python+pygame实现坦克大战小游戏的示例代码(可以自定义子弹速度)


Posted in Python onAugust 11, 2020
  • python+pygame实现坦克大战小游戏—可以自定义子弹速度:
  • 运行环境?python3.7、pycharm;
  • 源码需要请:点赞留言邮箱;
  • 正常版子弹速度:

python+pygame实现坦克大战小游戏的示例代码(可以自定义子弹速度)

普通速度版

加速版子弹速度:

python+pygame实现坦克大战小游戏的示例代码(可以自定义子弹速度)

子弹加速版

另外还有多种道具,支持两人一起玩。main()方法如下:

def main():
  pygame.init()
  pygame.mixer.init()
  resolution = 630, 630
  screen = pygame.display.set_mode(resolution)
  pygame.display.set_caption("Tank Game ")
  # 加载图片,音乐,音效.
  background_image = pygame.image.load(r"..\image\background.png")
  home_image = pygame.image.load(r"..\image\home.png")
  home_destroyed_image = pygame.image.load(r"..\image\home_destroyed.png")
  bang_sound = pygame.mixer.Sound(r"..\music\bang.wav")
  bang_sound.set_volume(1)
  fire_sound = pygame.mixer.Sound(r"..\music\Gunfire.wav")
  start_sound = pygame.mixer.Sound(r"..\music\start.wav")
  start_sound.play()
  # 定义精灵组:坦克,我方坦克,敌方坦克,敌方子弹
  allTankGroup = pygame.sprite.Group()
  mytankGroup = pygame.sprite.Group()
  allEnemyGroup = pygame.sprite.Group()
  redEnemyGroup = pygame.sprite.Group()
  greenEnemyGroup = pygame.sprite.Group()
  otherEnemyGroup = pygame.sprite.Group() 
  enemyBulletGroup = pygame.sprite.Group()
  # 创建地图 
  bgMap = wall.Map()
  # 创建食物/道具 但不显示
  prop = food.Food()
  # 创建我方坦克
  myTank_T1 = myTank.MyTank(1)
  allTankGroup.add(myTank_T1)
  mytankGroup.add(myTank_T1)
  myTank_T2 = myTank.MyTank(2)
  allTankGroup.add(myTank_T2)
  mytankGroup.add(myTank_T2)
  # 创建敌方 坦克
  for i in range(1, 4):
      enemy = enemyTank.EnemyTank(i)
      allTankGroup.add(enemy)
      allEnemyGroup.add(enemy)
      if enemy.isred == True:
        redEnemyGroup.add(enemy)
        continue
      if enemy.kind == 3:
        greenEnemyGroup.add(enemy)
        continue
      otherEnemyGroup.add(enemy)
  # 敌军坦克出现动画
  appearance_image = pygame.image.load(r"..\image\appear.png").convert_alpha()
  appearance = []
  appearance.append(appearance_image.subsurface(( 0, 0), (48, 48)))
  appearance.append(appearance_image.subsurface((48, 0), (48, 48)))
  appearance.append(appearance_image.subsurface((96, 0), (48, 48)))
  # 自定义事件
  # 创建敌方坦克延迟200
  DELAYEVENT = pygame.constants.USEREVENT
  pygame.time.set_timer(DELAYEVENT, 200)
  # 创建 敌方 子弹延迟1000
  ENEMYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 1
  pygame.time.set_timer(ENEMYBULLETNOTCOOLINGEVENT, 1000)
  # 创建 我方 子弹延迟200
  MYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 2
  pygame.time.set_timer(MYBULLETNOTCOOLINGEVENT, 200)
  # 敌方坦克 静止8000
  NOTMOVEEVENT = pygame.constants.USEREVENT + 3
  pygame.time.set_timer(NOTMOVEEVENT, 8000)
  delay = 100
  moving = 0
  movdir = 0
  moving2 = 0
  movdir2 = 0
  enemyNumber = 3
  enemyCouldMove   = True
  switch_R1_R2_image = True
  homeSurvive     = True
  running_T1     = True
  running_T2     = True
  clock = pygame.time.Clock()
  while True:
    for event in pygame.event.get():
      if event.type == pygame.QUIT:
        pygame.quit()
        sys.exit()
      # 我方子弹冷却事件
      if event.type == MYBULLETNOTCOOLINGEVENT:
        myTank_T1.bulletNotCooling = True
      # 敌方子弹冷却事件
      if event.type == ENEMYBULLETNOTCOOLINGEVENT:
        for each in allEnemyGroup:
          each.bulletNotCooling = True
      # 敌方坦克静止事件
      if event.type == NOTMOVEEVENT:
        enemyCouldMove = True
      # 创建敌方坦克延迟
      if event.type == DELAYEVENT:
        if enemyNumber < 4:
          enemy = enemyTank.EnemyTank()
          if pygame.sprite.spritecollide(enemy, allTankGroup, False, None):
            break
          allEnemyGroup.add(enemy)
          allTankGroup.add(enemy)
          enemyNumber += 1
          if enemy.isred == True:
            redEnemyGroup.add(enemy)
          elif enemy.kind == 3:
            greenEnemyGroup.add(enemy)
          else:
            otherEnemyGroup.add(enemy)
      if event.type == pygame.KEYDOWN:
        if event.key == pygame.K_c and pygame.KMOD_CTRL:
          pygame.quit()
          sys.exit()
        if event.key == pygame.K_e:
          myTank_T1.levelUp()
        if event.key == pygame.K_q:
          myTank_T1.levelDown()
        if event.key == pygame.K_3:
          myTank_T1.levelUp()
          myTank_T1.levelUp()
          myTank_T1.level = 3
        if event.key == pygame.K_2:
          if myTank_T1.speed == 3:
            myTank_T1.speed = 24
          else:
            myTank_T1.speed = 3
        if event.key == pygame.K_1:
          for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:
            bgMap.brick = wall.Brick()
