python实现五子棋程序


Posted in Python onApril 24, 2020

五子棋游戏相信大部分人都玩过,今天我们用python来实现一次

具体代码可以访问我的GitHub地址获取

构建五子棋棋盘

from collections import namedtuple

Chessman = namedtuple('Chessman', 'Name Value Color')
Point = namedtuple('Point', 'X Y')

BLACK_CHESSMAN = Chessman('黑子', 1, (45, 45, 45))
WHITE_CHESSMAN = Chessman('白子', 2, (219, 219, 219))

offset = [(1, 0), (0, 1), (1, 1), (1, -1)]


class Checkerboard:
  def __init__(self, line_points):
    self._line_points = line_points
    self._checkerboard = [[0] * line_points for _ in range(line_points)]

  def _get_checkerboard(self):
    return self._checkerboard

  checkerboard = property(_get_checkerboard)

  # 判断是否可落子
  def can_drop(self, point):
    return self._checkerboard[point.Y][point.X] == 0

  def drop(self, chessman, point):
    """
    落子
    :param chessman:
    :param point:落子位置
    :return:若该子落下之后即可获胜,则返回获胜方,否则返回 None
    """
    print(f'{chessman.Name} ({point.X}, {point.Y})')
    self._checkerboard[point.Y][point.X] = chessman.Value

    if self._win(point):
      print(f'{chessman.Name}获胜')
      return chessman

  # 判断是否赢了
  def _win(self, point):
    cur_value = self._checkerboard[point.Y][point.X]
    for os in offset:
      if self._get_count_on_direction(point, cur_value, os[0], os[1]):
        return True

  def _get_count_on_direction(self, point, value, x_offset, y_offset):
    count = 1
    for step in range(1, 5):
      x = point.X + step * x_offset
      y = point.Y + step * y_offset
      if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
        count += 1
      else:
        break
    for step in range(1, 5):
      x = point.X - step * x_offset
      y = point.Y - step * y_offset
      if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
        count += 1
      else:
        break

    return count >= 5

实现五子棋人机对战

import sys
import random
import pygame
from pygame.locals import *
import pygame.gfxdraw
from checkerboard import Checkerboard, BLACK_CHESSMAN, WHITE_CHESSMAN, offset, Point

SIZE = 30 # 棋盘每个点时间的间隔
Line_Points = 19 # 棋盘每行/每列点数
Outer_Width = 20 # 棋盘外宽度
Border_Width = 4 # 边框宽度
Inside_Width = 4 # 边框跟实际的棋盘之间的间隔
Border_Length = SIZE * (Line_Points - 1) + Inside_Width * 2 + Border_Width # 边框线的长度
Start_X = Start_Y = Outer_Width + int(Border_Width / 2) + Inside_Width # 网格线起点(左上角)坐标
SCREEN_HEIGHT = SIZE * (Line_Points - 1) + Outer_Width * 2 + Border_Width + Inside_Width * 2 # 游戏屏幕的高
SCREEN_WIDTH = SCREEN_HEIGHT + 200 # 游戏屏幕的宽

Stone_Radius = SIZE // 2 - 3 # 棋子半径
Stone_Radius2 = SIZE // 2 + 3
Checkerboard_Color = (0xE3, 0x92, 0x65) # 棋盘颜色
BLACK_COLOR = (0, 0, 0)
WHITE_COLOR = (255, 255, 255)
RED_COLOR = (200, 30, 30)
BLUE_COLOR = (30, 30, 200)

RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10


def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
  imgText = font.render(text, True, fcolor)
  screen.blit(imgText, (x, y))


def main():
  pygame.init()
  screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
  pygame.display.set_caption('五子棋')

  font1 = pygame.font.SysFont('SimHei', 32)
  font2 = pygame.font.SysFont('SimHei', 72)
  fwidth, fheight = font2.size('黑方获胜')

  checkerboard = Checkerboard(Line_Points)
  cur_runner = BLACK_CHESSMAN
  winner = None
  computer = AI(Line_Points, WHITE_CHESSMAN)

