1. 安卓的一款游戏,类似电脑上的魔方世界那种像素游戏,有三个职业
楼主你好。
我最近在应用宝里看见过一个游戏,不知道是不是你想要的那个。
叫做生存饥饿游戏,在应用宝里下载的这个游戏都是没有广告的。
在玩的时候特别清闲,不碍眼。
我个人就经常实用应用宝来下载游戏和应用。
感觉里面我想要的游戏基本都能搜到的。
楼主也可以试试的,主要它占内存小呀,才3兆左右。
希望能帮助到你,给个采纳吧
2. 游戏魔方软件,游戏辅助工具,这款软件怎么样有没有病毒啊安不安全啊
建议从正规网站下载游戏辅助工具,以防含病毒。如果一定要下载,先下个腾讯电脑管家,让它的实时防护功能给你防着点。这样即使是有毒也不怕了
3. 安卓版游戏乐动魔方一打开就这样,怎么回事
车
4. 谁能给推荐一个安卓手机能玩的还原魔方游戏。!
魔方教室,安卓手机,基本通用
5. 基于android的3D魔方游戏
不好意思,还真没有
6. 毕业设计选了用android做一个3d魔方的游戏,应为android以前没接触过的,要从头开始学的。这个难吗高手
只要java好就没有问题,这是3D魔方android的源码。
package com.example.android.image3D;
import android.view.SurfaceView;
import android.view.SurfaceHolder;
import android.content.Context;
import android.util.AttributeSet;
import java.util.ArrayList;
import java.util.concurrent.Semaphore;
import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGL11;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLContext;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.egl.EGLSurface;
import javax.microedition.khronos.opengles.GL;
import javax.microedition.khronos.opengles.GL10;
public class View3D extends SurfaceView implements SurfaceHolder.Callback {
private static final Semaphore sEglSemaphore = new Semaphore(1);
private boolean mSizeChanged = true;
private SurfaceHolder mHolder;
private GLThread mGLThread;
private GLWrapper mGLWrapper;
public View3D(Context context) {
super(context);
init();
}
public View3D(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
private void init() {
mHolder = getHolder();
mHolder.addCallback(this);
mHolder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
}
public SurfaceHolder getSurfaceHolder() {
return mHolder;
}
public void setGLWrapper(GLWrapper glWrapper) {
mGLWrapper = glWrapper;
}
public void setRenderer(Renderer renderer) {
mGLThread = new GLThread(renderer);
mGLThread.start();
}
public void surfaceCreated(SurfaceHolder holder) {
mGLThread.surfaceCreated();
}
public void surfaceDestroyed(SurfaceHolder holder) {
mGLThread.surfaceDestroyed();
}
public void surfaceChanged(SurfaceHolder holder,
int format, int w, int h) {
mGLThread.onWindowResize(w, h);
}
public void onPause() {
mGLThread.onPause();
}
public void onResume() {
mGLThread.onResume();
}
@Override
public void onWindowFocusChanged(boolean hasFocus) {
super.onWindowFocusChanged(hasFocus);
mGLThread.onWindowFocusChanged(hasFocus);
}
public void queueEvent(Runnable r) {
mGLThread.queueEvent(r);
}
@Override
protected void onDetachedFromWindow() {
super.onDetachedFromWindow();
mGLThread.requestExitAndWait();
}
public interface GLWrapper {
GL wrap(GL gl);
}
public interface Renderer {
int[] getConfigSpec();
void surfaceCreated(GL10 gl);
void sizeChanged(GL10 gl, int width, int height);
void drawFrame(GL10 gl);
}
private class EglHelper {
EGL10 mEgl;
EGLDisplay mEglDisplay;
EGLSurface mEglSurface;
EGLConfig mEglConfig;
EGLContext mEglContext;
public EglHelper() {
}
public void start(int[] configSpec){
mEgl = (EGL10) EGLContext.getEGL();
mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
int[] version = new int[2];
mEgl.eglInitialize(mEglDisplay, version);
EGLConfig[] configs = new EGLConfig[1];
int[] num_config = new int[1];
mEgl.eglChooseConfig(mEglDisplay, configSpec, configs, 1,
num_config);
mEglConfig = configs[0];
mEglContext = mEgl.eglCreateContext(mEglDisplay, mEglConfig,
EGL10.EGL_NO_CONTEXT, null);
mEglSurface = null;
}
public GL createSurface(SurfaceHolder holder) {
if (mEglSurface != null) {
mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
mEgl.eglDestroySurface(mEglDisplay, mEglSurface);
}
mEglSurface = mEgl.eglCreateWindowSurface(mEglDisplay,
mEglConfig, holder, null);
mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mEglContext);
GL gl = mEglContext.getGL();
