int main()
{
//初始化
srand(time(NULL));
for (int y = 0; y<Y; ++y)
for (int x = 0; x<X; ++x)
ch[x][y] = ' ';
head = new Snake;
Food::NEW();
std::cout<<"游戲規則:\n1.wsad(小寫)控制蛇\n2.若蛇節數超過2,那麼無法反方向運動,\n若反方向運動則GameOver\n3.'*'為蛇,'$'為食物\n";
system("pause");
//開始游戲
while (1)
{
head->control();
head->input();
head->check();
if(head->gameover())
break;
head->show();
Sleep(100);
}
Sleep(1000);
system("pause");
return 0;
}

/*------------------------------------------------------------------------------------
當然你也可以用下面這個,經過一些奇怪的演算法,當然可讀性極差,不閃,但是有時有些莫名其妙的bug的,這是把輸出圖像變成了一個一維數組,用一維數組來模擬直角坐標系
------------------------------------------------------------------------------------*/
#include<iostream>
#include<windows.h>
#include<conio.h>
#include<time.h>
#define X 32
#define Y 17
char ch[544];
char nch = 's';
char lch = 's';
int score = 0;
class Snake
{
public:
Snake();//創建蛇頭
void Add();//添加蛇身
void Show();//顯示圖像
bool GameOver();//檢測游戲是否結束
void Input();//輸入數據
void Check();//檢測食物是否被吃
void Control();//輸入控制
void INIT();
int GetX(){return nx;}
int GetY(){return ny;}
Snake *next;
private:
int lx;
int ly;
int nx;
int ny;
};
Snake*head;
Snake*finally;
namespace Food
{
int x;
int y;
void GetXY()
{
std::cout<<"Food x = "<<x<<"Food y = "<<y<<"\n";
}
void NEW()
{
Snake*p=head;
x = (rand()%15)+1;
y = (rand()%15)+1;
while(p!=NULL)
{
if(p->GetX()==x&&p->GetY()==y)
{
x = (rand()%15)+1;
y = (rand()%15)+1;
p=head;
}
p=p->next;
}
ch[y*32+x*2-1]='$';
}
};
void Snake :: INIT()//初始化
{
for(int n=0;n<=543;++n)
ch[n]=' ';
for(int n=1;n<30;++n)
ch[n]='-';
for(int n=1;n<30;++n)
ch[n+512]='-';
for(int n=0;n<=16;++n)
ch[n*32+31]='\n';
for(int n=1;n<=16;++n)
ch[n*32+30]='|';
for(int n=1;n<=16;++n)
ch[n*32]='|';
ch[543]='\0';
next=NULL;
Food::NEW();
lx = 4;
ly = 4;
nx = 4;
ny = 5;
ch[ly*32+lx*2-1]='*';
}
Snake :: Snake()//創建蛇頭head
{
}
void Snake :: Add()//添加蛇身
{
finally->next = new Snake;
finally->next->nx=finally->lx;
finally->next->ny=finally->ly;
finally->next->next=NULL;
finally=finally->next;
}
void Snake :: Control()//控制輸入
{
if(kbhit()==1){
nch=getch();
if(nch=='w'||nch=='s'||nch=='a'||nch=='d'){
lch=nch;
switch(nch)
{
case 'w':if(ny==1) ny=15;else ny--;break;
case 's':if(ny==15) ny=1;else ny++;break;
case 'a':if(nx==1) nx=15;else nx--;break;
case 'd':if(nx==15) nx=1;else nx++;break;
}
}else{
switch(lch)
{
case 'w':if(ny==1) ny=15;else ny--;break;
case 's':if(ny==15) ny=1;else ny++;break;
case 'a':if(nx==1) nx=15;else nx--;break;
case 'd':if(nx==15) nx=1;else nx++;break;
}
}
}else{
switch(lch)
{
case 'w':if(ny==1) ny=15;else ny--;break;
case 's':if(ny==15) ny=1;else ny++;break;
case 'a':if(nx==1) nx=15;else nx--;break;
case 'd':if(nx==15) nx=1;else nx++;break;
}
}
}
void Snake :: Show()//顯示圖像
{
std::cerr<<ch<<"\nscore = "<<score<<"\t";
}
void Snake :: Input()//輸入數據
{
Snake*p = head;
ch[(p->lx)*2+(p->ly)*32-1] = ' ';
ch[(p->nx)*2+(p->ny)*32-1] = '*';
while (p->next != NULL)
{
p->next->lx = p->next->nx;
p->next->ly = p->next->ny;
p->next->nx = p->lx;
p->next->ny = p->ly;
p = p->next;
ch[(p->lx)*2+(p->ly)*32-1] = ' ';
ch[(p->nx)*2+(p->ny)*32-1] = '*';
}
head->lx=head->nx;
head->ly=head->ny;
}
bool Snake :: GameOver()//檢測游戲是否結束
{
Snake *p = head;
Snake *pl ;
while(p!=NULL)
{
pl=p->next;
while(pl!=NULL)
{
if(p->nx==pl->nx&&p->ny==pl->ny){
std::cout<<"\nGameOver\n";
return true;
}
pl=pl->next;
}
p=p->next;
}
return false;
}
void Snake :: Check()//檢測食物是否被吃掉
{
if(head->nx==Food::x&&head->ny==Food::y)
{
Food::NEW();
head->Add();
score++;
}
}
int main(int argc,char *argv[])
{
srand(time(NULL));
head=new Snake;
head->INIT();
finally = head;
while(1)
{
head->Control();//控制輸出
head->Input();//輸入數據
system("cls");
head->Show();//顯示圖像
Sleep(150);
if(head->GameOver())//檢測游戲是否結束
break;
head->Check();//檢測食物是否被吃
}
Sleep(1000);
printf("請按任意鍵退出\n");
_getch();

