当前位置:首页 » 操作系统 » 放置游戏源码

放置游戏源码

发布时间: 2023-05-30 10:51:37

Ⅰ 哪个网站有。所有所有游戏的源代码

您好,现在很多网站都可以查询到游戏的源代码。
例如17171、u9、766都是可以进行相关查询的。
源代码(也称源程序)是指未编译的按照一定的程序设计语言规范书写的文本文件,是一系列人类可读的计算机语言指令。
在现代程序语言中,源代码可以是以书籍或者磁带的形式出现,但最为常用的格式是文本文件,这种典型格式的目的是为了编译出计算机程序。

Ⅱ 有没有放置修真游戏源码

这个我觉得应该是有的,因为这个游戏代码这一块需要好好弄,一般肯定是有资源的

Ⅲ 游戏软件怎么查看源代码

游戏都是进行过编译,加密的无法看到源代码。如果你想查看的游戏是开源的,可以到游戏的开源网站进行查看。

查看APP应用的源代码的具体方法步骤如下:

1、首先在电脑内下载并安装获取网页源码app。

2、然后单击打开网页源码APP并在APP中的输入框内输入想要查看的网址,再在界面内找到GO选项单并单击。

3、单击后等待APP最后加载3秒就可以成功的获取APP源代码并查看了。

Android 系统源代码多大

是指sdk的源码,还是android操作系统的源码,不过都有10G左右,另外sdk的源码是用git管理的,一次下载后,用git check就可以切换到各个版本。

Android SDK是用于开发Android上java应用程序的,另外发布Android NDK,可以添加一些C语言写的链接库,至于Linux代码,可以在Android源代码中找到(SDK程序中只有编译好的测试映像)。

应用程序开发用不到Linux代码(搞嵌入式开发才会用到,而SDK不负责底层开发)。

Ⅳ (完整word版)纯C语言写的一个小型游戏 源代码

"扫雷"小游戏C代码

#include<stdio.h>
#include<math.h>
#include<time.h>
#include<stdlib.h>
main( )
{char a[102][102],b[102][102],c[102][102],w;
int i,j; /*循环变量*/
int x,y,z[999]; /*雷的位置*/
int t,s; /*标记*/
int m,n,lei; /*计数*/
int u,v; /*输入*/
int hang,lie,ge,mo; /*自定义变量*/
srand((int)time(NULL)); /*启动随机数发生器*/
leb1: /*选择模式*/
printf(" 请选择模式: 1.标准 2.自定义 ");
scanf("%d",&mo);
if(mo==2) /*若选择自定义模式,要输入三个参数*/
{do
{t=0; printf("请输入 行数 列数 雷的个数 ");
scanf("%d%d%d",&hang,&lie,&ge);
if(hang<2){printf("行数太少 "); t=1;}
if(hang>100){printf("行数太多 ");t=1;}
if(lie<2){printf("列数太少 ");t=1;}
if(lie>100){printf("列数太多 ");t=1;}
if(ge<1){printf("至少要有一个雷 ");t=1;}
if(ge>=(hang*lie)){printf("雷太多了 ");t=1;}
}while(t==1);
}
else{hang=10,lie=10,ge=10;} /*否则就是选择了标准模式(默认参数)*/
for(i=1;i<=ge;i=i+1) /*确定雷的位置*/
{do
{t=0; z[i]=rand( )%(hang*lie);
for(j=1;j<i;j=j+1){if(z[i]==z[j]) t=1;}
}while(t==1);
}
for(i=0;i<=hang+1;i=i+1) /*初始化a,b,c*/
{for(j=0;j<=lie+1;j=j+1) {a[i][j]='1'; b[i][j]='1'; c[i][j]='0';} }
for(i=1;i<=hang;i=i+1)
{for(j=1;j<=lie;j=j+1) {a[i][j]='+';} }
for(i=1;i<=ge;i=i+1) /*把雷放入c*/
{x=z[i]/lie+1; y=z[i]%lie+1; c[x][y]='#';}
for(i=1;i<=hang;i=i+1) /*计算b中数字*/
{for(j=1;j<=lie;j=j+1)
{m=48;
if(c[i-1][j-1]=='#')m=m+1; if(c[i][j-1]=='#')m=m+1;
if(c[i-1][j]=='#')m=m+1; if(c[i+1][j+1]=='#')m=m+1;
if(c[i][j+1]=='#')m=m+1; if(c[i+1][j]=='#')m=m+1;
if(c[i+1][j-1]=='#')m=m+1; if(c[i-1][j+1]=='#')m=m+1;
b[i][j]=m;
}
}
for(i=1;i<=ge;i=i+1) /*把雷放入b中*/
{x=z[i]/lie+1; y=z[i]%lie+1; b[x][y]='#';}

