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污游戏源码

发布时间:2022-08-03 07:25:23

A. 如何破解大型网络游戏的源代码

代码是不可能破解的
还有,楼主说的变速齿轮原理是截取游戏内存数据,通过修改加速时间来实现加速的
还有别的游戏里面的外挂式加速是截取游戏的网络封包修改封包数据达到目的的
如果想学这个知识,可以看看这个网站
http://www.zuowg.com/

B. 谁能给我易语言网络游戏或大型游戏的源码。 我知道对很多易语言爱好者是割爱。 但跪求!!!

网络游戏,大型游戏的源码?
别人开发源码就是为了赚钱,开发这些大游戏很多时候不仅仅是一个人,而是一个团队来开发的,你觉得马化腾会把QQ的源码给你吗?然后你就改个名字去赚钱,觉得有可能吗??除非你买!!!!

C. 求小游戏网站源码

源码是什么

D. 求一些C语言小游戏的源代码,谢谢

“推箱子”C代码:

#include <stdio.h>

#include <conio.h>

#include<stdlib.h>

#include<windows.h>

int m =0; //m代表第几关

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

struct maps map[5]={ 0,0,0,0,0,0,0,0,0,0,0, //共5关,每关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墙

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( ) //绘制地图

{ CONSOLE_CURSOR_INFO cursor_info={1,0}; //隐藏光标的设置

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) //控制光标位置的函数

{ COORD coord;

coord.X = x;

coord.Y = y;

SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);

}

void start( ) //开始游戏

{ int r, c; //人的下标

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 人的下标

}

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)是到指定位置输出字符

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( ) //主函数

{ while (1)

{ system("cls");

DrMap( );

while (1)

{ start( );

if(ifwan()){printf("07");break;} //完成后响铃

}

m+=1;

}

return 0;

}

E. 用C++编写的小游戏源代码

五子棋的代码:

#include<iostream>

#include<stdio.h>

#include<stdlib.h>

#include <time.h>

using namespace std;

const int N=15; //15*15的棋盘

const char ChessBoardflag = ' '; //棋盘标志

const char flag1='o'; //玩家1或电脑的棋子标志

const char flag2='X'; //玩家2的棋子标志

typedef struct Coordinate //坐标类

{

int x; //代表行

int y; //代表列

}Coordinate;

class GoBang //五子棋类

{

public:

GoBang() //初始化

{

InitChessBoard();

}

void Play() //下棋

{

Coordinate Pos1; // 玩家1或电脑

Coordinate Pos2; //玩家2

int n = 0;

while (1)

{

int mode = ChoiceMode();

while (1)

{

if (mode == 1) //电脑vs玩家

{

ComputerChess(Pos1,flag1); // 电脑下棋

if (GetVictory(Pos1, 0, flag1) == 1) //0表示电脑,真表示获胜

break;

PlayChess(Pos2, 2, flag2); //玩家2下棋

if (GetVictory(Pos2, 2, flag2)) //2表示玩家2

break;

}

else //玩家1vs玩家2

{

PlayChess(Pos1, 1, flag1); // 玩家1下棋

if (GetVictory(Pos1, 1, flag1)) //1表示玩家1

break;

PlayChess(Pos2, 2, flag2); //玩家2下棋

if (GetVictory(Pos2, 2, flag2)) //2表示玩家2

break;

}

}

cout << "***再来一局***" << endl;

cout << "y or n :";

char c = 'y';

cin >> c;

if (c == 'n')

break;

}

}

protected:

int ChoiceMode() //选择模式

{

int i = 0;

system("cls"); //系统调用,清屏

InitChessBoard(); //重新初始化棋盘

cout << "***0、退出 1、电脑vs玩家 2、玩家vs玩家***" << endl;

while (1)

{

cout << "请选择:";

cin >> i;

if (i == 0) //选择0退出

exit(1);

if (i == 1 || i == 2)

return i;

cout << "输入不合法" << endl;

}

}

void InitChessBoard() //初始化棋盘

{

for (int i = 0; i < N + 1; ++i)

{

for (int j = 0; j < N + 1; ++j)

{

_ChessBoard[i][j] = ChessBoardflag;

}

}

}

void PrintChessBoard() //打印棋盘,这个函数可以自己调整

{

system("cls"); //系统调用,清空屏幕

for (int i = 0; i < N+1; ++i)

{

for (int j = 0; j < N+1; ++j)

{

if (i == 0) //打印列数字

{

if (j!=0)

printf("%d ", j);

else

printf(" ");

}

else if (j == 0) //打印行数字

printf("%2d ", i);

else

{

if (i < N+1)

{

printf("%c |",_ChessBoard[i][j]);

}

}

}

cout << endl;

cout << " ";

for (int m = 0; m < N; m++)

{

printf("--|");

}

cout << endl;

}

}

void PlayChess(Coordinate& pos, int player, int flag) //玩家下棋

{

PrintChessBoard(); //打印棋盘

while (1)

