python版大富翁源代码分享

python版大富翁源代码分享,第1张

python版大富翁源代码分享

本文实例为大家分享了python版大富翁游戏的具体代码,供大家参考,具体内容如下

# -*- coding: utf-8 -*-
 
 
# code by: 物网141 王璞劼Khalil
# name:   理工大富翁beta2.0
# describe: 基于python的一个2D大富翁游戏
'''
1.游戏地图为自己使用各种网络素材制作;
 各种按钮和选项,小图标等也是使用PS制作。
2.声音效果主要为背景音乐和几种游戏中音效;
3.游戏设定了两个类:玩家和建筑
 玩家的参数和方法都在代码中给出;
 具体有:移动方法、位置判断方法、
  购买房屋方法、添加小房子方法、
 事件判断方法。
4.玩家在大富翁的主要 *** 作是投掷骰子,由随机函数
 进行判定然后进行移动,进行位置判断,然后开始
 进行相关的判定。
5.游戏中的按键有:是、否、和结束回合;
 每个按键由没按下与按下两种状态的图片组成,
 这个设计花费了一定时间。
 还有 开始游戏 和 扔骰子 的两个明暗按钮,
 由pygame优化后的一个函数实现。
6.玩家的位置与电脑重叠时会将双方的位置进行一定
 偏移,防止进行覆盖,分不清自己的位置。
7.游戏基础功能有移动,购买房子,在已经购买的房子下
 搭建新的小房子增加过路费,被收费,判断胜负的基础
 功能,此外还加入了幸运事件:
  财神 - 免收费一次
  衰神 - 双倍被收费一次
  破坏神 - 直接破坏一个建筑 无论敌我
  土地神 - 强占对面建筑
 这四项功能在位置处于左上角和右下角的时候会被触发,
 添加了很多游戏乐趣哦~~~ ^_^
8.游戏基于python的一个模块pygame实现,给我提供了很
 多快乐的时光,谢谢老师的阅览与郭宁同学的协助答辩
 :)
'''
 
#####################准备工作##################
 
# 初始化各种模块
import pygame
import random
import sys
 
# 定义类
class Player():
  def __init__(self, image ,name , isPlayer):
    self.name = name
    self.money = 10000
    self.isGoingToMove = False 
    self.movable = True
    self.image = image
    self.position = 0 
    self.temp_position = False
    self.dice_value = 0
    self.locatedBuilding = 0
    self.showText = []
    self.isPlayer = isPlayer
    self.ownedBuildings = []
    self.isShowText = False
    self.soundPlayList = 0
    self.caishen = 0
    self.shuaishen = 0
    self.tudishen = 0
    self.pohuaishen = 0
    
  
  def judgePosition(self,buildings): # 位置判断 返回值是所在位置的建筑
    for each in buildings:
      for every in each.location:
 if self.position == every:
   return each
   
      
      # 当使用元组时 当元组中只有一个元素时 发现该元素不可迭代 
      # 出现错误 换成列表后解决
      ''' 
      try:
 for every in each.location:
   if self.position == every:
     print(each.name)
      except:
 if self.position == every:
   print(each.name)
      '''
      
  def buyaBuilding(self,isPressYes):  # 购买方法
    if isPressYes and self.locatedBuilding.owner != self.name:
      self.locatedBuilding.owner = self.name
      self.locatedBuilding.wasBought = True
      self.ownedBuildings.append(self.locatedBuilding)
      self.money -= self.locatedBuilding.price
      self.showText = [self.name + '购买了' + self.locatedBuilding.name + '!']
      self.soundPlayList = 1
      return True
    else:
      return False
    
     
      
  def addaHouse(self,isPressYes): # 在建筑物上添加一个房子
    try:
      if isPressYes and self.locatedBuilding.owner == self.name:
 self.locatedBuilding.builtRoom += 1
 self.money -= self.locatedBuilding.payment
 self.showText = [self.name + '在' + self.locatedBuilding.name + '上!','盖了一座房子!',
  '有%d' % self.locatedBuilding.builtRoom + '个房子了!',
  "它的过路费是%d" % (self.locatedBuilding.payment * 
   (self.locatedBuilding.builtRoom + 1)) ]
 self.soundPlayList = 2
 return True
      else:
 return False
    except:
      pass
  