lei=ge; /*以下是游戏设计*/
do
{leb2: /*输出*/
system("cls");printf(" ");

printf(" ");
for(i=1;i<=lie;i=i+1)
{w=(i-1)/10+48; printf("%c",w);
w=(i-1)%10+48; printf("%c ",w);
}
printf(" |");
for(i=1;i<=lie;i=i+1){printf("---|");}
printf(" ");
for(i=1;i<=hang;i=i+1)
{w=(i-1)/10+48; printf("%c",w);
w=(i-1)%10+48; printf("%c |",w);
for(j=1;j<=lie;j=j+1)
{if(a[i][j]=='0')printf(" |");
else printf(" %c |",a[i][j]);
}
if(i==2)printf(" 剩余雷个数");
if(i==3)printf(" %d",lei);
printf(" |");
for(j=1;j<=lie;j=j+1){printf("---|");}
printf(" ");
}

scanf("%d%c%d",&u,&w,&v); /*输入*/
u=u+1,v=v+1;
if(w!='#'&&a[u][v]=='@')
goto leb2;
if(w=='#')
{if(a[u][v]=='+'){a[u][v]='@'; lei=lei-1;}
else if(a[u][v]=='@'){a[u][v]='?'; lei=lei+1;}
else if(a[u][v]=='?'){a[u][v]='+';}
goto leb2;
}
a[u][v]=b[u][v];

leb3: /*打开0区*/
t=0;
if(a[u][v]=='0')
{for(i=1;i<=hang;i=i+1)
{for(j=1;j<=lie;j=j+1)
{s=0;
if(a[i-1][j-1]=='0')s=1; if(a[i-1][j+1]=='0')s=1;
if(a[i-1][j]=='0')s=1; if(a[i+1][j-1]=='0')s=1;
if(a[i+1][j+1]=='0')s=1; if(a[i+1][j]=='0')s=1;
if(a[i][j-1]=='0')s=1; if(a[i][j+1]=='0')s=1;
if(s==1)a[i][j]=b[i][j];
}
}
for(i=1;i<=hang;i=i+1)
{for(j=lie;j>=1;j=j-1)
{s=0;
if(a[i-1][j-1]=='0')s=1; if(a[i-1][j+1]=='0')s=1;
if(a[i-1][j]=='0')s=1; if(a[i+1][j-1]=='0')s=1;
if(a[i+1][j+1]=='0')s=1; if(a[i+1][j]=='0')s=1;
if(a[i][j-1]=='0')s=1; if(a[i][j+1]=='0')s=1;
if(s==1)a[i][j]=b[i][j];
}
}
for(i=hang;i>=1;i=i-1)
{for(j=1;j<=lie;j=j+1)
{s=0;
if(a[i-1][j-1]=='0')s=1; if(a[i-1][j+1]=='0')s=1;
if(a[i-1][j]=='0')s=1; if(a[i+1][j-1]=='0')s=1;
if(a[i+1][j+1]=='0')s=1; if(a[i+1][j]=='0')s=1;
if(a[i][j-1]=='0')s=1; if(a[i][j+1]=='0')s=1;
if(s==1)a[i][j]=b[i][j];
}
}
for(i=hang;i>=1;i=i-1)
{for(j=lie;j>=1;j=j-1)
{s=0;
if(a[i-1][j-1]=='0')s=1; if(a[i-1][j+1]=='0')s=1;
if(a[i-1][j]=='0')s=1; if(a[i+1][j-1]=='0')s=1;
if(a[i+1][j+1]=='0')s=1;if(a[i+1][j]=='0')s=1;
if(a[i][j-1]=='0')s=1; if(a[i][j+1]=='0')s=1;
if(s==1)a[i][j]=b[i][j];
}
}

for(i=1;i<=hang;i=i+1) /*检测0区*/
{for(j=1;j<=lie;j=j+1)
{if(a[i][j]=='0')
{if(a[i-1][j-1]=='+'||a[i-1][j-1]=='@'||a[i-1][j-1]=='?')t=1;
if(a[i-1][j+1]=='+'||a[i-1][j+1]=='@'||a[i-1][j+1]=='?')t=1;
if(a[i+1][j-1]=='+'||a[i+1][j-1]=='@'||a[i+1][j-1]=='?')t=1;
if(a[i+1][j+1]=='+'||a[i+1][j+1]=='@'||a[i+1][j+1]=='?')t=1;
if(a[i+1][j]=='+'||a[i+1][j]=='@'||a[i+1][j]=='?')t=1;
if(a[i][j+1]=='+'||a[i][j+1]=='@'||a[i][j+1]=='?')t=1;
if(a[i][j-1]=='+'||a[i][j-1]=='@'||a[i][j-1]=='?')t=1;
if(a[i-1][j]=='+'||a[i-1][j]=='@'||a[i-1][j]=='?')t=1;
}
}
}
if(t==1)goto leb3;
}

