pygame实现雷电游戏雏形开发


Posted in Python onNovember 20, 2018

本文实例为大家分享了pygame实现雷电游戏开发代码,供大家参考,具体内容如下

源代码:

stars.py

#-*- coding=utf-8 -*-
#!/usr/bin/python
 
import pygame
from pygame.locals import *
from random import randint
import math
 
class Star(object):
  def __init__(self, x, y, speed, color=(255,255,255)):
 
    self.x = x
    self.y = y
    self.speed = speed
    self.color = color
 
class Stars(object):
  '''
    用于绘制星星背景
  '''
  def __init__(self, num = 0, SCREEN_SIZE=(800,600), color=(255,255,255)):
    self.stars = []
    self.MIN_SPEED = 10
    self.MAX_SPEED = 300
    self.SCREEN_SIZE = SCREEN_SIZE
    if num > 0:
      self.create_star(num, color)
 
  def set_min_speed(self,speed):
    self.MIN_SPEED = speed
  def set_max_speed(self,speed):
    self.MAX_SPEED = speed
 
  def create_star(self,num = 1, color = (255,255,255)):
    '''创建一个或多个星星,颜色可选'''
    for i in xrange(0,num):
      x = float(randint(0, self.SCREEN_SIZE[0]))
      y = float(randint(0, self.SCREEN_SIZE[1]))
      speed = float(randint(self.MIN_SPEED, self.MAX_SPEED))
      self.stars.append( Star(x, y, speed, color) )
 
  def move(self,time_passed_seconds):
    '''移动星星并过滤'''
    for star in self.stars:
      star.y = star.y + time_passed_seconds * star.speed
    #过滤跑出画面的星星
    self.stars = filter(lambda one: one.y<=self.SCREEN_SIZE[1], self.stars)
 
  def draw(self, surface):
    '''将星星画到指定图像对象'''
    for star in self.stars:
      #pygame.draw.aaline(surface, star.color,\
      #    (star.x, star.y), (star.x+1., star.y))
      surface.set_at((int(star.x),int(star.y)),star.color)
 
 
def test():
 
  pygame.init()
  screen = pygame.display.set_mode((800, 600)) #, FULLSCREEN)
 
  stars = Stars()
  #stars.set_max_speed(1000)
  #stars.set_min_speed(300)
 
  # 在第一帧,画上一些星星
  stars.create_star(200)
   
  clock = pygame.time.Clock()
 
  white = (255, 255, 255)
   
  while True:
 
    for event in pygame.event.get():
      if event.type == QUIT:
        return
      if event.type == KEYDOWN:
        return
 
    time_passed = clock.tick(30)
    time_passed_seconds = time_passed / 1000.
 
    #update_background(stars, screen, time_passed_seconds)
    # 增加一颗新的星星
    stars.create_star(1)
    stars.move(time_passed_seconds)
 
    screen.fill((0, 0, 0))
 
    # 绘制所有的星
    stars.draw(screen)
 
    pygame.display.update()
 
if __name__ == "__main__":
  test()

game.py

#-*- coding=utf-8 -*-
#!/usr/bin/python
 
import pygame
from pygame.locals import *
from random import randint
#from gameobjects import vector2
import math
import time
 
SCREEN_RECT = pygame.Rect(0,0,800,600)
 
class Player(pygame.sprite.Sprite):
  '''玩家类'''
  speed = 10
  images = []
  def __init__(self):
    pygame.sprite.Sprite.__init__(self, self.containers)
    self.image = Player.images[0]
    self.rect = self.image.get_rect(midbottom=SCREEN_RECT.midbottom)
    self.health= 4
    #self.time = 0
    #self.reloading = False
 
  #def update(self, time_passed_seconds=0.0): if not self.reloading: super(Player,self).update(time_passed_seconds) else: self.time += time_passed_seconds if self.time > 1.5: print self.time self.time = 0.0 self.reloading = False self.groups()[0].remove(self)
 
  def move(self, directions):
    '''移动,direction == 'up' or 'down' or 'left' or 'right' '''
    for direction in directions:
      if direction == 'up':
        self.rect.move_ip(0, -1 * Player.speed)
      elif direction == 'down':
        self.rect.move_ip(0, 1 * Player.speed)
      elif direction == 'left':
        self.rect.move_ip(-1 * Player.speed, 0)
      elif direction == 'right':
        self.rect.move_ip(1 * Player.speed, 0)
      else:
        print 'argument error'
        return None
    self.rect.clamp_ip(SCREEN_RECT)
 