  black_win_count = 0
  white_win_count = 0

  while True:
    for event in pygame.event.get():
      if event.type == QUIT:
        sys.exit()
      elif event.type == KEYDOWN:
        if event.key == K_RETURN:
          if winner is not None:
            winner = None
            cur_runner = BLACK_CHESSMAN
            checkerboard = Checkerboard(Line_Points)
            computer = AI(Line_Points, WHITE_CHESSMAN)
      elif event.type == MOUSEBUTTONDOWN:
        if winner is None:
          pressed_array = pygame.mouse.get_pressed()
          if pressed_array[0]:
            mouse_pos = pygame.mouse.get_pos()
            click_point = _get_clickpoint(mouse_pos)
            if click_point is not None:
              if checkerboard.can_drop(click_point):
                winner = checkerboard.drop(cur_runner, click_point)
                if winner is None:
                  cur_runner = _get_next(cur_runner)
                  computer.get_opponent_drop(click_point)
                  AI_point = computer.AI_drop()
                  winner = checkerboard.drop(cur_runner, AI_point)
                  if winner is not None:
                    white_win_count += 1
                  cur_runner = _get_next(cur_runner)
                else:
                  black_win_count += 1
            else:
              print('超出棋盘区域')

    # 画棋盘
    _draw_checkerboard(screen)

    # 画棋盘上已有的棋子
    for i, row in enumerate(checkerboard.checkerboard):
      for j, cell in enumerate(row):
        if cell == BLACK_CHESSMAN.Value:
          _draw_chessman(screen, Point(j, i), BLACK_CHESSMAN.Color)
        elif cell == WHITE_CHESSMAN.Value:
          _draw_chessman(screen, Point(j, i), WHITE_CHESSMAN.Color)

    _draw_left_info(screen, font1, cur_runner, black_win_count, white_win_count)

    if winner:
      print_text(screen, font2, (SCREEN_WIDTH - fwidth)//2, (SCREEN_HEIGHT - fheight)//2, winner.Name + '获胜', RED_COLOR)

    pygame.display.flip()


def _get_next(cur_runner):
  if cur_runner == BLACK_CHESSMAN:
    return WHITE_CHESSMAN
  else:
    return BLACK_CHESSMAN


# 画棋盘
def _draw_checkerboard(screen):
  # 填充棋盘背景色
  screen.fill(Checkerboard_Color)
  # 画棋盘网格线外的边框
  pygame.draw.rect(screen, BLACK_COLOR, (Outer_Width, Outer_Width, Border_Length, Border_Length), Border_Width)
  # 画网格线
  for i in range(Line_Points):
    pygame.draw.line(screen, BLACK_COLOR,
             (Start_Y, Start_Y + SIZE * i),
             (Start_Y + SIZE * (Line_Points - 1), Start_Y + SIZE * i),
             1)
  for j in range(Line_Points):
    pygame.draw.line(screen, BLACK_COLOR,
             (Start_X + SIZE * j, Start_X),
             (Start_X + SIZE * j, Start_X + SIZE * (Line_Points - 1)),
             1)
  # 画星位和天元
  for i in (3, 9, 15):
    for j in (3, 9, 15):
      if i == j == 9:
        radius = 5
      else:
        radius = 3
      # pygame.draw.circle(screen, BLACK, (Start_X + SIZE * i, Start_Y + SIZE * j), radius)
      pygame.gfxdraw.aacircle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)
      pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)


# 画棋子
def _draw_chessman(screen, point, stone_color):
  # pygame.draw.circle(screen, stone_color, (Start_X + SIZE * point.X, Start_Y + SIZE * point.Y), Stone_Radius)
  pygame.gfxdraw.aacircle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)
  pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)


# 画左侧信息显示
def _draw_left_info(screen, font, cur_runner, black_win_count, white_win_count):
  _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2), BLACK_CHESSMAN.Color)
  _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2 * 4), WHITE_CHESSMAN.Color)

  print_text(screen, font, RIGHT_INFO_POS_X, Start_X + 3, '玩家', BLUE_COLOR)
  print_text(screen, font, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3 + 3, '电脑', BLUE_COLOR)