n=0; /*检查结束*/
for(i=1;i<=hang;i=i+1)
{for(j=1;j<=lie;j=j+1)
{if(a[i][j]!='+'&&a[i][j]!='@'&&a[i][j]!='?')n=n+1;}
}
}
while(a[u][v]!='#'&&n!=(hang*lie-ge));

for(i=1;i<=ge;i=i+1) /*游戏结束*/
{x=z[i]/lie+1; y=z[i]%lie+1; a[x][y]='#'; }
printf(" ");
for(i=1;i<=lie;i=i+1)
{w=(i-1)/10+48; printf("%c",w);
w=(i-1)%10+48; printf("%c ",w);
}
printf(" |");
for(i=1;i<=lie;i=i+1){printf("---|");}
printf(" ");
for(i=1;i<=hang;i=i+1)
{w=(i-1)/10+48; printf("%c",w);
w=(i-1)%10+48; printf("%c |",w);
for(j=1;j<=lie;j=j+1)
{if(a[i][j]=='0')printf(" |");
else printf(" %c |",a[i][j]);
}
if(i==2)printf(" 剩余雷个数");
if(i==3)printf(" %d",lei); printf(" |");
for(j=1;j<=lie;j=j+1) {printf("---|");}
printf(" ");
}
if(n==(hang*lie-ge)) printf("你成功了! ");
else printf(" 游戏结束! ");
printf(" 重玩请输入1 ");
t=0;
scanf("%d",&t);
if(t==1)goto leb1;
}

/*注:在DEV c++上运行通过。行号和列号都从0开始,比如要确定第0行第9列不是“雷”,就在0和9中间加入一个字母,可以输入【0a9】三个字符再按回车键。3行7列不是雷,则输入【3a7】回车;第8行第5列是雷,就输入【8#5】回车,9行0列是雷则输入【9#0】并回车*/

Ⅳ 怎样获得一款游戏的源代码

源码可以找游戏公司要,比如梦幻诛仙为什么那么多私服,就是源码搭出来的

Ⅵ 什么软件可以看到游戏的源代码

软件游戏都是封装好了再交付用户使用的,一般不会透露源代码。现在只有一些反编软件可以看到很低级的机器语言和汇编语言,想看高级语言的话应该是看不到的,你想啊,那么容易让你看到了,人家的版权利益怎么保障啊