  def move(self,buildings,allplayers):  # 移动方法 返回值是所在的建筑位置
    self.dice_value = random.randint(1,6)
    self.position += self.dice_value
    if self.position >= 16:
      self.position -= 16
    self.locatedBuilding = self.judgePosition(buildings)
    self.isShowText = True
    return self.eventInPosition(allplayers)
  
  
  def eventInPosition(self,allplayers):    # 判断在建筑位置应该发生的事件    
    building = self.locatedBuilding
    if building.name != '空地':
      if self.locatedBuilding.wasBought == False: # 未购买的时候显示建筑的数据!
 if self.isPlayer == True:
   textLine0 = self.name +'扔出了' + '%d'% self.dice_value + '点!'
   textLine1 = self.name +'来到了' + building.name + '!'
   textLine2 = '购买价格:%d' % building.price
   textLine3 = '过路收费:%d' % building.payment
   textLine4 = '是否购买?'
   self.showText = [textLine0,textLine1,textLine2,textLine3,textLine4]
   return True
 else :
   self.addaHouse(not self.buyaBuilding(True))
   
 # ----- 动画 -------
 # ----- 是否购买 ------
      elif building.owner == self.name: # 路过自己的房子开始加盖建筑!
 if self.pohuaishen == 1:
   textLine0 = self.name + '破坏神附体!'
   textLine1 = '摧毁了自己的房子!'
   building.owner = 'no'
   building.wasBought = False
   self.showText = [textLine0,textLine1]
   self.pohuaishen = 0
 else:
   if self.isPlayer == True:
     textLine0 = self.name + '扔出了' + '%d'% self.dice_value + '点!'
     textLine1 = '来到了ta的'+ self.locatedBuilding.name +'!'
     textLine2 = '可以加盖小房子!' 
     textLine3 = '加盖收费:%d' % building.payment
     textLine4 = '是否加盖?'
     self.showText = [textLine0,textLine1,textLine2,textLine3,textLine4]
     return True
   # ----- 动画-------
   else:
     self.addaHouse(True)
      else:
 for each in allplayers: # 被收费!
   if self.locatedBuilding.owner == each.name and each.name != self.name:
     if self.caishen == 1:
textLine0 = self.name + '财神附体!'
textLine1 = '免除过路费%d!' % (building.payment * (building.builtRoom + 1))
self.showText = [textLine0,textLine1]
self.caishen = 0
     else:
if self.tudishen == 1:
  textLine0 = self.name + '土地神附体!'
  textLine1 = '强占土地!'
  textLine2 = building.name + '现在属于'+ self.name
  self.locatedBuilding.owner = self.name
  self.showText = [textLine0,textLine1,textLine2]
  self.tudishen = 0
else:
  if self.pohuaishen == 1:
    textLine0 = self.name + '破坏神附体!'
    textLine1 = '摧毁了对手的房子!'
    building.owner = 'no'
    building.wasBought = False
    self.showText = [textLine0,textLine1]
    self.pohuaishen = 0  
  else:
    textLine0 = self.name + '扔出了' + '%d'% self.dice_value + '点!'
    textLine1 = self.name+ '来到了'+ each.name+'的:' 
    textLine2 = building.name + ',被收费!'
    if self.shuaishen == 1:
      textLine3 = '过路收费:%d*2!' % (building.payment * (building.builtRoom + 1)*2)
      self.shuaishen = 0
    else:
      textLine3 = '过路收费:%d' % (building.payment * (building.builtRoom + 1))
    textLine4 = '哦!'+ self.name +'好倒霉!'
    self.showText = [textLine0,textLine1,textLine2,textLine3,textLine4]
    # 收费!
    self.money -= building.payment * (building.builtRoom + 1)
    each.money += building.payment * (building.builtRoom + 1)
    self.soundPlayList = 3
    # ----- 动画-------
     
    else:
      # 发现不能处理在空地上的情况 于是使用 try & except 来解决!然后加入了幸运事件功能!
      # 后来发现 try except 弊端太大 找不到错误的根源 换为if else嵌套。。
      whichone = self.dice_value % 4
      if whichone == 0:
 self.caishen = 1
 textLine2 = '遇到了财神!'
 textLine3 = '免一次过路费!'
      if whichone == 1:
 self.shuaishen = 1
 textLine2 = '遇到了衰神!'
 textLine3 = '过路费加倍一次!'
      if whichone == 2:
 self.tudishen = 1
 textLine2 = '遇到了土地神!'
 textLine3 = '强占一次房子!'
      if whichone == 3:
 self.pohuaishen = 1
 textLine3 = '摧毁路过的房子!'
 textLine2 = '遇到了破坏神!'
      textLine0 = self.name +'扔出了' +'%d'% self.dice_value + '点!'
      textLine1 = '来到了运气地点!'
      self.showText = [textLine0,textLine1,textLine2,textLine3]
 