  print_text(screen, font, SCREEN_HEIGHT, SCREEN_HEIGHT - Stone_Radius2 * 8, '战况:', BLUE_COLOR)
  _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - int(Stone_Radius2 * 4.5)), BLACK_CHESSMAN.Color)
  _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - Stone_Radius2 * 2), WHITE_CHESSMAN.Color)
  print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - int(Stone_Radius2 * 5.5) + 3, f'{black_win_count} 胜', BLUE_COLOR)
  print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - Stone_Radius2 * 3 + 3, f'{white_win_count} 胜', BLUE_COLOR)


def _draw_chessman_pos(screen, pos, stone_color):
  pygame.gfxdraw.aacircle(screen, pos[0], pos[1], Stone_Radius2, stone_color)
  pygame.gfxdraw.filled_circle(screen, pos[0], pos[1], Stone_Radius2, stone_color)


# 根据鼠标点击位置,返回游戏区坐标
def _get_clickpoint(click_pos):
  pos_x = click_pos[0] - Start_X
  pos_y = click_pos[1] - Start_Y
  if pos_x < -Inside_Width or pos_y < -Inside_Width:
    return None
  x = pos_x // SIZE
  y = pos_y // SIZE
  if pos_x % SIZE > Stone_Radius:
    x += 1
  if pos_y % SIZE > Stone_Radius:
    y += 1
  if x >= Line_Points or y >= Line_Points:
    return None

  return Point(x, y)


class AI:
  def __init__(self, line_points, chessman):
    self._line_points = line_points
    self._my = chessman
    self._opponent = BLACK_CHESSMAN if chessman == WHITE_CHESSMAN else WHITE_CHESSMAN
    self._checkerboard = [[0] * line_points for _ in range(line_points)]

  def get_opponent_drop(self, point):
    self._checkerboard[point.Y][point.X] = self._opponent.Value

  def AI_drop(self):
    point = None
    score = 0
    for i in range(self._line_points):
      for j in range(self._line_points):
        if self._checkerboard[j][i] == 0:
          _score = self._get_point_score(Point(i, j))
          if _score > score:
            score = _score
            point = Point(i, j)
          elif _score == score and _score > 0:
            r = random.randint(0, 100)
            if r % 2 == 0:
              point = Point(i, j)
    self._checkerboard[point.Y][point.X] = self._my.Value
    return point

  def _get_point_score(self, point):
    score = 0
    for os in offset:
      score += self._get_direction_score(point, os[0], os[1])
    return score

  def _get_direction_score(self, point, x_offset, y_offset):
    count = 0  # 落子处我方连续子数
    _count = 0 # 落子处对方连续子数
    space = None  # 我方连续子中有无空格
    _space = None # 对方连续子中有无空格
    both = 0  # 我方连续子两端有无阻挡
    _both = 0  # 对方连续子两端有无阻挡

    # 如果是 1 表示是边上是我方子,2 表示敌方子
    flag = self._get_stone_color(point, x_offset, y_offset, True)
    if flag != 0:
      for step in range(1, 6):
        x = point.X + step * x_offset
        y = point.Y + step * y_offset
        if 0 <= x < self._line_points and 0 <= y < self._line_points:
          if flag == 1:
            if self._checkerboard[y][x] == self._my.Value:
              count += 1
              if space is False:
                space = True
            elif self._checkerboard[y][x] == self._opponent.Value:
              _both += 1
              break
            else:
              if space is None:
                space = False
              else:
                break  # 遇到第二个空格退出
          elif flag == 2:
            if self._checkerboard[y][x] == self._my.Value:
              _both += 1
              break
            elif self._checkerboard[y][x] == self._opponent.Value:
              _count += 1
              if _space is False:
                _space = True
            else:
              if _space is None:
                _space = False
              else:
                break
        else:
          # 遇到边也就是阻挡
          if flag == 1:
            both += 1
          elif flag == 2:
            _both += 1

    if space is False:
      space = None
    if _space is False:
      _space = None