{

printf("玩家%d输入坐标:", player);

cin >> pos.x >> pos.y;

if (JudgeValue(pos) == 1) //坐标合法

break;

cout << "坐标不合法,重新输入" << endl;

}

_ChessBoard[pos.x][pos.y] = flag;

}

void ComputerChess(Coordinate& pos, char flag) //电脑下棋

{

PrintChessBoard(); //打印棋盘

int x = 0;

int y = 0;

while (1)

{

x = (rand() % N) + 1; //产生1~N的随机数

srand((unsigned int) time(NULL));

y = (rand() % N) + 1; //产生1~N的随机数

srand((unsigned int) time(NULL));

if (_ChessBoard[x][y] == ChessBoardflag) //如果这个位置是空的,也就是没有棋子

break;

}

pos.x = x;

pos.y = y;

_ChessBoard[pos.x][pos.y] = flag;

}

int JudgeValue(const Coordinate& pos) //判断输入坐标是不是合法

{

if (pos.x > 0 && pos.x <= N&&pos.y > 0 && pos.y <= N)

{

if (_ChessBoard[pos.x][pos.y] == ChessBoardflag)

{

return 1; //合法

}

}

return 0; //非法

}

int JudgeVictory(Coordinate pos, char flag) //判断有没有人胜负(底层判断)

{

int begin = 0;

int end = 0;

int begin1 = 0;

int end1 = 0;

//判断行是否满足条件

(pos.y - 4) > 0 ? begin = (pos.y - 4) : begin = 1;

(pos.y + 4) >N ? end = N : end = (pos.y + 4);

for (int i = pos.x, j = begin; j + 4 <= end; j++)

{

if (_ChessBoard[i][j] == flag&&_ChessBoard[i][j + 1] == flag&&

_ChessBoard[i][j + 2] == flag&&_ChessBoard[i][j + 3] == flag&&

_ChessBoard[i][j + 4] == flag)

return 1;

}

//判断列是否满足条件

(pos.x - 4) > 0 ? begin = (pos.x - 4) : begin = 1;

(pos.x + 4) > N ? end = N : end = (pos.x + 4);

for (int j = pos.y, i = begin; i + 4 <= end; i++)

{

if (_ChessBoard[i][j] == flag&&_ChessBoard[i + 1][j] == flag&&

_ChessBoard[i + 2][j] == flag&&_ChessBoard[i + 3][j] == flag&&

_ChessBoard[i + 4][j] == flag)

return 1;

}

int len = 0;

//判断主对角线是否满足条件

pos.x > pos.y ? len = pos.y - 1 : len = pos.x - 1;

if (len > 4)

len = 4;

begin = pos.x - len; //横坐标的起始位置

begin1 = pos.y - len; //纵坐标的起始位置

pos.x > pos.y ? len = (N - pos.x) : len = (N - pos.y);

if (len>4)

len = 4;

end = pos.x + len; //横坐标的结束位置

end1 = pos.y + len; //纵坐标的结束位置

for (int i = begin, j = begin1; (i + 4 <= end) && (j + 4 <= end1); ++i, ++j)

{

if (_ChessBoard[i][j] == flag&&_ChessBoard[i + 1][j + 1] == flag&&

_ChessBoard[i + 2][j + 2] == flag&&_ChessBoard[i + 3][j + 3] == flag&&

_ChessBoard[i + 4][j + 4] == flag)

return 1;

}

//判断副对角线是否满足条件

(pos.x - 1) >(N - pos.y) ? len = (N - pos.y) : len = pos.x - 1;

if (len > 4)

len = 4;

begin = pos.x - len; //横坐标的起始位置

begin1 = pos.y + len; //纵坐标的起始位置

(N - pos.x) > (pos.y - 1) ? len = (pos.y - 1) : len = (N - pos.x);

if (len>4)

len = 4;

end = pos.x + len; //横坐标的结束位置

end1 = pos.y - len; //纵坐标的结束位置

for (int i = begin, j = begin1; (i + 4 <= end) && (j - 4 >= end1); ++i, --j)

{

if (_ChessBoard[i][j] == flag&&_ChessBoard[i + 1][j - 1] == flag&&

_ChessBoard[i + 2][j - 2] == flag&&_ChessBoard[i + 3][j - 3] == flag&&

_ChessBoard[i + 4][j - 4] == flag)

return 1;

}

for (int i = 1; i < N + 1; ++i) //棋盘有没有下满

{

for (int j =1; j < N + 1; ++j)

{

if (_ChessBoard[i][j] == ChessBoardflag)

return 0; //0表示棋盘没满

}

}

return -1; //和棋

}

bool GetVictory(Coordinate& pos, int player, int flag) //对JudgeVictory的一层封装,得到具体那个玩家获胜

{

int n = JudgeVictory(pos, flag); //判断有没有人获胜

if (n != 0) //有人获胜,0表示没有人获胜

{

PrintChessBoard();

if (n == 1) //有玩家赢棋

{

if (player == 0) //0表示电脑获胜,1表示玩家1,2表示玩家2

printf("***电脑获胜*** ");

else

printf("***恭喜玩家%d获胜*** ", player);