if (mGLWrapper != null) {
gl = mGLWrapper.wrap(gl);
}
return gl;
}
public boolean swap() {
mEgl.eglSwapBuffers(mEglDisplay, mEglSurface);
return mEgl.eglGetError() != EGL11.EGL_CONTEXT_LOST;
}
public void finish() {
if (mEglSurface != null) {
mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
EGL10.EGL_NO_SURFACE,
EGL10.EGL_NO_CONTEXT);
mEgl.eglDestroySurface(mEglDisplay, mEglSurface);
mEglSurface = null;
}
if (mEglContext != null) {
mEgl.eglDestroyContext(mEglDisplay, mEglContext);
mEglContext = null;
}
if (mEglDisplay != null) {
mEgl.eglTerminate(mEglDisplay);
mEglDisplay = null;
}
}
}
class GLThread extends Thread {
private boolean mDone;
private boolean mPaused;
private boolean mHasFocus;
private boolean mHasSurface;
private boolean mContextLost;
private int mWidth;
private int mHeight;
private Renderer mRenderer;
private ArrayList<Runnable>
mEventQueue = new ArrayList<Runnable>();
private EglHelper mEglHelper;
GLThread(Renderer renderer) {
super();
mDone = false;
mWidth = 0;
mHeight = 0;
mRenderer = renderer;
setName("GLThread");
}
@Override
public void run() {
try {
try {
sEglSemaphore.acquire();
} catch (InterruptedException e) {
return;
}
guardedRun();
} catch (InterruptedException e) {
} finally {
sEglSemaphore.release();
}
}
private void guardedRun() throws InterruptedException {
mEglHelper = new EglHelper();
int[] configSpec = mRenderer.getConfigSpec();
mEglHelper.start(configSpec);
GL10 gl = null;
boolean tellRendererSurfaceCreated = true;
boolean tellRendererSurfaceChanged = true;
while (!mDone) {
int w, h;
boolean changed;
boolean needStart = false;
synchronized (this) {
Runnable r;
while ((r = getEvent()) != null) {
r.run();
}
if (mPaused) {
mEglHelper.finish();
needStart = true;
}
if(needToWait()) {
while (needToWait()) {
wait();
}
}
if (mDone) {
break;
}
changed = mSizeChanged;
w = mWidth;
h = mHeight;
mSizeChanged = false;
}
if (needStart) {
mEglHelper.start(configSpec);
tellRendererSurfaceCreated = true;
changed = true;
}
if (changed) {
gl = (GL10) mEglHelper.createSurface(mHolder);
tellRendererSurfaceChanged = true;
}
if (tellRendererSurfaceCreated) {
mRenderer.surfaceCreated(gl);
tellRendererSurfaceCreated = false;
}
if (tellRendererSurfaceChanged) {
mRenderer.sizeChanged(gl, w, h);
tellRendererSurfaceChanged = false;
}
if ((w > 0) && (h > 0)) {
mRenderer.drawFrame(gl);
mEglHelper.swap();
}
}
mEglHelper.finish();
}
private boolean needToWait() {
return (mPaused || (! mHasFocus) || (! mHasSurface) || mContextLost)
&& (! mDone);
}
public void surfaceCreated() {
synchronized(this) {
mHasSurface = true;
mContextLost = false;
notify();
}
}
public void surfaceDestroyed() {
synchronized(this) {
mHasSurface = false;
notify();
}
}
public void onPause() {
synchronized (this) {
mPaused = true;
}
}
public void onResume() {
synchronized (this) {
mPaused = false;
notify();
}
}
public void onWindowFocusChanged(boolean hasFocus) {
synchronized (this) {
mHasFocus = hasFocus;
if (mHasFocus == true) {
notify();
}
}
}
public void onWindowResize(int w, int h) {
synchronized (this) {
mWidth = w;
mHeight = h;
mSizeChanged = true;
}
}
public void requestExitAndWait() {
synchronized(this) {
mDone = true;
notify();
}
try {
join();
} catch (InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
public void queueEvent(Runnable r) {
synchronized(this) {
mEventQueue.add(r);
}
}
private Runnable getEvent() {
synchronized(this) {
if (mEventQueue.size() > 0) {
return mEventQueue.remove(0);
}
}
return null;
}
}
}
7. 游戏魔方怎么使用皮肤
游戏魔方使用皮肤的话,你下载之后,它有那个使用说明,你可以直接看使用说明来进行换改皮肤
8. 手机游戏《乐动魔方》能在安卓手机运行吗
安卓版的就看你手机的性能了,好点的话能运行
9. 游戏魔方怎么在手机上打开
游戏魔方只要在手机上下载安装就可以打开了。
10. 本人目前正在做Android上的魔方游戏,用的是OpenGL ES,现在碰到了一个问题!
这个问题好新鲜,一共就27块,多摸摸就知道了