  def shoted_and_live(self, harm):
    '''被攻击处理,依然存活返回True,否则返回False'''
    self.health -= harm
    if self.health <= 0:
      return False
    else:
      return True
 
  def attack_pos(self):
    return self.rect.x + self.rect.width / 2, self.rect.y
 
class Shot(pygame.sprite.Sprite):
  '''通用子弹类'''
  speed_tab = [ 13, 13, 26, 30 ]
  #子弹攻击力表
  harm_tab = [ 1, 2 , 3, 12]
  images  = []
  #子弹大小表
  shot_size = []
  def __init__(self, pos, angle, id=1 ):
    '''pos为射出位置
      angle参数为子弹射出的方向角度,以12点钟方向为0度,逆时针增大'''
    pygame.sprite.Sprite.__init__(self, self.containers)
    self.id  = id
    self.angle = angle
    self.speed = Shot.speed_tab[id-1]
    self.harm = Shot.harm_tab[id-1]
    self.image = pygame.transform.scale(Shot.images[id-1], Shot.shot_size[id-1])
    self.image = pygame.transform.rotate(self.image, angle)
    self.rect = self.image.get_rect(midbottom=pos)
 
  def update(self,time_passed_seconds=0.0):
    radian = self.angle / 180.0 * math.pi
    self.rect.move_ip(math.sin(radian) * -self.speed,\
        -self.speed * math.cos(radian) )
    if self.rect.x+self.rect.width < 0 or\
        self.rect.x > SCREEN_RECT.width or\
        self.rect.y+self.rect.height < 0 or\
        self.rect.y > SCREEN_RECT.height:
      self.kill()
 
class AlienShot(Shot):
  '''
    敌方子弹类
    为了对象分组专为敌人的子弹使用一个新类,并定制子弹射速
  '''
  def __init__(self, pos, angle, id=1, speed=20 ):
    Shot.__init__(self, pos, angle, id)
    self.speed = speed
 
def SectorShot(pos, shot_id):
  '''扇形子弹的封装'''
  Shot(pos, 0, shot_id)
  Shot(pos, 15, shot_id)
  Shot(pos, 30, shot_id)
  Shot(pos, 45, shot_id)
  Shot(pos, 315,shot_id)
  Shot(pos, 330,shot_id)
  Shot(pos, 345,shot_id)
 
 
def CommonShot(pos, shot_id):
  '''常规子弹'''
  Shot(pos, 0, shot_id)
 
class Alien(pygame.sprite.Sprite):
  '''通用敌人类'''
  #默认速度表,速度为像素/秒
  speed_tab = [ 400, 200, 200 ]
  images= []
  #用于射击间隔
  times = [0.15, 0.3, 0.4]
  
  def __init__(self, id=1, health=5):
    pygame.sprite.Sprite.__init__(self, self.containers)
    self.id   = id
    self.speed = Alien.speed_tab[id-1]
    self.health = health
    self.image = Alien.images[id-1]
    self.rect  = self.image.get_rect()
    self.rect.topleft = (randint(0, SCREEN_RECT.width-self.rect.width),0)
 
    self.move_tab = [ self.move_line, self.move_circle, self.move_curve ]
    #用于射击的时间计算
    self.time  = 0.0
 
  def update(self, time_passed_seconds=0.0):
    self.move_tab[self.id-1](time_passed_seconds)
    if self.rect.x < 0 or self.rect.x > SCREEN_RECT.width or self.rect.y < 0 or self.rect.y > SCREEN_RECT.height:
      self.kill()
    self.time += time_passed_seconds
    if self.time > Alien.times[self.id-1]:
      self.time = 0.0
      if self.id == 1:
        AlienShot(self.attack_pos(), 180, 1, 30)
      elif self.id == 2:
        AlienShot(self.attack_pos(), 120, 1, 10)
        AlienShot(self.attack_pos(), 150, 1, 10)
        AlienShot(self.attack_pos(), 180, 1, 10)
        AlienShot(self.attack_pos(), 210, 1, 10)
        AlienShot(self.attack_pos(), 240, 1, 10)
      elif self.id == 3:
        AlienShot(self.attack_pos(), 180, 2, 10)
 
 
  def shoted_and_live(self, harm):
    '''被攻击处理,依然存活返回True,否则返回False'''
    self.health -= harm
    if self.health <= 0:
      return False
    else:
      return True
 