Ⅶ 求C++小游戏源代码啊~

一个恋爱小测试贼灵验哦
#include<bits/stdc++.h>
using namespace std;
int main()
{
int n,m,a,b,c,d,e,f,g,h,i,j,k,l,sum;
cout<<"欢迎来到恋爱指数测试器*>-<*"<<endl;
for(int i=1;i<=1000000000;i++)
l=i;
cout<<"独家的哦*^0^*"<<endl;
for(int i=1;i<=1000000000;i++)
l=i;
cout<<"以下异性均为合适年龄"<<endl;
for(int i=1;i<=1000000000;i++)
l=i;
cout<<"下列问题如果是则输入2,如果不是则输入1,一点也没感觉输入0"<<endl;
for(int i=1;i<=1000000000;i++)
l=i;
cout<<"加油,面对你自己!*-o-*"<<endl;
for(int i=1;i<=1000000000;i++)
l=i;
cout<<"question one:"<<"你是否面对异性时有莫名心跳?"<<endl;
cin>>n;
cout<<endl;
cout<<"question two:"<<"你是否有看到异性被撩时很愤怒?"<<endl;
cin>>m;
cout<<endl;
cout<<"question three:"<<"你是否惧怕见到一位异性的家长"<<endl;
cin>>a;
cout<<endl;
cout<<"question four:"<<"你是否经常刷一位异性的QQ或其他软件"<<endl;
cin>>b;
cout<<endl;
cout<<"question five:"<<"想不想真心和Ta用情头?"<<endl;
cin>>c;
cout<<endl;
cout<<"question six:"<<"和Ta邂逅过吗?"<<endl;
cin>>d;
cout<<endl;
cout<<"question seven:"<<"吃过同一个饭碗里的东西吗?"<<endl;
cin>>e;
cout<<endl;
cout<<"question eight:"<<"有过一个人在梦里与Ta相遇吗?"<<endl;
cin>>f;
cout<<endl;
cout<<"question nine:"<<"有为了等Ta一个人站在风雨中吗?"<<endl;
cin>>g;
cout<<endl;
cout<<"question ten:"<<"想kissTa不,想摸Ta的头发吗?"<<endl;
cin>>h;
cout<<endl;
sum=n+m+a+b+c+d+e+f+g+h;
cout<<"正在测评中,请稍后..."<<endl;
for(int i=1;i<=1000000000;i++)
l=i;
if(sum>=16&&sum<=20)
cout<<"你的恋爱指数为:A。你是一个深深爱着Ta的人,你往往会走到最后^-^。"<<endl;
if(sum<=15&&sum>=12)
cout<<"你的恋爱指数为:B。你是一个矛盾却又不失爱意的人,你的爱往往一波三折!-!。"<<endl;
if(sum<=11&&sum>=7)
cout<<"你的恋爱指数为:C。你是一个有点点情丝的人,你想表,却又惧怕现实,你仍须努力o-o。"<<endl;
if(sum<=6&&sum>=0)
cout<<"你的恋爱指数为:D。你是一个无暇无垢,不食人间烟火的人,想一路踏歌,证道路上需佳人陪伴+-+。"<<endl;
if(sum>20||sum<0)
cout<<"你出格了哟ooo.ooo"<<endl;
cout<<"人生在世,恍如昨世,孤独的身影终难走远,你的那个Ta就在不远方,就如漫天繁星,总有一颗属于你!"<<endl;\
cout<<"快抓紧你身边的那个Ta^-^oooooo"<<endl;
cout<<endl;
cout<<"作品创造者:yang sky one"<<endl;
cout<<"恋爱指数测试器已关闭,需重启………………"<<endl;
return 0;
}

Ⅷ 谁能给我一个手机游戏的源代码啊

这个地址也有,不过直接给你吧,这样比较好
先给你看看主要的类吧

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) {// 右键
this.chooseIndex = 0;
this.pauseGame();
return;
}
if (key == 35) {// #键
this.nextStage();
return;
}
if (key == 42) {// *键
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:// 确认键
case -6:// 左软键
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:// 确认键
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();
}
}
}

这个是游戏主体类

下面是游戏的人物类

package Game;

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

public abstract class Role extends Sprite {

/**
* 人物的基本属性
*/
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;

/**
* 人物放置炸弹的基本属性
*/
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);
/**
* 碰撞检测以及坐标的改变,如果对行走条件有特殊需求,既可以在这里写自己的条件
* @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

看不明白的可以随时来问我哦,还可以当时传给你撒

Ⅸ 跪求用C++语言编写的小游戏的源代码

像素射击: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

Ⅹ 网络游戏的源代码是什么

网络游戏源代码就是游戏的基础,在外行人眼里是无数行的英喊信文和数字,其实就是一组程序。x0dx0ax0dx0a作用当然是开发游戏啦。x0dx0a手上拥有了源代码就可以制作游戏,当然如果你啥都不改,那功能就和原来的游戏没什么两样。x0dx0a现在网上你可以搜索一下网络游戏的源代码还是非常郑源轮多的,但是大多数都是不完整的,也就是说你即便得到了也无法用。x0dx0a另外只要这款游戏是国产的,你如果一模一样也不行,因为违反版权。x0dx0a所以就算你拿到了源代码,你也要有完整的美术资源,需要让程裂没序贴图替换上去,达到视觉上不一样的效果。世界背景和故事都要换,所有这些的成本当然不是一般的高。x0dx0a好吧,即便你搞好了,那接下来你还要运营吧,运营的成本就更高了。

热点内容
scratch少儿编程课程 发布:2025-04-16 17:11:44 浏览:639
荣耀x10从哪里设置密码 发布:2025-04-16 17:11:43 浏览:368
java从入门到精通视频 发布:2025-04-16 17:11:43 浏览:84
php微信接口教程 发布:2025-04-16 17:07:30 浏览:310
android实现阴影 发布:2025-04-16 16:50:08 浏览:793
粉笔直播课缓存 发布:2025-04-16 16:31:21 浏览:344
机顶盒都有什么配置 发布:2025-04-16 16:24:37 浏览:213
编写手游反编译都需要学习什么 发布:2025-04-16 16:19:36 浏览:812
proteus编译文件位置 发布:2025-04-16 16:18:44 浏览:366
土压缩的本质 发布:2025-04-16 16:13:21 浏览:592