            bgMap.brick.rect.left, bgMap.brick.rect.top = 3 + x * 24, 3 + y * 24
            bgMap.brickGroup.add(bgMap.brick)        
        if event.key == pygame.K_4:
          for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:
            bgMap.iron = wall.Iron()
            bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24
            bgMap.ironGroup.add(bgMap.iron)        
    # 检查用户的键盘操作
    key_pressed = pygame.key.get_pressed()
    # 玩家一的移动操作
    if moving:
      moving -= 1
      if movdir == 0:
        allTankGroup.remove(myTank_T1)
        if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
          moving += 1
        allTankGroup.add(myTank_T1)
        running_T1 = True
      if movdir == 1:
        allTankGroup.remove(myTank_T1)
        if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
          moving += 1
        allTankGroup.add(myTank_T1)
        running_T1 = True
      if movdir == 2:
        allTankGroup.remove(myTank_T1)
        if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
          moving += 1
        allTankGroup.add(myTank_T1)
        running_T1 = True
      if movdir == 3:
        allTankGroup.remove(myTank_T1)
        if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
          moving += 1
        allTankGroup.add(myTank_T1)
        running_T1 = True
    if not moving:
      if key_pressed[pygame.K_w]:
        moving = 7
        movdir = 0
        running_T1 = True
        allTankGroup.remove(myTank_T1)
        if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
          moving = 0
        allTankGroup.add(myTank_T1)
      elif key_pressed[pygame.K_s]:
        moving = 7
        movdir = 1
        running_T1 = True
        allTankGroup.remove(myTank_T1)
        if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
          moving = 0
        allTankGroup.add(myTank_T1)
      elif key_pressed[pygame.K_a]:
        moving = 7
        movdir = 2
        running_T1 = True
        allTankGroup.remove(myTank_T1)
        if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
          moving = 0
        allTankGroup.add(myTank_T1)
      elif key_pressed[pygame.K_d]:
        moving = 7
        movdir = 3
        running_T1 = True
        allTankGroup.remove(myTank_T1)
        if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
          moving = 0
        allTankGroup.add(myTank_T1)
    if key_pressed[pygame.K_j]:
      if not myTank_T1.bullet.life and myTank_T1.bulletNotCooling:
        fire_sound.play()
        myTank_T1.shoot()
        myTank_T1.bulletNotCooling = False
    # 玩家二的移动操作
    if moving2:
      moving2 -= 1
      if movdir2 == 0:
        allTankGroup.remove(myTank_T2)
        myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
        allTankGroup.add(myTank_T2)
        running_T2 = True
      if movdir2 == 1:
        allTankGroup.remove(myTank_T2)
        myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
        allTankGroup.add(myTank_T2)
        running_T2 = True
      if movdir2 == 2:
        allTankGroup.remove(myTank_T2)
        myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
        allTankGroup.add(myTank_T2)
        running_T2 = True
      if movdir2 == 3:
        allTankGroup.remove(myTank_T2)
        myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
        allTankGroup.add(myTank_T2)
        running_T2 = True
    if not moving2:
      if key_pressed[pygame.K_UP]:
        allTankGroup.remove(myTank_T2)
        myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
        allTankGroup.add(myTank_T2)
        moving2 = 7
        movdir2 = 0
        running_T2 = True
      elif key_pressed[pygame.K_DOWN]:
        allTankGroup.remove(myTank_T2)
        myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
        allTankGroup.add(myTank_T2)
        moving2 = 7
        movdir2 = 1
        running_T2 = True
      elif key_pressed[pygame.K_LEFT]:
        allTankGroup.remove(myTank_T2)
        myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
        allTankGroup.add(myTank_T2)
        moving2 = 7
        movdir2 = 2
        running_T2 = True
      elif key_pressed[pygame.K_RIGHT]:
        allTankGroup.remove(myTank_T2)
        myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
        allTankGroup.add(myTank_T2)
        moving2 = 7
        movdir2 = 3
        running_T2 = True
    if key_pressed[pygame.K_KP0]:
      if not myTank_T2.bullet.life:
        # fire_sound.play()
        myTank_T2.shoot()
    