  def move_line(self, time_passed_seconds):
    self.rect.move_ip(0, self.speed * time_passed_seconds)
 
  def move_circle(self, time_passed_seconds):
    if not hasattr(self, 'angle'):
      self.angle = 180
    else:
      self.angle = self.angle+time_passed_seconds*360
    if not hasattr(self, 'radius'):
      self.radius = 60
    if not hasattr(self, 'center'):
      x = self.rect.x+self.radius if self.rect.x < self.radius else self.rect.x-self.radius
      self.center = [ x, 0+self.radius]
    self.center[1] += 2
    new_pos = self.__circle_next( self.center, self.radius, self.angle) 
    #self.rect.move_ip(new_pos[0], new_pos[1])
    self.rect.x, self.rect.y = new_pos[0], new_pos[1]
 
  def __circle_next(self, center, radius, angle):
    x = math.sin(angle/180.0*math.pi) * radius + center[0]
    y = math.cos(angle/180.0*math.pi) * radius + center[1]
    return x, y
 
  def move_curve(self, time_passed_seconds):
    if not hasattr(self, 'ray'):
      self.ray = self.rect.x
    if not hasattr(self, 'angle'):
      self.angle = 0
    else:
      self.angle = self.angle + time_passed_seconds * 360
    if not hasattr(self, 'curve_width'):
      self.curve_width = 50
    x = math.sin(self.angle/180*math.pi) * self.curve_width + self.ray
    y = self.rect.y + self.speed * time_passed_seconds
    self.rect.x, self.rect.y = x, y
 
  def attack_pos(self):
    return self.rect.x + self.rect.width / 2, self.rect.y + self.rect.height
  
class Explosion(pygame.sprite.Sprite):
  '''爆炸类'''
  #用于存储爆炸图像每帧的坐标
  areas = [\
(0,0,104,135), (104,0,104,135), (208,0,104,135),(312,0,104,135),(416,0,94,135),\
(0,135,102,112),(102,135,102,112),(204,135,102,112),(306,135,102,112),(408,135,102,112),\
(0,247,108,144),(108,247,100,144),(208,247,102,144),(310,247,100,144),(412,247,98,144),\
(0,400,95,100) ]
  images = []
  
  def __init__(self, pos, id=1, areas=None):
    pygame.sprite.Sprite.__init__(self, self.containers)
    self.pos = pos
    self.fps = 0
    self.image_data = Explosion.images[id-1]
    if areas is not None:
      self.areas = areas
 
    self.update()
 
 
  def update(self, time_passed_seconds=0.0):
    self.rect = pygame.Rect(self.areas[self.fps])
    self.image = self.image_data.subsurface(Rect(self.areas[self.fps]))
    self.rect.topleft = self.pos
    self.fps += 1
    if self.fps >= len(self.areas):
      self.kill()
 
class Score(pygame.sprite.Sprite):
 
  score = 0
  health= 0
  life = 0
  def __init__(self, font_type = "文泉驿点阵正黑"):
    pygame.sprite.Sprite.__init__(self)
    self.font = pygame.font.SysFont(font_type, 20)
    self.color= (255,255,255)
    self.msg = u"得分:%d\n生命:%d"
    self.update()
    self.rect = self.image.get_rect()
    self.rect.topleft = (10,10)
 
  def update(self, time_passed_seconds=0.0):
    self.msg = u"生命:%d  得分:%d"% (Score.life, Score.score)
    self.image = self.font.render(self.msg, True, self.color)

main.py

#-*- coding=utf-8 -*-
#!/usr/bin/python
 
import os
import time
import pygame
from pygame.locals import *
from random import randint
 
import stars 
from game import *
 
#默认星空的速度
default_stars_speed = (50, 300)
#子弹种数和当前子弹ID,以及对应的子弹大小、发射频率(个/秒)
SHOT_NUM = 4
shot_id = 1
shot_size= [(2,9), (16, 16), (19,14), (99,120)]
shot_rate= [ 0.15, 0.3, 0.10, 0.7 ]
 
dest_area = [\
(0,0,104,135), (104,0,104,135), (208,0,104,135),(312,0,104,135),(416,0,104,135),\
(0,135,102,112),(102,135,102,112),(204,135,102,112),(306,135,102,112),(408,135,102,112),\
(0,247,108,144),(108,247,100,144),(208,247,102,144),(310,247,100,144),(412,247,98,144),\
(0,400,95,100) ]
 
