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html手机游戏源代码(HTML5游戏源码)

admin 发布:2022-12-19 08:28 172


本篇文章给大家谈谈html手机游戏源代码,以及HTML5游戏源码对应的知识点,希望对各位有所帮助,不要忘了收藏本站喔。

本文目录一览:

怎么运行 html5游戏的源代码

1、打开任意一个网站,根据自己的需要选择。

2、如图点击右上角三条横杠的按钮。

3、点击”工具“选项。

4、点击”查看源代码“。

5、如图,就可以轻松查看到了该网站的源代码。

6、如果想关闭网页源代码,只需点击左上角“返回”按钮,这样就完成了。

怎么运行 html5游戏的源代码?

HTML5游戏是通过html+javascript+css技术开发的游戏,属于网页游戏,可以运行在HTML5的网页浏览器中。

运行HTML5游戏,需要一个支持HTML5的网页浏览器,比如IE10或11,google的chrome浏览器,火狐firefox,百度浏览器,或者QQ浏览器,猎豹浏览器等CHROME内核的浏览器。

下载的HTML5游戏文件解压后,文件夹中会有一个后缀为html或者htm的文件,应该是在根目录下一般以index.html命名。其他文件可能有js后缀,css后缀,或者图片,请保持相对位置不能动。

然后按下面方式运行那个html文件:

方法1:

打开浏览器,将html文件拖拽到浏览器中。

方法2:

在文件夹中选中html文件,点右键,在菜单选择“打开方式”,然后选择火狐、Chrome浏览器、或者上述所说的百度浏览器、QQ浏览器、猎豹浏览器即可。

html5游戏源代码打开后运行不了怎么办

html5游戏源代码打开后运行不了不用理会。H5是一系列制作网页互动效果的技术集合,即H5就是移动端的web页面。对于许多手游玩家来说,H5可能是个十分陌生的名词,其实H5就是HTML的高级版本,H5技术正在不断完善。

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;

}

}

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

求html5 接金币游戏源码,手机网页版。

public char Value { get; set; }

public Node Parent { get; set; }

public bool End { get; set; }

public Dictionarychar, Node Children { get; set; }

public static Node Empty = new Node(' ', null);

public Node(char value, Node parent)

如何在安卓手机查看html源代码

百度“查看网页源码”,有很多支持查看网页源码的在线站点

超级文本标记语言文档制作不是很复杂,但功能强大,支持不同数据格式的文件镶入,这也是万维网(WWW)盛行的原因之一,其主要特点如下:

简易性:超级文本标记语言版本升级采用超集方式,从而更加灵活方便。

可扩展性:超级文本标记语言的广泛应用带来了加强功能,增加标识符等要求,超级文本标记语言采取子类元素的方式,为系统扩展带来保证。

平台无关性:虽然个人计算机大行其道,但使用MAC等其他机器的大有人在,超级文本标记语言可以使用在广泛的平台上,这也是万维网(WWW)盛行的另一个原因。

关于html手机游戏源代码和HTML5游戏源码的介绍到此就结束了,不知道你从中找到你需要的信息了吗 ?如果你还想了解更多这方面的信息,记得收藏关注本站。

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