return 0;
}

『捌』 誰能給我一個手機游戲的源代碼啊

這個地址也有,不過直接給你吧,這樣比較好
先給你看看主要的類吧

package Game;

import DreamBubbleMidlet;

import java.io.IOException;
import java.util.Enumeration;
import java.util.Hashtable;

import javax.microedition.lci.Graphics;
import javax.microedition.lci.Image;
import javax.microedition.lci.game.GameCanvas;
import javax.microedition.lci.game.LayerManager;
import javax.microedition.lci.game.Sprite;

public class Game extends GameCanvas implements Runnable {

protected DreamBubbleMidlet dreamBubbleMidlet;

protected Graphics g;
protected Image loadingImage;
protected Image pauseImage;
protected Image cursorImage;
protected Image jackStateImage;
protected Image johnStateImage;
protected Image numberImage;

protected Sprite cursor;
protected Sprite number;
protected LayerManager cursorManager;
protected LayerManager numberManager;

protected Hashtable bombTable;
protected Map map;
protected LayerManager gameLayerManager;
protected Role player;
protected Sprite playerGhost;

protected int screenWidth;
protected int screenHeight;
protected int delay = 50;
protected int[][] bornPlace;
protected int chooseIndex;
protected int stageIndex = 1;
protected int gameClock;
protected int loadPercent;

protected boolean isPause;
protected boolean isEnd;
protected boolean isPlaying;
protected boolean isLoading;

protected Thread mainThread;

public Game(DreamBubbleMidlet dreamBubbleMidlet) {
super(false);
this.setFullScreenMode(true);
this.dreamBubbleMidlet = dreamBubbleMidlet;

this.screenWidth = this.getWidth();
this.screenHeight = this.getHeight();

try {
this.loadingImage = Image.createImage("/Game/Loading.png");
this.pauseImage = Image.createImage("/Game/Pause.png");
this.cursorImage = Image.createImage("/Game/Cursor.png");
this.jackStateImage = Image.createImage("/State/JackState.png");
this.johnStateImage = Image.createImage("/State/JohnState.png");
this.numberImage = Image.createImage("/State/Number.png");
} catch (IOException e) {
e.printStackTrace();
}