star_bmg = []
def update_background(stars, screen, time_passed_seconds):
  '''在指定图像上生成一些星星并移动,绘制'''
  stars.create_star(2,(randint(0,255),randint(0,255),randint(0,255)))
  #stars.create_star(1,(255,255,255))
  stars.move(time_passed_seconds)
  screen.fill((0, 0, 0))
  stars.draw(screen) 
  #screen.blit(star_bmg[0],(100,100))
  #screen.blit(star_bmg[1],(100,100))
 
def load_image(file, alpha=False):
  '''加载一张图片,可指定是否为alpha转换'''
  file = 'data/image/' + file
  try:
    surface = pygame.image.load(file)
  except pygame.error:
    raise SystemExit('加载图像 "%s" 失败 %s' % (file, pygame.get_error()) )
  if alpha:
    return surface.convert_alpha()
  return surface.convert()
 
def load_sound(file):
  file = 'data/music/' + file
  try:
    sound = pygame.mixer.Sound(file)
    return sound
  except pygame.error:
    print ('加载音乐 "%s" 失败' % file)
  return None
 
def main():
  global shot_id 
  global star_bmg
 
  pygame.mixer.pre_init(44100, -16, 2, 4096)
  pygame.init()
  screen = pygame.display.set_mode((800, 600)) #, FULLSCREEN)
 
  #加载各种资源数据
  image_list    = os.listdir('data/image')
  image_list.sort()
  Player.images   = [ load_image(file,True) for file in image_list if 'player' in file ]
  Alien.images   = [ pygame.transform.rotate(load_image(file,True),180)\
              for file in image_list if 'alien' in file ]
  Shot.images    = [ load_image(file,True) for file in image_list if 'shot'  in file ]
  star_bmg     = [ load_image(file,True) for file in image_list if 'star' in file ]
 
  Shot.shot_size  = shot_size
  shot_sound    = load_sound('shot2.wav')
  Explosion.images = [ load_image(file,True) for file in image_list if 'explosion' in file ]
  explosion_sound1 = load_sound('explosion1.wav')
  explosion_sound2 = load_sound('explosion2.wav')
  change_shot_sound = load_sound('change_shot.wav')
  alarm_sound    = load_sound('alarm.wav')
  #加载并播放BGM
  pygame.mixer.music.load('data/music/bgm01.ogg')
  pygame.mixer.music.play(-1)
 
  # 初始化并生成一些星星
  world = stars.Stars(200)
  world.set_min_speed(default_stars_speed[0])
  world.set_max_speed(default_stars_speed[1])
 
  #为各种游戏对象分组,all组存储了所有游戏对象
  shots = pygame.sprite.Group() #玩家的子弹和敌人的子弹分成2组
  alien_shots = pygame.sprite.Group() 
  aliens= pygame.sprite.Group()
  explosions = pygame.sprite.Group()
  all  = pygame.sprite.Group()
 
  Player.containers = all
  Alien.containers = aliens, all
  Shot.containers  = shots, all
  AlienShot.containers = alien_shots, all
  Explosion.containers = explosions, all
 
  player = Player()
 
  #玩家生命数,重载标志和重载时间
  life  = 3
  reloading = False
  reloading_time = 1.5
 
  Score.score = 0
  Score.life = life
  score = Score()
  all.add(score)
  #无敌标志,重生后需要进入一段无敌时间
  iamyourdaddy = False
 
  clock = pygame.time.Clock()
  prev_time = 0.0
   
  while life or len(explosions.sprites())>0:
    allkill=None 
    for event in pygame.event.get():
      if event.type == QUIT:
        return
      if event.type == KEYDOWN and event.key == K_ESCAPE:
        return
      if event.type == KEYDOWN:
        #处理子弹切换
        if event.key == K_TAB:
          shot_id = shot_id % SHOT_NUM + 1
          change_shot_sound.play()
        elif event.key == K_x:
          for alien in aliens:
            alien.kill()
            explosion_sound2.play()
            Explosion(alien.rect.topleft)
          for shot in alien_shots:
            shot.kill()
            explosion_sound2.play()
            Explosion(shot.rect.topleft)
 
    keystate = pygame.key.get_pressed()
    time_passed = clock.tick(30)
    time_passed_seconds = time_passed / 1000.
 
