悟麦啦游戏网 - 发现好玩的手机游戏
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游戏论坛网站源码

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。

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文和数字,其实就是一组程序。

作用当然是开发游戏啦。

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。

现在网上你可以搜索一下网络游戏的源代码还是非常多的,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。

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。

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。

好吧,即便你搞那接下来你还要运营吧,运营的成本就更高了。

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.lcdui.Graphics;

import javax.microedition.lcdui.Image;

import javax.microedition.lcdui.game.GameCanvas;

import javax.microedition.lcdui.game.LayerManager;

import javax.microedition.lcdui.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.lcdui.Image;

import javax.microedition.lcdui.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;

}

}

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看不明白的可以随时来问我哦,还可以当时传给你撒

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