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免費游戲源碼

發布時間: 2022-02-06 21:36:53

1. 手機游戲那麼多代碼,他們怎麼找代碼破解游戲的。需要學什麼的才知道游戲代碼的意思。

大概學點開發的知識,有基本的框架概念,對應的編程語言還是要熟悉至少要能看懂吧

2. 手機免費玩游戲的代碼

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3. 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

4. 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/

5. 那裡有類似於凡人修仙之類的網頁游戲的源碼或程序呀免費的那種!

你可以到網上搜搜 有好多呢 不過是代理

6. 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

7. 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

  • 表單(scx/sct)可以用類瀏覽器的ViewClassCode功能得到包括所有屬性和代碼的prg格式文本
    • 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:找到對方使用的整站程序

8. ubuntu開源免費游戲怎麼獲取非二進制源碼

2、使用如下命令獲取xxx源碼包的詳細信息:sudo apt-cache showsrc xxx 這用來查詢當前鏡像站點中是否有該源碼包。 3、源碼包中通常包含3個文件,分別以dsc,orig.tar.gz和diff.gz為後綴名。sudo apt-get source xxx 命令來獲取源碼包,它會將源碼包下載到用戶當前目錄並在命令執行過程中,調用dpkg-source命令,根據dsc文件中的信息,將源碼包解壓到同名目錄中,應用程序的源代碼就在這裡面。sudo apt-get source xxx要強調的是,在下載源碼包前,必須確保安裝了dpkg-dev(執行」apt-get install dpkg-dev」來安裝),否則,只會下載源碼包的3個文件,但不會解壓縮源碼包。當然你也可以自己用dpkg-source命令去解壓縮源碼包。4、在編譯源碼包前,需要安裝具有依賴關系的相關軟體包。使用」apt-get build-dep」命令可以主動獲取並安裝所有相關的軟體包。sudo apt-get build-dep xxx5、現在可以來編譯源碼包了,首先進入源碼所在目錄,使用dpkg-buildpackage命令來編譯源碼包,它會將生成的Deb軟體包放置在上層目錄中。cd xxxsudo dpkg-buildpackage這樣就會編譯生成xxx_i386.deb6、安裝軟體包。使用」dpkg –i」命令來安裝生成的Deb軟體包。sudo dpkg -i xxx_i386.deb

9. 手機游戲破解代碼,能用的給個!

游戲最好是泡泡堂,和網上的一樣的,不過要的是手機版的哦,最好是有這個地址也有,不過直接給你吧,這樣比較好先給你看看主要的類吧package

10. 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。

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