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安卓游戏排名榜源码 安卓游戏排名榜前十名

作者:admin 更新时间:2025-08-08
摘要:一、大掌门2手游源码如何下载下载地址:类型:安卓游戏-卡牌策略版本:大掌门2手游v3.3.2大小:776.22M语言:中文平台:安卓APK推荐星级(评分):★★★★★游戏标签:卡牌手游大掌门2大掌门,安卓游戏排名榜源码 安卓游戏排名榜前十名

 

一、大掌门2手机游戏源码怎样下载

下载地址:

类型:安卓游戏-卡牌策略

版本:大掌门2手机游戏v3.3.2

大致:776.22M

语言:中文

平台:安卓APK

主推星级(评分):★★★★★

游戏标签:卡牌手机游戏大掌门2大掌门2是一款超酷炫武侠风卡牌手机游戏,游戏帮派丰盛,极致武器装备自在作战,横屏竞技全军出击真正竞技格斗。快来墨鱼下载站下载尝试吧!

大掌门2游戏说明时下最火爆的武侠rpg手机游戏其中一个《大掌门》续作!为玩家打造最有趣味性的策略战略作品,该作里玩家将化身一派掌门,金庸古龙笔下数百位武林帅哥姐姐供你驱使,无限DIY最特殊的帮派。

游戏背景蒙古大军和中原豪杰,在襄阳交战正酣,双方损失惨重。蛰伏已久的魔教趁机崛起,假冒百晓生广发英雄帖,妄图在华山将中原高手一网打尽。

几位大侠得知消息后,前去华山阻止此事,不料却被魔教高手,用奇异的武功击成重伤。原来对方疑似使出了《武林通鉴》中的绝学。据说此书残页散布在天下各处,若能将其收集完整,便可成为号令天下的武林至尊。

在这危急时刻,一位神奇的年轻人挺身而出,和几位大侠合力击退魔教。为了阻止魔教获取《武林通鉴》,同时探究其中不为人知的秘密,年轻人踏上一条和众不同的江湖路。

大掌门2手机游戏特征海量福利倾情放送

首周送4万元宝,七天送极致侠客

纯正武侠手机游戏

正版授权,打造绝顶武侠阵型

绝世武功双剑合璧

巅峰对决谁和争锋

血战襄阳无限闯关

实力和策略的重重考验

更新日志 v3.1.6更新内容:

新增功能:

1.玉盏清露幽然立,凌波仙子落凡尘。首位橙色升金弟子“水凌波”现世,掌门可参和限量活动主题【弟子升金】,集齐一定数量的“凌波金冠”和“橙色水凌波魂魄”兑换获取;

2.掌门等级达到50级且“送十万元宝”活动主题奖励领取完毕,即可开始新福利活动主题“天降财运”,每天登陆游戏都可领取超多元宝,累计可获取十五万元宝哦~

v3.1.5更新内容:

新增功能:?

1.新增阵型弟子穿戴特效:两仪万象(防御+5%)、芙蓉出水(气血+5%)、腾火跃金(攻击+3%),掌门可参和试剑天下搜集青圭碎片,集齐60个青圭碎片即可兑换获取;?

2.唐门密室增加新的挑战章节,掌门可前往继续寻觅;?

相关调整:?

1.进步红色技法“六阳融雪”的触发几率并优化触发逻辑;?

2.进步青龙秘宝活动主题通过充值获取线索的数量;?

功能优化:?

1.蓄马厂马厩单次消耗饲料数量进步,加快坐骑获取经验速度,并同时进步磨坊、铸币厂的转化效率;?

2.天机十二阁第十二层增加精细解玉砂掉落;?

3.玉佩雕琢和气海洗练界面属性条目的锁定按钮进步清晰度;?

难题修复:?

1.修复武功书进行精研、精修等养成但参悟等级为1级时无法重生的难题;?

2.修复武林大会煮酒论剑挑战敌人胜利后获取精武币数量异常的难题;?

3.修复煮酒论剑界面buff持续时刻显示错误的难题;?

4.修复煮酒论剑同级排行榜部分掌门的排行积分显示异常的难题;?

5.修复武林大会荣誉商店无法购买蓝色“井木遁甲符”的难题;?

6.修复通过排行榜查看阵型时真传弟子属性和功力显示错误的难题;

v3.2.3更新内容:

新增功能:

1.秘宝封坚石,山灵谨护藏。掌门到达88级后,开始【秘宝】养成方法,掌门可从首页点击【秘宝阁】进入,掌门可通过【奇缘点睛】获取秘宝,将秘宝放入秘宝阁中既可获取全体属性加成,使掌门整体实力更上一层;

2.江湖风云又起,邪教势力蠢蠢欲动,掌门到达88级后,开始江湖最新挑战【外史】,通关外史章节、参和外史界面相关方法,即可获取【秘宝】相关道具,此次外史挑战持续61天,在此期间掌门可在外史排行中和其他区服的玩家一决高低;

3.传世秘宝惊现武林,12月23日0:00-12月29日24:00,登录游戏即可领取【秘宝】养成相关道具。(因服务器开始时刻不同,部分奖励有所调整)

版本预告:

1.宝刀如璧玉,璧玉如美人。新年伊始,新升金弟子【沈倾城】踏入江湖;

功能优化:

1.对血战竞赛总星数计算制度进行优化;

墨鱼下载站是无论兄弟们寻找安卓游戏和卡牌策略化解方法的理想之选。无论是安卓游戏卡牌策略爱慕者还是专业人士,大家主推安卓游戏卡牌策略的相关内容都能满足无论兄弟们的需求。立即下载或尝试大掌门2手机游戏,享受安卓游戏卡牌策略带来的无尽趣味!大家还提供大掌门2手机游戏的详细信息,包括功能说明、用户评价以及官方下载链接。让无论兄弟们的下载经过更加轻松快捷!

二、谁能给我壹个年度手游的源代码啊

这个地址也有,不过直接给你吧,这样相对好

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_F动作ORY);

this.bornPlace= Global.MAP_F动作ORY_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,如果对行走条件有独特需求,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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