    # 画背景
    screen.blit(background_image, (0, 0))
    # 画砖块
    for each in bgMap.brickGroup:
      screen.blit(each.image, each.rect)    
    # 花石头
    for each in bgMap.ironGroup:
      screen.blit(each.image, each.rect)    
    # 画home
    if homeSurvive:
      screen.blit(home_image, (3 + 12 * 24, 3 + 24 * 24))
    else:
      screen.blit(home_destroyed_image, (3 + 12 * 24, 3 + 24 * 24))
    # 画我方坦克1
    if not (delay % 5):
      switch_R1_R2_image = not switch_R1_R2_image
    if switch_R1_R2_image and running_T1:
      screen.blit(myTank_T1.tank_R0, (myTank_T1.rect.left, myTank_T1.rect.top))
      running_T1 = False
    else:
      screen.blit(myTank_T1.tank_R1, (myTank_T1.rect.left, myTank_T1.rect.top))
    # 画我方坦克2
    if switch_R1_R2_image and running_T2:
      screen.blit(myTank_T2.tank_R0, (myTank_T2.rect.left, myTank_T2.rect.top))
      running_T2 = False
    else:
      screen.blit(myTank_T2.tank_R1, (myTank_T2.rect.left, myTank_T2.rect.top))  
    # 画敌方坦克
    for each in allEnemyGroup:
      # 判断5毛钱特效是否播放      
      if each.flash:
        # 判断画左动作还是右动作
        if switch_R1_R2_image:
          screen.blit(each.tank_R0, (each.rect.left, each.rect.top))
          if enemyCouldMove:
            allTankGroup.remove(each)
            each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
            allTankGroup.add(each)
        else:
          screen.blit(each.tank_R1, (each.rect.left, each.rect.top))
          if enemyCouldMove:
            allTankGroup.remove(each)
            each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
            allTankGroup.add(each)          
      else:
        # 播放5毛钱特效
        if each.times > 0:
          each.times -= 1
          if each.times <= 10:
            screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))
          elif each.times <= 20:
            screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))
          elif each.times <= 30:
            screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))
          elif each.times <= 40:
            screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))
          elif each.times <= 50:
            screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))
          elif each.times <= 60:
            screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))
          elif each.times <= 70:
            screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))
          elif each.times <= 80:
            screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))
          elif each.times <= 90:
            screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))
        if each.times == 0:
          each.flash = True
    # 绘制我方子弹1
    if myTank_T1.bullet.life:
      myTank_T1.bullet.move()  
      screen.blit(myTank_T1.bullet.bullet, myTank_T1.bullet.rect)
      # 子弹 碰撞 子弹
      for each in enemyBulletGroup:
        if each.life:
          if pygame.sprite.collide_rect(myTank_T1.bullet, each):
            myTank_T1.bullet.life = False
            each.life = False
            pygame.sprite.spritecollide(myTank_T1.bullet, enemyBulletGroup, True, None)
      # 子弹 碰撞 敌方坦克
      if pygame.sprite.spritecollide(myTank_T1.bullet, redEnemyGroup, True, None):
        prop.change()
        bang_sound.play()
        enemyNumber -= 1
        myTank_T1.bullet.life = False
      elif pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, False, None):
        for each in greenEnemyGroup:
          if pygame.sprite.collide_rect(myTank_T1.bullet, each):
            if each.life == 1:
              pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, True, None)
              bang_sound.play()
              enemyNumber -= 1
            elif each.life == 2:
              each.life -= 1
              each.tank = each.enemy_3_0
            elif each.life == 3:
              each.life -= 1
              each.tank = each.enemy_3_2