this.g = this.getGraphics();
}

public void loadStage(int stage) {
this.isEnd = false;
this.isPause = false;
this.isPlaying = false;
this.gameLayerManager = new LayerManager();
this.cursorManager = new LayerManager();
this.numberManager = new LayerManager();
this.bombTable = new Hashtable();
this.cursor = new Sprite(this.cursorImage, 32, 32);
this.number = new Sprite(this.numberImage, 12, 10);
this.loadPercent = 20;
sleep();

loadMap(stage);
this.loadPercent = 40;
sleep();

loadPlayer();
this.loadPercent = 60;
sleep();

this.gameLayerManager.append(map.getBombLayer());
this.gameLayerManager.append(map.getBuildLayer());
this.gameLayerManager.append(map.getToolLayer());
this.gameLayerManager.append(map.getFloorLayer());
this.gameLayerManager.setViewWindow(0, -5, screenWidth,
Global.MAP_HEIGHT + 5);
this.cursorManager.append(cursor);
this.numberManager.append(number);
this.loadPercent = 80;
sleep();

this.loadPercent = 100;
sleep();
isPlaying = true;
}

public void run() {
while (!isEnd) {
long beginTime = System.currentTimeMillis();
this.drawScreen();
long endTime = System.currentTimeMillis();
if (endTime - beginTime < this.delay) {
try {
Thread.sleep(this.delay - (endTime - beginTime));
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}

public void loadMap(int stage) {
switch (stage) {
case 0:
this.map = new Map(Global.MAP_BLOCK);
this.bornPlace = Global.MAP_BLOCK_BORNPLACE;
break;
case 1:
this.map = new Map(Global.MAP_FACTORY);
this.bornPlace = Global.MAP_FACTORY_BORNPLACE;
break;
case 2:
this.map = new Map(Global.MAP_FOREST);
this.bornPlace = Global.MAP_FOREST_BORNPLACE;
break;
case 3:
this.map = new Map(Global.MAP_PIRATE);
this.bornPlace = Global.MAP_PIRATE_BORNPLACE;
break;
case 4:
this.map = new Map(Global.MAP_FAUBOURG);
this.bornPlace = Global.MAP_FAUBOURG_BORNPLACE;
break;
}
}

public void loadPlayer() {
this.player = SingleGameRole.createSingleGameRole(this, Global.JACK,
this.bornPlace[0][0], this.bornPlace[0][1]);
this.gameLayerManager.append(player);
try {
this.playerGhost = new Sprite(Image.createImage("/Character/Jack.png"),
this.player.width, this.player.height);
this.gameLayerManager.append(playerGhost);
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}

public void playerUpdate() {
if(!this.player.isAlive)
this.playerGhost.setVisible(false);
this.playerGhost.setFrame(this.player.getFrame());
this.player.updateRole();
}

public void bombUpdate() {
Enumeration enu = this.bombTable.keys();
while (enu.hasMoreElements()) {
String key = (String) enu.nextElement();
Bomb bomb = (Bomb) (bombTable.get(key));

if (bomb.isvisable) {
bomb.update();
} else {
bombTable.remove(key);
bomb = null;
}
}
}

public void mapUpdate() {
this.map.update();
}

public void drawScreen() {
if (gameClock < 10000)
gameClock++;
else
gameClock = 0;
if (!this.isLoading) {
if (!isPause) {
this.operate();
this.bombUpdate();
this.playerUpdate();
this.mapUpdate();
g.setColor(0x000000);
g.fillRect(0, 0, getWidth(), getHeight());
this.drawState();
gameLayerManager.paint(g, 0, this.screenHeight
- Global.MAP_HEIGHT - 5);
} else {
this.drawPauseFrame();
}
} else {
this.drawLoadingFrame();
}
this.flushGraphics();
}

public void drawFailScreen() {

}

public void drawState() {
if (this.player.type == Global.JACK) {
g.drawImage(jackStateImage, 60, 5, Graphics.TOP | Graphics.LEFT);
}
if (this.player.type == Global.JOHN) {
g.drawImage(johnStateImage, 60, 5, Graphics.TOP | Graphics.LEFT);
}

this.number.setFrame(this.player.bombNums);
this.numberManager.paint(g, 101, 15);
this.number.setFrame(this.player.speed);
this.numberManager.paint(g, 133, 15);
this.number.setFrame(this.player.power);
this.numberManager.paint(g, 165, 15);
}