  
  
  
class Building():# 好像所有功能都在Player类里实现了=_=
  def __init__(self,name,price,payment,location):
    self.name = name
    self.price = price
    self.payment = payment
    self.location = location
    self.wasBought = False # 是否被购买
    self.builtRoom = 0   # 小房子建造的数目
    self.owner = 'no'
 
# 带透明度的绘图方法 by turtle 2333
def blit_alpha(target,source,location,opacity):
  x = location[0]
  y = location[1]
  temp = pygame.Surface((source.get_width(),source.get_height())).convert()
  temp.blit(target , (-x , -y))
  temp.blit(source,(0,0))
  temp.set_alpha(opacity)
  target.blit(temp,location)
 
########################主函数#########################  
 
 
def main():
  pygame.init()
  clock = pygame.time.Clock()
  
  # 初始化屏幕
  size = (1270,768)
  screen = pygame.display.set_mode(size)
  pygame.display.set_caption("理工大大富翁 - made by 王璞劼")
  
  # 读取字体以及有关数据
  textColorInMessageBox = (141,146,152)
  white = (255,255,255)
  black = (0,0,0)
  red = (255,0,0)
  font = pygame.font.Font('resource\font\myfont.ttf',30)
  
  
  # 读取资源
  backgroud = pygame.image.load("resource\pic\GameMap.png")
  chess = pygame.image.load("resource\pic\chess.png")
  chess_com = pygame.image.load("resource\pic\chess1.png")
  bigdice_image = pygame.image.load("resource\pic\dice.png").convert_alpha()
  dice_1 = pygame.image.load("resource\pic\dice_1.png")
  dice_2 = pygame.image.load("resource\pic\dice_2.png")
  dice_3 = pygame.image.load("resource\pic\dice_3.png")
  dice_4 = pygame.image.load("resource\pic\dice_4.png")
  dice_5 = pygame.image.load("resource\pic\dice_5.png")
  dice_6 = pygame.image.load("resource\pic\dice_6.png")
  dices = [dice_1,dice_2,dice_3,dice_4,dice_5,dice_6]
  yes = pygame.image.load("resource\pic\yes.png")
  yes2 = pygame.image.load("resource\pic\yes2.png")
  no = pygame.image.load("resource\pic\no.png")
  no2 = pygame.image.load("resource\pic\no2.png")
  GameStart = pygame.image.load("resource\pic\GameStart.png")
  StartGameButton = pygame.image.load("resource\pic\StartGameButton.png").convert_alpha()
  turnover = pygame.image.load("resource\pic\turnover.png")
  turnover2 = pygame.image.load("resource\pic\turnover2.png")
  shuaishen = pygame.image.load("resource\pic\shuaishen.png").convert_alpha()
  tudishen = pygame.image.load("resource\pic\tudishen.png").convert_alpha()
  caishen = pygame.image.load("resource\pic\caishen.png").convert_alpha()
  pohuaishen = pygame.image.load("resource\pic\pohuaishen.png").convert_alpha()
  
  rollDiceSound = pygame.mixer.Sound("resource\sound\rolldicesound.wav")
  bgm = pygame.mixer.music.load("resource\sound\bgm.ogg")
  throwcoin = pygame.mixer.Sound("resource\sound\throwcoin.wav")
  moneysound = pygame.mixer.Sound("resource\sound\moneysound.wav")
  aiyo = pygame.mixer.Sound("resource\sound\aiyo.wav")
  didong = pygame.mixer.Sound("resource\sound\didong.wav")
  