    _flag = self._get_stone_color(point, -x_offset, -y_offset, True)
    if _flag != 0:
      for step in range(1, 6):
        x = point.X - step * x_offset
        y = point.Y - step * y_offset
        if 0 <= x < self._line_points and 0 <= y < self._line_points:
          if _flag == 1:
            if self._checkerboard[y][x] == self._my.Value:
              count += 1
              if space is False:
                space = True
            elif self._checkerboard[y][x] == self._opponent.Value:
              _both += 1
              break
            else:
              if space is None:
                space = False
              else:
                break  # 遇到第二个空格退出
          elif _flag == 2:
            if self._checkerboard[y][x] == self._my.Value:
              _both += 1
              break
            elif self._checkerboard[y][x] == self._opponent.Value:
              _count += 1
              if _space is False:
                _space = True
            else:
              if _space is None:
                _space = False
              else:
                break
        else:
          # 遇到边也就是阻挡
          if _flag == 1:
            both += 1
          elif _flag == 2:
            _both += 1

    score = 0
    if count == 4:
      score = 10000
    elif _count == 4:
      score = 9000
    elif count == 3:
      if both == 0:
        score = 1000
      elif both == 1:
        score = 100
      else:
        score = 0
    elif _count == 3:
      if _both == 0:
        score = 900
      elif _both == 1:
        score = 90
      else:
        score = 0
    elif count == 2:
      if both == 0:
        score = 100
      elif both == 1:
        score = 10
      else:
        score = 0
    elif _count == 2:
      if _both == 0:
        score = 90
      elif _both == 1:
        score = 9
      else:
        score = 0
    elif count == 1:
      score = 10
    elif _count == 1:
      score = 9
    else:
      score = 0

    if space or _space:
      score /= 2

    return score

  # 判断指定位置处在指定方向上是我方子、对方子、空
  def _get_stone_color(self, point, x_offset, y_offset, next):
    x = point.X + x_offset
    y = point.Y + y_offset
    if 0 <= x < self._line_points and 0 <= y < self._line_points:
      if self._checkerboard[y][x] == self._my.Value:
        return 1
      elif self._checkerboard[y][x] == self._opponent.Value:
        return 2
      else:
        if next:
          return self._get_stone_color(Point(x, y), x_offset, y_offset, False)
        else:
          return 0
    else:
      return 0


if __name__ == '__main__':
  main()

运行效果如下:

python实现五子棋程序

python实现五子棋人人对战

import sys
import pygame
from pygame.locals import *
import pygame.gfxdraw
from checkerboard import Checkerboard, BLACK_CHESSMAN, WHITE_CHESSMAN, Point

SIZE = 30 # 棋盘每个点时间的间隔
Line_Points = 19 # 棋盘每行/每列点数
Outer_Width = 20 # 棋盘外宽度
Border_Width = 4 # 边框宽度
Inside_Width = 4 # 边框跟实际的棋盘之间的间隔
Border_Length = SIZE * (Line_Points - 1) + Inside_Width * 2 + Border_Width # 边框线的长度
Start_X = Start_Y = Outer_Width + int(Border_Width / 2) + Inside_Width # 网格线起点(左上角)坐标
SCREEN_HEIGHT = SIZE * (Line_Points - 1) + Outer_Width * 2 + Border_Width + Inside_Width * 2 # 游戏屏幕的高
SCREEN_WIDTH = SCREEN_HEIGHT + 200 # 游戏屏幕的宽

Stone_Radius = SIZE // 2 - 3 # 棋子半径
Stone_Radius2 = SIZE // 2 + 3
Checkerboard_Color = (0xE3, 0x92, 0x65) # 棋盘颜色
BLACK_COLOR = (0, 0, 0)
WHITE_COLOR = (255, 255, 255)
RED_COLOR = (200, 30, 30)
BLUE_COLOR = (30, 30, 200)
BLACK_STONE_COLOR = (45, 45, 45)
WHITE_STONE_COLOR = (219, 219, 219)

RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10


def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
  imgText = font.render(text, True, fcolor)
  screen.blit(imgText, (x, y))


def main():
  pygame.init()
  screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
  pygame.display.set_caption('五子棋')

  font1 = pygame.font.SysFont('SimHei', 36)
  font2 = pygame.font.SysFont('SimHei', 72)
  fwidth, fheight = font2.size('黑方获胜')

  checkerboard = Checkerboard(Line_Points)
  cur_runner = BLACK_CHESSMAN
  winner = None