protected void drawPauseFrame() {
g.setColor(0x000000);
g.fillRect(0, 0, getWidth(), getHeight());
this.drawState();
if (gameClock % 5 == 0)
this.cursor.setFrame((this.cursor.getFrame() + 1) % 4);
this.gameLayerManager.paint(g, 0, this.screenHeight - Global.MAP_HEIGHT
- 5);
this.cursorManager.paint(g, screenWidth / 2 - pauseImage.getWidth() / 2
- 32, screenHeight / 2 - pauseImage.getHeight() / 2
+ this.chooseIndex * 33 + 24);
g.drawImage(pauseImage, screenWidth / 2, screenHeight / 2,
Graphics.HCENTER | Graphics.VCENTER);
}

protected void drawLoadingFrame() {
g.setColor(66, 70, 246);
g.fillRect(0, 0, screenWidth, screenHeight);

g.drawImage(loadingImage, screenWidth / 2, 2 * screenHeight / 5,
Graphics.HCENTER | Graphics.VCENTER);

g.setColor(0, 255, 0);
g.fillRect((screenWidth - 120) / 2, 2 * screenHeight / 3,
(this.loadPercent * 120) / 100, 10);

g.setColor(255, 0, 0);
g.drawRect((screenWidth - 120) / 2, 2 * screenHeight / 3, 120, 10);
}

public void showMe() {
new Loading(this.stageIndex);
if (this.mainThread == null) {
mainThread = new Thread(this);
mainThread.start();
}
this.dreamBubbleMidlet.show(this);
}

public void operate() {
int keyStates = getKeyStates();
this.playerGhost.setPosition(this.player.xCoodinate, this.player.yCoodinate);
if ((keyStates & DOWN_PRESSED) != 0) {
this.player.walk(Global.SOUTH);
} else {
if ((keyStates & UP_PRESSED) != 0) {
this.player.walk(Global.NORTH);
} else {
if ((keyStates & RIGHT_PRESSED) != 0) {
this.player.walk(Global.EAST);
} else {
if ((keyStates & LEFT_PRESSED) != 0) {
this.player.walk(Global.WEST);
}
}
}
}
}

protected void keyPressed(int key) {
if (!this.isPlaying)
return;
if (!this.isPause && key == -7) {// 右鍵
this.chooseIndex = 0;
this.pauseGame();
return;
}
if (key == 35) {// #鍵
this.nextStage();
return;
}
if (key == 42) {// *鍵
this.preStage();
return;
}
if (this.isPause) {
switch (key) {
case -1:
case -3:
if (this.chooseIndex == 0)
this.chooseIndex = 2;
else
this.chooseIndex = (this.chooseIndex - 1) % 3;
break;
case -2:
case -4:
this.chooseIndex = (this.chooseIndex + 1) % 3;
break;
case -5:// 確認鍵
case -6:// 左軟鍵
switch (chooseIndex) {
case 0:
this.continueGame();
break;
case 1:
this.restart();
break;
case 2:
this.endGame();
break;
}
break;
default:
break;
}
} else {
switch (key) {
case 53:
case -5:// 確認鍵
this.player.setBomb(this.player.getRow(), this.player.getCol());
break;
}
}
}

public void restart() {
new Loading(this.stageIndex);
}

public void continueGame() {
this.isPause = false;
this.player.play();
}

public void pauseGame() {
this.isPause = true;
this.player.stop();
}

public void endGame() {
this.isEnd = true;
this.mainThread = null;
System.gc();
try {
Thread.sleep(500);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
this.dreamBubbleMidlet.menu.showMe();
}

public void nextStage() {
if (this.stageIndex < 4) {
this.stageIndex++;
}
new Loading(this.stageIndex);
}

public void preStage() {
if (this.stageIndex > 0) {
this.stageIndex--;
}
new Loading(this.stageIndex);
}

class Loading implements Runnable {
private Thread innerThread;
private int stageIndex;

public Loading(int stageIndex) {
this.stageIndex = stageIndex;
innerThread = new Thread(this);
innerThread.start();
}

public void run() {
isLoading = true;
loadPercent = 0;
System.gc();
loadStage(stageIndex);
isLoading = false;
}
}

public void sleep() {
try {
Thread.sleep(100);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}