  # PlayList 在对象中设置应该播放的声音
  playList = [moneysound ,throwcoin ,aiyo]
  
  # 各种Surface的rect 
  bigdice_rect = bigdice_image.get_rect()
  bigdice_rect.left , bigdice_rect.top = 50 , 600
  yes_rect = yes.get_rect()
  yes_rect.left , yes_rect.top = 500,438 
  no_rect = no.get_rect()
  no_rect.left , no_rect.top = 630,438
  button_rect = StartGameButton.get_rect()
  button_rect.left , button_rect.top = 1003,30
  turnover_rect = turnover.get_rect()
  turnover_rect.left , turnover_rect.top = 1035,613
  
  # 实例化对象
  players = []
  computers = []
  allplayers = []
  player_1 = Player(chess , '玩家' , True )
  player_com1 = Player(chess_com , '电脑' , False )
  players.append(player_1)
  computers.append(player_com1)
  allplayers.append(player_1)
  allplayers.append(player_com1)
  
  presentPlayer = player_com1
  
  # 初始化建筑物数据
  gate = Building('大门',1000,200,[1,2])
  fountain = Building('喷泉',2000,400,[3,4])
  path = Building('小道',800,160,[5])
  library = Building('图书馆',2000,400,[6,7])
  kongdi1 = Building('空地',0,0,[8])
  classroomTen = Building('教十',1200,240,[9,10])
  classroomNine = Building('教九',1200,240,[11,12])
  resOne = Building('三餐厅',800,160,[13])
  resTwo = Building('二餐厅',800,160,[14])
  resThree = Building('一餐厅',800,160,[15])
  kongdi2 = Building('空地',0,0,[0])
  
  buildings = [gate,fountain,path,library,classroomNine,
  classroomTen,resOne,resThree,resTwo,kongdi1,kongdi2]
  
  
  
  # 坐标数据 同时处理坐标数据 使之合适
  MapXYvalue = [(435.5,231.5),(509.5,231.5),(588.5,231.5),(675.5,231.5),(758.5,231.5),
  (758.5,317.0),(758.5,405.5),(758.5,484.5),(758.5,558.5),(679.5,558.5),
  (601.5,558.5),(518.5,556.5),(435.5,556.5),(435.5,479.5),(435.5,399.0),
  (435.5,315.5)
  ]
  
  MapChessPosition_Player = []
  MapChessPosition_Com = []
  MapChessPosition_Original = []
  MapChessPosition_Payment = []
  
  MapMessageBoxPosition = (474.1 , 276.9)
  YesNoMessageBoxPosition = [(500,438) , (630,438)]
  StartGameButtonPosition = (1003,30)
  TurnOvwrButtonPosition = (1035,613)
  
  
 # 调整位置
  for i in range(0,16):
    MapChessPosition_Original.append((MapXYvalue[i][0]-50,MapXYvalue[i][1]-80))
    MapChessPosition_Player.append((MapXYvalue[i][0]-70,MapXYvalue[i][1]-60))
    MapChessPosition_Com.append((MapXYvalue[i][0]-30,MapXYvalue[i][1]-100))
    MapChessPosition_Payment.append((MapXYvalue[i][0]-30,MapXYvalue[i][1]-15))
    
  # 循环时所用的一些变量   
  running = True
  image_alpha = 255
  button_alpha = 255
  half_alpha = 30
  showdice = True
  showYes2 = False
  showNo2 = False
  showYes_No = False
  pressYes = False
  whetherYes_NoJudge = False
  gameStarted = False
  showButton2 = False
  
  # 播放背景音乐
  pygame.mixer.music.play(100)
  
#################进入游戏循环!########################  
 
 
  # 循环开始! 
  while running:
    if not gameStarted:
      for event in pygame.event.get():
 if event.type == pygame.QUIT:
   sys.exit()
 
 # 明暗触发 鼠标位置判断 
 if event.type == pygame.MOUSEMOTION:
   if button_rect.collidepoint(event.pos):
     button_alpha = 255  
   else:
     button_alpha = 120 
     
 if event.type == pygame.MOUSEBUTTONDOWN:
    
   if button_rect.collidepoint(event.pos): # 按下按钮
     didong.play()    
     gameStarted = True 
      
      screen.blit(GameStart , (0,0))    
      blit_alpha(screen, StartGameButton, StartGameButtonPosition, button_alpha)
    
    
    
    if gameStarted:
    
      for event in pygame.event.get():
 if event.type == pygame.QUIT:
   sys.exit()
 