    update_background(world, screen, time_passed_seconds)
    #all.clear(screen, screen)
    all.update(time_passed_seconds)
 
    #处理方向控制
    direct = []
    if keystate[K_UP]:
      direct.append('up')
      #模拟加速星空
      world.set_min_speed(default_stars_speed[0] * 10)
      world.set_max_speed(default_stars_speed[1] * 2)
    if keystate[K_DOWN]:
      direct.append('down')
      #模拟减速星空
      world.set_min_speed(10)
      world.set_max_speed(default_stars_speed[1] / 2)
    if keystate[K_LEFT]:
      direct.append('left')
    if keystate[K_RIGHT]:
      direct.append('right')
    player.move(direct)
    #若不是上下则恢复默认速度
    if not (keystate[K_UP] or keystate[K_DOWN]):
      world.set_min_speed(default_stars_speed[0])
      world.set_max_speed(default_stars_speed[1])
 
    #处理攻击行为,用攻击间隔控制频率
    if not reloading and keystate[K_SPACE]:
      if time.time()-prev_time > shot_rate[shot_id-1]:
        #第二个参数为射出角度,以12点钟方向为0度逆时针变大
        #Shot(player.attack_pos(), 45, shot_id)
        if shot_id==1:
          SectorShot(player.attack_pos(), shot_id)
        else:
          CommonShot(player.attack_pos(), shot_id)
        shot_sound.play()
        #Explosion(player.attack_pos())
        prev_time = time.time()
 
    #随机生成敌人,不同敌人血量不同
    n = randint(0,100)
    if n==1: 
      Alien(1,3)
    elif n==2:
      Alien(2,5)
    elif n==3:
      Alien(3,5)
 
    #处理玩家子弹与敌方的碰撞,碰撞字典键为第一个组的对象,值为第二个组的对象列表
    collide_dict = pygame.sprite.groupcollide(aliens,shots,False,False)
    for alien in collide_dict:
      for shot in collide_dict[alien]:
        if shot_id!=4:
          shot.kill()
        explosion_sound1.play()
        harm = shot.harm
        if not alien.shoted_and_live(harm):
          Score.score += 1
          alien.kill()
          explosion_sound2.play()
          Explosion(alien.rect.topleft)
 
    #检测无敌时间是否结束
    if iamyourdaddy:
      wait += time_passed_seconds
      if wait > 1.5:
        iamyourdaddy = False
        wait = 0.0
 
    #如果玩家处于重生中则不检测玩家碰撞
    if not reloading:
      #处理玩家与敌人的碰撞
      for alien in pygame.sprite.spritecollide(player, aliens,True):
        explosion_sound2.play()
        Explosion(alien.rect.topleft)
        if iamyourdaddy:
          pass
        else:
          alarm_sound.play(2)
 
          Explosion(player.rect.topleft)
          Score.score += 1
          Score.life -= 1
          player.kill()
          reloading = True
          wait = 0.0
          life -= 1
 
    if not reloading:
      #处理玩家与敌方子弹的碰撞
      for shot in pygame.sprite.spritecollide(player, alien_shots, True):
        explosion_sound1.play()
        harm = shot.harm
        if iamyourdaddy:
          pass
        elif not player.shoted_and_live(harm):
          alarm_sound.play(2)
 
          explosion_sound2.play()
          Explosion(player.rect.topleft)
          Score.life -= 1
          player.kill()
          reloading = True
          wait = 0.0
          life -= 1
 
    #处理子弹与子弹的碰撞
    if shot_id==4:
      collide_dict = pygame.sprite.groupcollide(alien_shots,shots,True,False)
      for alien_shot in collide_dict:
        explosion_sound2.play()
        Explosion(alien_shot.rect.topleft)
 
    #死亡后重置玩家,生命数-1
    if reloading: 
      wait += time_passed_seconds 
      if wait > reloading_time: 
        reloading = False 
        player = Player()
        wait = 0.0
        #进入无敌模式
        iamyourdaddy = True
 
    # 增加一颗新的星星
    #stars.create_star(1)
    #stars.move(time_passed_seconds)
    #screen.fill((0, 0, 0))
    # 绘制所有的星
    #stars.draw(screen)
    #screen.blit(image,(300,300))
    all.draw(screen)
    pygame.display.update()
 
  #绘制结束画面
  #设置字体
  font = pygame.font.SysFont("文泉驿点阵正黑", 80)
  end = font.render(u"YOU LOST!!!", True, (255,0,0))
  screen.blit(end, (180, 270))
  pygame.display.update()
  time.sleep(2.5)
 
if __name__ == "__main__":
  main()