  while True:
    for event in pygame.event.get():
      if event.type == QUIT:
        sys.exit()
      elif event.type == KEYDOWN:
        if event.key == K_RETURN:
          if winner is not None:
            winner = None
            cur_runner = BLACK_CHESSMAN
            checkerboard = Checkerboard(Line_Points)
      elif event.type == MOUSEBUTTONDOWN:
        if winner is None:
          pressed_array = pygame.mouse.get_pressed()
          if pressed_array[0]:
            mouse_pos = pygame.mouse.get_pos()
            click_point = _get_clickpoint(mouse_pos)
            if click_point is not None:
              if checkerboard.can_drop(click_point):
                winner = checkerboard.drop(cur_runner, click_point)
                if cur_runner == BLACK_CHESSMAN:
                  cur_runner = WHITE_CHESSMAN
                else:
                  cur_runner = BLACK_CHESSMAN
            else:
              print('超出棋盘区域')

    # 画棋盘
    _draw_checkerboard(screen)

    # 画棋盘上已有的棋子
    for i, row in enumerate(checkerboard.checkerboard):
      for j, cell in enumerate(row):
        if cell == BLACK_CHESSMAN.Value:
          _draw_chessman(screen, Point(j, i), BLACK_CHESSMAN.Color)
        elif cell == WHITE_CHESSMAN.Value:
          _draw_chessman(screen, Point(j, i), WHITE_CHESSMAN.Color)

    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + 20), BLACK_STONE_COLOR)
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + 20 + Stone_Radius2 * 3), WHITE_STONE_COLOR)

    if winner:
      print_text(screen, font2, (SCREEN_WIDTH - fwidth)//2, (SCREEN_HEIGHT - fheight)//2, winner.Name + '获胜', RED_COLOR)

    if cur_runner == BLACK_CHESSMAN:
      print_text(screen, font1, RIGHT_INFO_POS_X, Start_X, '获胜' if winner else '落子中', BLUE_COLOR)
    else:
      print_text(screen, font1, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3, '获胜' if winner else '落子中', BLUE_COLOR)

    pygame.display.flip()


# 画棋盘
def _draw_checkerboard(screen):
  # 填充棋盘背景色
  screen.fill(Checkerboard_Color)
  # 画棋盘网格线外的边框
  pygame.draw.rect(screen, BLACK_COLOR, (Outer_Width, Outer_Width, Border_Length, Border_Length), Border_Width)
  # 画网格线
  for i in range(Line_Points):
    pygame.draw.line(screen, BLACK_COLOR,
             (Start_Y, Start_Y + SIZE * i),
             (Start_Y + SIZE * (Line_Points - 1), Start_Y + SIZE * i),
             1)
  for j in range(Line_Points):
    pygame.draw.line(screen, BLACK_COLOR,
             (Start_X + SIZE * j, Start_X),
             (Start_X + SIZE * j, Start_X + SIZE * (Line_Points - 1)),
             1)
  # 画星位和天元
  for i in (3, 9, 15):
    for j in (3, 9, 15):
      if i == j == 9:
        radius = 5
      else:
        radius = 3
      # pygame.draw.circle(screen, BLACK, (Start_X + SIZE * i, Start_Y + SIZE * j), radius)
      pygame.gfxdraw.aacircle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)
      pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)


# 画棋子
def _draw_chessman(screen, point, stone_color):
  # pygame.draw.circle(screen, stone_color, (Start_X + SIZE * point.X, Start_Y + SIZE * point.Y), Stone_Radius)
  pygame.gfxdraw.aacircle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)
  pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)


def _draw_chessman_pos(screen, pos, stone_color):
  pygame.gfxdraw.aacircle(screen, pos[0], pos[1], Stone_Radius2, stone_color)
  pygame.gfxdraw.filled_circle(screen, pos[0], pos[1], Stone_Radius2, stone_color)


# 根据鼠标点击位置,返回游戏区坐标
def _get_clickpoint(click_pos):
  pos_x = click_pos[0] - Start_X
  pos_y = click_pos[1] - Start_Y
  if pos_x < -Inside_Width or pos_y < -Inside_Width:
    return None
  x = pos_x // SIZE
  y = pos_y // SIZE
  if pos_x % SIZE > Stone_Radius:
    x += 1
  if pos_y % SIZE > Stone_Radius:
    y += 1
  if x >= Line_Points or y >= Line_Points:
    return None

  return Point(x, y)


if __name__ == '__main__':
  main()