這個是游戲主體類

下面是游戲的人物類

package Game;

import javax.microedition.lci.Image;
import javax.microedition.lci.game.Sprite;

public abstract class Role extends Sprite {

/**
* 人物的基本屬性
*/
protected int type;
protected int xCoodinate;
protected int yCoodinate;
protected int row;
protected int col;
protected int width;
protected int height;
protected int speed;
protected int status;
protected boolean isCanOperate = false;
protected boolean isAlive = true;

/**
* 人物放置炸彈的基本屬性
*/
protected int power;
protected int bombNums;

protected int characterClock = 0;
protected int deadTime = 0;

protected Game game;

protected Role(Image image, int width, int Height, Game game) {
super(image, width, Height);
this.game = game;
}

/**
* 人物拾起道具
* @param tool
*/
public abstract void pickupTool(int tool);
/**
* 碰撞檢測以及坐標的改變,如果對行走條件有特殊需求,既可以在這里寫自己的條件
* @param direction
*/
public abstract void collisionCheck(int direction);

public void updateRole() {
if (this.characterClock < 10000) {
this.characterClock++;
} else {
this.characterClock = 100;
}

int row = this.getRow();
int col = this.getCol();

if (this.isAlive) {

int tool = this.game.map.getToolLayer().getCell(col, row);

if (tool > 0) {
this.pickupTool(tool);
this.game.map.getToolLayer().setCell(col, row, 0);
}

if (this.game.map.hasFeature(row, col, Global.DEADLY)) {
this.isAlive = false;
return;
}

if (this.status == Global.BORN
&& this.characterClock > Global.BORN_TIME) {
this.status = Global.SOUTH;
this.setFrame(Global.SOUTH * 6);
this.isCanOperate = true;
}

if (this.status == Global.BORN) {
if (this.characterClock % 2 == 0)
this.setFrame(Global.BORN * 6 + (this.getFrame() - 1) % 4);
return;
}

} else {
this.isCanOperate = false;
if (this.deadTime <= 20) {
this.deadTime++;
} else {
this.deadTime = 100;
this.setVisible(false);
return;
}

if (this.characterClock % 2 == 0) {
if (this.getFrame() < Global.DEAD * 6) {
this.setFrame(Global.DEAD * 6);
} else {
if (this.getFrame() < 29) {
this.setFrame(this.getFrame() + 1);
} else {
if (this.characterClock % 4 == 0) {
this.setFrame(29);
this.setVisible(true);
} else {
this.setVisible(false);
}
}
}
}
}
}

public void walk(int direction) {
if (!isAlive)
return;
if (!isCanOperate)
return;
if(direction==9) return;
this.collisionCheck(direction);

if (this.characterClock % 2 == 0) {
if (this.status == direction) {
this.setFrame(this.status * 6 + (this.getFrame() + 1) % 6);
} else {
this.status = direction;
this.setFrame(this.status * 6);
}
}
this.setPosition(xCoodinate, yCoodinate);
}

public void stop() {
this.isCanOperate = false;
}

public void play() {
this.isCanOperate = true;
}

public abstract void setBomb(int row, int col);

public void increaseBomb() {
if (this.bombNums < Global.MAX_BOMB_NUMBER)
this.bombNums++;
}

public int getRow() {
return getRow(getBottomY(yCoodinate) - Global.MAP_CELL / 2);
}

public int getCol() {
return getCol(xCoodinate + Global.MAP_CELL / 2);
}

protected int getBottomY(int y) {
return y + this.height - 1;
}

protected int getRightX(int x) {
return x + Global.MAP_CELL - 1;
}

protected int getPreY(int y) {
return getBottomY(y) + 1 - Global.MAP_CELL;
}

protected int getRow(int x) {
return x / Global.MAP_CELL;
}

protected int getCol(int y) {
return y / Global.MAP_CELL;
}
}

我的QQ是609419340

看不明白的可以隨時來問我哦,還可以當時傳給你撒

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