}

else

printf("***双方和棋*** ");

return true; //已经有人获胜

}

return false; //没有人获胜

}

private:

char _ChessBoard[N+1][N+1];

};

(5)污游戏源码扩展阅读:

设计思路

1、进行问题分析与设计,计划实现的功能为,开局选择人机或双人对战,确定之后比赛开始。

2、比赛结束后初始化棋盘,询问是否继续比赛或退出,后续可加入复盘、悔棋等功能。

3、整个过程中,涉及到了棋子和棋盘两种对象,同时要加上人机对弈时的AI对象,即涉及到三个对象。

F. 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

G. 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。

H. 我有一套游戏的源码 求高人指导开发架设


마슲

I. 请问网络游戏的源代码是什么

额?游戏包含东西太多了。。不细说了
代码就是程序员用开发工具所支持的语言写出来的源文件。
开发用的。
控制小人动起来,放音乐,地图布局,系统逻辑,装备组合,服务器和客户端的通信等等,把游戏做出来。。

J. 求java小游戏源代码及其修改处

最佳答案在北京国际新闻中心,喀麦隆广播电视公司记者韦加·克里斯蒂娜对北京奥运会为各国记者提供的工作环境和各项服务非常满意,她说:“中国为本届奥运会所作的工作非常出色,我要为中国喝彩!”

北京是一座有着800多年建都史的文化名城,环境优雅,绿树成荫。然而在北京奥运会召开前夕,由于某些西方媒体对北京环境的偏颇报道,一些非洲记者对北京有了不客观的看法。但是当他们亲眼看到北京的绿树蓝天时,便立刻喜欢上了这座城市。来自肯尼亚国家电视台的记者马库里先生说:“来北京后,我觉得与我想象的大不一样。在国内时我听到一些关于北京空气污染的报道,比如埃塞俄比亚马拉松选手说北京的天气令他无法进行比赛等等。所以来北京之前,我对这里的印象不是很好。但来到北京之后,明媚的阳光、清新的空气令我非常吃惊,原来对北京不好的印象一下子烟消云散了。”
初来乍到的肯尼亚记者对北京的环境给予了肯定,而第二次来北京采访的喀麦隆记者恩鲁奇里先生也认为北京的空气质量有了很大的改善,他说: “去年我曾经来过这里,这是我第二次来到中国。我看到北京在环境方面有了很大的改善,北京的空气越来越清新。非常好!我可以说,绝对没问题!”

如果说优美清洁的城市环境令非洲记者心情舒畅,那么便捷的交通则为他们的工作提供了极大的便利。北京拥有1600多万常住人口,300多万辆机动车。为了保证奥运期间外国朋友出行方便,北京采取了一系列措施来缓解交通运营压力。奥运会开赛以来,这些措施取得了很好的效果。肯尼亚记者马库里说:“我对北京交通的印象深刻。我原来以为北京是一座被汽车淹没的城市,这会给我们出行造成很大的困难,但是北京采取了措施,很有效地控制了车流量。不论是去酒店、比赛场馆,还是新闻中心,我都没有碰到过拥堵的情况。北京的交通情况还是非常好的。”
除了公交巴士、地铁、出租车等出行方式外,为了满足奥运会相关人员和各国记者的工作需要,北京还开设了奥运专线。来自坦桑尼亚的记者法狄里认为这条专线给他的工作带来了很大的便利。他说:“去新闻中心的时候,我可以有很多选择。其中之一就是奥运工作人员直通专线。奥运会的相关工作人员,特别是奥运会注册记者都可以乘坐。上了这个巴士,什么也不用担心,车里设有空调,非常凉爽,而且可以行驶在专用道上,不论你去哪儿,都可以直达,绝对不会有交通拥堵出现。”

便利的交通设施节约了记者在路上的时间,而畅通的网络则大大提高了他们的工作效率,保障他们在第一时间将报道传回国内。北京奥组委为记者提供了无线网络接入服务,并使该网络覆盖了全部奥运区域。也就是说,各国记者可以摆脱线路束缚,在奥运场馆区域内随时随地传送讯息。来自喀麦隆的记者克里斯蒂安娜对此非常满意。她说“北京国际新闻中心的设备非常先进,网络也很通畅。各国记者在和国内沟通时,不会遇到任何问题,配套服务也非常完善。”
除了给各国记者提供技术保障外,新闻中心还为他们提供了热情周到的志愿者服务。坦桑尼亚记者法狄里说:“尤其是那些志愿者,他们总是对你面带微笑。如果你遇到什么问题,他们总会帮你解决。在多语种问讯处,志愿者们可以用阿拉伯语、法语、英语、西班牙语和其他语言提供帮助。这里的服务非常周到。”

奥运赛事正在如火如荼地进行,赛场上非洲选手一次又一次刷新成绩的同时,来自非洲的记者们也把胜利的喜悦和他们感受到的北京的热情传回非洲大陆,传递着中非友谊。

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