运行效果

python实现五子棋程序

更多有趣的经典小游戏实现专题,分享给大家:

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三水点靠木。

Python 相关文章推荐
python中__call__内置函数用法实例
Jun 04 Python
用Python写一个无界面的2048小游戏
May 24 Python
python并发编程之线程实例解析
Dec 27 Python
浅谈numpy库的常用基本操作方法
Jan 09 Python
Python 中的Selenium异常处理实例代码
May 03 Python
python使用requests模块实现爬取电影天堂最新电影信息
Apr 03 Python
python 杀死自身进程的实现方法
Jul 01 Python
用Python实现校园通知更新提醒功能
Nov 23 Python
解决torch.autograd.backward中的参数问题
Jan 07 Python
使用python批量转换文件编码为UTF-8的实现
Apr 03 Python
Python Selenium异常处理的实例分析
Feb 28 Python
OpenCV-Python实现轮廓拟合
Jun 08 Python
opencv python 图片读取与显示图片窗口未响应问题的解决
Apr 24 #Python
jupyter notebook oepncv 显示一张图像的实现
Apr 24 #Python
不到20行实现Python代码即可制作精美证件照
Apr 24 #Python
python 画条形图(柱状图)实例
Apr 24 #Python
python模拟哔哩哔哩滑块登入验证的实现
Apr 24 #Python
200行python代码实现贪吃蛇游戏
Apr 24 #Python
python Canny边缘检测算法的实现
Apr 24 #Python
You might like
用 php 编写的日历
2006/10/09 PHP
比较全的PHP 会话(session 时间设定)使用入门代码
2008/06/05 PHP
PHP学习之字符串比较和查找
2011/04/17 PHP
php字符串分割函数用法实例
2015/03/17 PHP
详解Window7 下开发php扩展
2015/12/31 PHP
PHP常用函数之格式化时间操作示例
2019/10/21 PHP
js 解决“options为空或不是对象”
2008/12/22 Javascript
12种不宜使用的Javascript语法整理
2013/11/04 Javascript
js+css实现文字散开重组动画特效代码分享
2015/08/21 Javascript
IE中document.createElement的iframe无法设置属性name的解决方法
2015/09/14 Javascript
JS表格组件神器bootstrap table详解(强化版)
2016/05/26 Javascript
利用JQuery直接调用asp.net后台的简单方法
2016/10/27 Javascript
Vue.js实现在下拉列表区域外点击即可关闭下拉列表的功能(自定义下拉列表)
2017/05/30 Javascript
echarts整合多个类似option的方法实例
2018/07/10 Javascript
node.js微信小程序配置消息推送的实现
2019/02/13 Javascript
微信小程序picker组件关于objectArray数据类型的绑定方法
2019/03/13 Javascript
详解Vue-Router源码分析路由实现原理
2019/05/15 Javascript
用 js 写一个 js 解释器过程详解
2019/08/02 Javascript
Vue监听滚动实现锚点定位(双向)示例
2019/11/13 Javascript
详解vue路由
2020/08/05 Javascript
详解Python编程中对Monkey Patch猴子补丁开发方式的运用
2016/05/27 Python
使用Python对Csv文件操作实例代码
2017/05/12 Python
浅谈python数据类型及类型转换
2017/12/18 Python
pytorch中的上采样以及各种反操作,求逆操作详解
2020/01/03 Python
SVG实现多彩圆环倒计时效果的示例代码
2017/11/21 HTML / CSS
墨西哥巴士车票在线购买:ClickBus
2018/03/27 全球购物
老师推荐信
2013/10/28 职场文书
十八大演讲稿
2014/05/22 职场文书
责任书范本
2014/08/25 职场文书
党员干部群众路线教育实践活动个人对照检查材料
2014/09/23 职场文书
课外活动总结
2015/02/04 职场文书
专家推荐信范文
2015/03/26 职场文书
文艺节目主持词
2015/07/06 职场文书
员工试用期工作总结
2019/06/20 职场文书
Python编程源码报错解决方法总结经验分享
2021/10/05 Python
MYSQL中文乱码问题的解决方案
2022/06/14 MySQL