1. 求小游戲源代碼
貓版超級瑪麗游戲しょぼんのアクションBGMcastle.mp3
.......................................
geon.mp3
.......................................field.mp3
.......................................puyo.mp3
.......................................star4.mp3
....................................desktop.ini
....................................loadg.cpp
....................................main.cpp
....................................main.h
....................................RESrock.png
.......................................rock2.png
.......................................haikei.png
.......................................item.png
.......................................omake.png
.......................................omake2.png
.......................................player.png
.......................................syobon3.png
....................................... eki.png
....................................SE4-clear.mp3
......................................allclear.mp3
......................................rockbreak.mp3
......................................rockcoin.mp3
......................................rockkinoko.mp3
......................................coin.mp3
......................................death.mp3
......................................dokan.mp3
......................................gameover.mp3
......................................goal.mp3
......................................hintblock.mp3
......................................humi.mp3
......................................jump.mp3
......................................jumpblock.mp3
......................................kirra.mp3
......................................koura.mp3
......................................powerup.mp3
......................................pswitch.mp3
...................................... ekifire.mp3
.....................................YSapploc.msi
.......................................AppLoc.tmp
....................................しょぼんのアクション.exe
....................................リードミー.txt
....................................點我開始玩.cmd
....................................BGM
....................................RES
....................................SE
....................................SYS
................しょぼんのアクション
http://www.pudn.com/downloads385/sourcecode/game/detail1652652.html
http://www.pudn.com/downloads234/sourcecode/game/detail1099372.html
http://syobon.codeplex.com/releases/62191/download/214890
變態版http://download.csdn.net/download/lc19890326/861250
VF
報表(frx/frt)無法導出成prg格式
菜單(mnx/mnt)編譯時已自動生成了prg格式的文件mpr
注意「文件類型」一定要選擇「窗體」類型,否則「查看代碼」將處於隱藏狀態,無法看到原代碼,切記!!
1:如果只是想獲得網站的樣式,使用瀏覽器的「保存」功能就可以實現!關鍵是下載到CSS文件就可以了!2. 手機免費玩游戲的代碼
你好,為方便大多人想玩手機游戲,但又舍不的花錢的狀態下,我向大家推薦個好網站,無病毒,在那裡你可以下載你所需要的游戲,全是破解的,如果你在網站上沒有找到你所需要的游戲,你可以進入免費點播專欄,站長會為你破解此游戲,站長人很好,網址是wap.7723.cn希望大家多多支持!呵,呵,呵,(我們會更努力!覺的好就採納吧!呵,,快去下載吧~~也可以登 www.7723.cn 哦.............7723.......
3. 怎樣獲得一款游戲的源代碼
源碼可以找游戲公司要,比如夢幻誅仙為什麼那麼多私服,就是源碼搭出來的
4. 好的免費游戲運營平台程序源碼哪裡找,靠譜的,不要不能用的!
給你普及個常識,一般免費的都是不咋滴的,即使可以用,也只能維持最基本的功能,沒辦法運營起來。如果自己懂技術的話,可以自己找來二次開發也可以,不懂的話拿來也不會用,如果真是想要運營游戲的話,建議買一套完整的,還可以幫忙搭建部署好,直接運營,我以前用的是溪谷軟體的一套系統,因為自己需求比較高,又加了一部分定製,還不錯,希望可以幫到你。
5. 誰有完整的小游戲源碼
你好,下面這個站點的小游戲比較新,種類也比較多,要什麼都有哦。http://www.h5uc.com/?=wd
6. 請問那裡有免費的游戲源碼下載 。
這是傳奇SF的源碼
http://code.chinadownz.com/download.asp?softid=29661&downid=0&id=68817
這是墨香的源碼
http://dj.15st.net/soft/download.asp?softid=140&downid=8&id=151
天極源碼下載 www.mydown.com/yuandaima/
7. 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
8. 推薦一些游戲源碼網站
v3源碼 。挺不錯的。種類齊全,源碼下載,學習娛樂 都可以