 # 明暗触发 鼠标位置判断
 if event.type == pygame.MOUSEMOTION:
   if bigdice_rect.collidepoint(event.pos):
     image_alpha = 255  
   else:
     image_alpha = 190
     
 
 if event.type == pygame.MOUSEBUTTONDOWN:
   
   if bigdice_rect.collidepoint(event.pos): # 按骰子
     if presentPlayer != player_1:
rollDiceSound.play(1, 2000)
pygame.time.delay(2000)
showYes_No = player_1.move(buildings,allplayers)
whetherYes_NoJudge = showYes_No
presentPlayer = player_1
     else:
presentPlayer.showText = ['还没到你的回合!']
     
   if turnover_rect.collidepoint(event.pos): # 按回合结束
     showButton2 = True
     if presentPlayer != player_com1:
showYes_No = player_com1.move(buildings,allplayers)
presentPlayer = player_com1
     else:
presentPlayer.showText = ['还没到你的回合!']
   else:
     showButton2 = False
   
     # 不显示Yes_No的时候不能点击它们!
   if whetherYes_NoJudge == True: 
     if yes_rect.collidepoint(event.pos): # 按是否
showYes2 = True

     if no_rect.collidepoint(event.pos): # 按是否
showNo2 = True
    
 if event.type == pygame.MOUSEBUTTONUP:
   
   if turnover_rect.collidepoint(event.pos): # 按回合结束
     showButton2 = False
   
   if yes_rect.collidepoint(event.pos): # 按是否
     showYes2 = False
     showYes_No = False
     # 只有在可以判定的时候才能算按下了是 同时将判断条件置为空
     if whetherYes_NoJudge == True:
pressYes = True
whetherYes_NoJudge = False


   if no_rect.collidepoint(event.pos): # 按是否
     showNo2 = False
     pressYes = False
     showYes_No = False
     whetherYes_NoJudge = False    
      
 # 测试事件选项    
 if event.type == pygame.KEYDOWN:
   if event.key == pygame.K_w:
     showYes_No = player_1.move(buildings,allplayers)
     whetherYes_NoJudge = showYes_No
     presentPlayer = player_1
   if event.key == pygame.K_q:
     showYes_No = player_com1.move(buildings,allplayers)
     presentPlayer = player_com1
      
      
      '''for each in allplayers:
 if each.isGoingToMove == True and each.movable == True :
   showYes_No = each.move(buildings,allplayers)
   each.movable = False
   each.isGoingToMove = False'''
      '''
      allisready = True
      
      for each in allplayers:
 if each.movable == True:
   allisready = False
      
      if allisready:
 for each in allplayers:
   each.movable = True
      '''

      # 购买房屋!!!!!!!!
      
      if presentPlayer.buyaBuilding(pressYes) == True:
 pressYes = False
 
      if presentPlayer.addaHouse(pressYes) == True:
 pressYes = False    
 
      #########################################################################      
      screen.blit( backgroud , (0,0) )
      blit_alpha(screen, bigdice_image, (50, 600), image_alpha)
      
      
      textPosition = [MapMessageBoxPosition[0],MapMessageBoxPosition[1]]
      
      # 打印信息
      for each in presentPlayer.showText:
 text = font.render(each, True, white, textColorInMessageBox)
 screen.blit(text,textPosition)
 textPosition[1] += 30
      
      # 播放行动声音
      if presentPlayer.soundPlayList != 0:
 playList[presentPlayer.soundPlayList - 1].play()
 presentPlayer.soundPlayList = 0
 
      # 在位置上显示过路费
      
      for i in range(1,8):
 for each in buildings:
   for every in each.location:
     if i == every:
if each.owner == presentPlayer.name:
  text = font.render('%d' % (each.payment * (each.builtRoom + 1))
     , True, red)
elif each.owner == 'no':
  text = font.render('%d' % (each.payment * (each.builtRoom + 1))
     , True, white)
elif each.owner != presentPlayer.name and each.owner != 'no':
  text = font.render('%d' % (each.payment * (each.builtRoom + 1))
     , True, black)
screen.blit(text,MapChessPosition_Payment[i])
      
      for i in range(9,16):
 for each in buildings:
   for every in each.location:
     if i == every:
if each.owner == presentPlayer.name:
  text = font.render('%d' % (each.payment * (each.builtRoom + 1))
     , True, red)
elif each.owner == 'no':
  text = font.render('%d' % (each.payment * (each.builtRoom + 1))
     , True, white)
elif each.owner != presentPlayer.name and each.owner != 'no':
  text = font.render('%d' % (each.payment * (each.builtRoom + 1))
     , True, black)
screen.blit(text,MapChessPosition_Payment[i]) 
      