测试画面:

pygame实现雷电游戏雏形开发

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基于pygame实现响应游戏中事件的方法(附源码)
Nov 11 Python
Python的Django REST框架中的序列化及请求和返回
Apr 11 Python
Tensorflow简单验证码识别应用
May 25 Python
python实现TF-IDF算法解析
Jan 02 Python
python实现简易版计算器
Jun 22 Python
Python二维码生成识别实例详解
Jul 16 Python
PyCharm GUI界面开发和exe文件生成的实现
Mar 04 Python
python学习将数据写入文件并保存方法
Jun 07 Python
Python turtle库的画笔控制说明
Jun 28 Python
Python2.6版本pip安装步骤解析
Aug 17 Python
python3爬虫GIL修改多线程实例讲解
Nov 24 Python
教你使用Python获取QQ音乐某个歌手的歌单
Apr 03 Python
pygame游戏之旅 游戏中添加显示文字
Nov 20 #Python
pygame游戏之旅 添加键盘按键的方法
Nov 20 #Python
pygame游戏之旅 载入小车图片、更新窗口
Nov 20 #Python
一文带你了解Python中的字符串是什么
Nov 20 #Python
pygame游戏之旅 创建游戏窗口界面
Nov 20 #Python
pygame游戏之旅 python和pygame安装教程
Nov 20 #Python
python2和python3的输入和输出区别介绍
Nov 20 #Python
You might like
在同一窗体中使用PHP来处理多个提交任务
2008/05/08 PHP
php计算程序运行时间的简单例子分享
2014/05/10 PHP
微信公众平台开发之配置与请求
2015/08/26 PHP
javascript 嵌套的函数(作用域链)
2010/03/15 Javascript
location.href 在IE6中不跳转的解决方法与推荐使用代码
2010/07/08 Javascript
js 代码优化点滴记录
2012/02/19 Javascript
javascript阻止scroll事件多次执行的思路及实现
2013/11/08 Javascript
jQuery添加/改变/移除CSS类及判断是否已经存在CSS
2014/08/20 Javascript
分享9点个人认为比较重要的javascript 编程技巧
2015/04/27 Javascript
Javascript实现汉字和拼音互转的终极方案
2016/10/19 Javascript
jQuery Easyui datagrid行内实现【添加】、【编辑】、【上移】、【下移】
2016/12/19 Javascript
基于JavaScript实现带数据验证和复选框的表单提交
2017/08/23 Javascript
JavaScript代码执行的先后顺序问题
2017/10/29 Javascript
纯js封装的ajax功能函数与用法示例
2018/05/14 Javascript
mpvue微信小程序的接口请求fly全局拦截代码实例
2019/11/13 Javascript
微信小程序自定义yPicker组件实现省市区三级联动功能
2020/10/29 Javascript
在Pycharm中修改文件默认打开方式的方法
2019/01/17 Python
Python实现深度遍历和广度遍历的方法
2019/01/22 Python
详解Python 调用C# dll库最简方法
2019/06/20 Python
Python json读写方式和字典相互转化
2020/04/18 Python
解决python图像处理图像赋值后变为白色的问题
2020/06/04 Python
CSS3动画之流彩文字效果+图片模糊效果+边框伸展效果实现代码合集
2017/08/18 HTML / CSS
CSS3实现多背景展示效果通过CSS3定位多张背景
2014/08/10 HTML / CSS
HTML5 表单验证失败的提示语问题
2017/07/13 HTML / CSS
THE OUTNET英国官网:国际设计师品牌折扣网站
2016/08/14 全球购物
OnePlus加拿大官网:中国国际化手机品牌
2020/10/13 全球购物
园林毕业生自我鉴定范文
2013/12/29 职场文书
大学生学业生涯规划
2014/01/05 职场文书
同学会主持词
2014/03/18 职场文书
项目合作意向书范本
2014/04/01 职场文书
临床医师个人自我评价
2014/04/06 职场文书
2015年财务试用期工作总结
2014/12/24 职场文书
2015年上半年物业工作总结
2015/03/30 职场文书
党员进社区活动总结
2015/05/07 职场文书
朋友聚会祝酒词
2015/08/10 职场文书
新手,如何业余时间安排好写作、提高写作能力?
2019/10/21 职场文书