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手機棋牌源碼論壇

發布時間:2022-11-22 20:20:43

『壹』 哪裡能買到便宜的手機棋牌源碼

淘寶上可以,還有就是棋牌論壇,還有棋牌的群,這些地方都可以買到,不過兄弟,你如果沒有自己的技術人員加工的話,一般都是那種萬人騎的程序,隨隨便便就會讓人破解的。如果涉及到金錢的,還望謹慎為好。

『貳』 能掙錢的棋牌類游戲

能掙錢的棋牌類游戲:

1、歡樂鬥地主

是一款多人參與、以語言描述推動的游戲進展、較量口才和分析判斷能力的策略類桌面游戲,游戲過程緊張刺激。在這個游戲里每一個玩家都會自己的身份跟對立的身份,玩家需要用自己的語言來分析跟推理別人的身份,是一個十分燒腦的游戲。

『叄』 988棋牌騙人嗎

不騙人。988棋牌游戲是由正規大廠商製作的手機棋牌游戲,這款游戲畫面精緻華麗,玩家在游戲會體驗到極致的視覺享受,創新的游戲玩法和豐富的賽模式給玩家帶來新鮮感和挑戰性。這只是一款類似鬥地主的棋牌游戲,不會騙人的。

『肆』 我想要個棋牌類的原代碼,請問哪有啊

3D的都能,這棋牌的算個鳥上網搜一大堆 易語言還不夠吧, 肯定是能的。源碼就免了吧。 ,DhoUtc

『伍』 誰有出售棋牌游戲平台源碼,伺服器架設及配套網頁

but he failed. And he was socked with sweat.
我,和 你 說 選 擇 平 台 要 多 注 意
奧 門 英 皇 人 很好玩的,
我經常去玩的,很刺激,速度也快,影響力強,
基本上會玩 游 戲的人都到這里玩,他們娛樂項目集中於一體
我 見 過 很 多 鵬 友 每 天 貝 兼 幾 百 的
但 是 不 定 什 么 時 候 能 一 天 虧 幾 千 甚 至 幾 萬
不 要 急 於 一 把,定 輸,贏 梭 哈 往 往 通 往 輸 光 的 捷http://bbb956.com?huu去一次就知道多好了
Better by far you should forget and smile

『陸』 html5手機鬥地主游戲源碼 送嗎網

單機版的嗎?(林心源碼)這個網站裡面好像有

『柒』 百勝棋牌有多少平台

百勝棋牌只有1個平台。百勝棋牌是由廣州市百勝棋牌有限公司推出的一款手機棋牌平台客戶端應用,目前只有一個平台,玩家可以在手機應用商城下載。百勝棋牌是由廣州市百勝棋牌有限公司推出的一款手機棋牌平台客戶端應用,該平台主要考驗玩家的棋牌競技能力,能力上乘者將被舉薦參加獎金大賽,是一款正規的游戲。

『捌』 列牛源碼社區的棋牌源碼多嗎

多是很多,不過都是一些市場上泛濫的,而且漏洞一大堆。

『玖』 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

『拾』 論壇下載的棋牌源碼怎麼做成成品

那些論壇貨都是垃圾,不能用的,我有好的,而且可以幫你搭建起來,花不了你幾個銀子。

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