   
      # 打印金钱数和幸运状态
      
      money_1 = font.render(player_1.name +'金钱:%d' % player_1.money, True, black, white)
      screen.blit(money_1,(0,0))
      
      if player_1.pohuaishen == True:
 screen.blit(pohuaishen,(0,30))
      else:
 blit_alpha(screen, pohuaishen, (0, 30), half_alpha)
 
      if player_1.caishen == True:
 screen.blit(caishen,(55,30))
      else:
 blit_alpha(screen, caishen, (55, 30), half_alpha)
      
      if player_1.shuaishen == True:
 screen.blit(shuaishen,(110,30))
      else:
 blit_alpha(screen, shuaishen, (110, 30), half_alpha)
      
      if player_1.tudishen == True:
 screen.blit(tudishen,(165,30))
      else:
 blit_alpha(screen, tudishen, (165, 30), half_alpha)
      
    
      money_2 = font.render(player_com1.name +'金钱:%d' % player_com1.money, True, black, white)
      screen.blit(money_2,(1000,0))    
      if player_com1.pohuaishen == True:
 screen.blit(pohuaishen,(1000,30))
      else:
 blit_alpha(screen, pohuaishen, (1000, 30), half_alpha)
    
      if player_com1.caishen == True:
 screen.blit(caishen,(1055,30))
      else:
 blit_alpha(screen, caishen, (1055, 30), half_alpha)
      
      if player_com1.shuaishen == True:
 screen.blit(shuaishen,(1110,30))
      else:
 blit_alpha(screen, shuaishen, (1110, 30), half_alpha)
 
      if player_com1.tudishen == True:
 screen.blit(tudishen,(1165,30))
      else:
 blit_alpha(screen, tudishen, (1165, 30), half_alpha)
 
 
      # 放置扔出来的骰子
      if player_1.dice_value != 0 and showdice:
 screen.blit(dices[player_1.dice_value - 1],(70,450))    
      
      # 放置回合结束按钮
      if showButton2:
 screen.blit(turnover2,TurnOvwrButtonPosition)
      else:
 screen.blit(turnover,TurnOvwrButtonPosition)
      
      # 放置是否按钮
      if showYes_No == True:
 screen.blit(yes , YesNoMessageBoxPosition[0])
 screen.blit(no , YesNoMessageBoxPosition[1])
 
 if showYes2 == True:
   screen.blit(yes2 , YesNoMessageBoxPosition[0])
   
 if showNo2 == True:
   screen.blit(no2 , YesNoMessageBoxPosition[1])  
 
   
      # 放置玩家与电脑的位置 如果重合则挪位
      for each in players:
 for every in computers:
   if each.position == every.position:
     screen.blit(each.image,MapChessPosition_Player[each.position])
     screen.blit(every.image,MapChessPosition_Com[every.position])
     each.temp_position = True
     every.temp_position = True
     
      for each in players:
 if each.temp_position == False:
   screen.blit(each.image,MapChessPosition_Original[each.position])
   each.temp_position = True
 each.temp_position = not each.temp_position
 
  
      for every in computers:
 if every.temp_position == False:
   screen.blit(every.image,MapChessPosition_Original[every.position])
   every.temp_position = True
 every.temp_position = not every.temp_position
     
      
      # 输赢判断
      for each in allplayers:
 if each.money <= 0:
   font = pygame.font.Font('resource\font\myfont.ttf',200)
   loseText = font.render(each.name +'输了!', True, red)
   screen.fill(black)
   screen.blit(loseText,(100,100))
   font = pygame.font.Font('resource\font\myfont.ttf',30)      
   pygame.time.delay(3000)
     
    # 画面运行
    
    pygame.display.flip()
    clock.tick(60)# 刷新率
 
 
# 双击打开运行      
if __name__ == "__main__":
  main()    

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持考高分网。

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原文地址: http://outofmemory.cn/zaji/3283277.html

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