        myTank_T1.bullet.life = False
      elif pygame.sprite.spritecollide(myTank_T1.bullet, otherEnemyGroup, True, None):
        bang_sound.play()
        enemyNumber -= 1
        myTank_T1.bullet.life = False  
      #if pygame.sprite.spritecollide(myTank_T1.bullet, allEnemyGroup, True, None):
      #  bang_sound.play()
      #  enemyNumber -= 1
      #  myTank_T1.bullet.life = False
      # 子弹 碰撞 brickGroup
      if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.brickGroup, True, None):
        myTank_T1.bullet.life = False
        myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
      # 子弹 碰撞 brickGroup
      if myTank_T1.bullet.strong:
        if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, True, None):
          myTank_T1.bullet.life = False
          myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
      else:  
        if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, False, None):
          myTank_T1.bullet.life = False
          myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
    # 绘制我方子弹2
    if myTank_T2.bullet.life:
      myTank_T2.bullet.move()  
      screen.blit(myTank_T2.bullet.bullet, myTank_T2.bullet.rect)
      # 子弹 碰撞 敌方坦克
      if pygame.sprite.spritecollide(myTank_T2.bullet, allEnemyGroup, True, None):
        bang_sound.play()
        enemyNumber -= 1
        myTank_T2.bullet.life = False
      # 子弹 碰撞 brickGroup
      if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.brickGroup, True, None):
        myTank_T2.bullet.life = False
        myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
      # 子弹 碰撞 brickGroup
      if myTank_T2.bullet.strong:
        if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, True, None):
          myTank_T2.bullet.life = False
          myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
      else:  
        if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, False, None):
          myTank_T2.bullet.life = False
          myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
    # 绘制敌人子弹
    for each in allEnemyGroup:
      # 如果子弹没有生命,则赋予子弹生命
      if not each.bullet.life and each.bulletNotCooling and enemyCouldMove:
        enemyBulletGroup.remove(each.bullet)
        each.shoot()
        enemyBulletGroup.add(each.bullet)
        each.bulletNotCooling = False
      # 如果5毛钱特效播放完毕 并且 子弹存活 则绘制敌方子弹
      if each.flash:
        if each.bullet.life:
          # 如果敌人可以移动
          if enemyCouldMove:
            each.bullet.move()
          screen.blit(each.bullet.bullet, each.bullet.rect)
          # 子弹 碰撞 我方坦克
          if pygame.sprite.collide_rect(each.bullet, myTank_T1):
            bang_sound.play()
            myTank_T1.rect.left, myTank_T1.rect.top = 3 + 8 * 24, 3 + 24 * 24 
            each.bullet.life = False
            moving = 0 # 重置移动控制参数
            for i in range(myTank_T1.level+1):
              myTank_T1.levelDown()
          if pygame.sprite.collide_rect(each.bullet, myTank_T2):
            bang_sound.play()
            myTank_T2.rect.left, myTank_T2.rect.top = 3 + 16 * 24, 3 + 24 * 24 
            each.bullet.life = False
          # 子弹 碰撞 brickGroup
          if pygame.sprite.spritecollide(each.bullet, bgMap.brickGroup, True, None):
            each.bullet.life = False
          # 子弹 碰撞 ironGroup
          if each.bullet.strong:
            if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, True, None):
              each.bullet.life = False
          else:  
            if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, False, None):
              each.bullet.life = False
    # 最后画食物/道具
    if prop.life:
      screen.blit(prop.image, prop.rect)
      # 我方坦克碰撞 食物/道具
      if pygame.sprite.collide_rect(myTank_T1, prop):
        if prop.kind == 1: # 敌人全毁
          for each in allEnemyGroup:
            if pygame.sprite.spritecollide(each, allEnemyGroup, True, None):
              bang_sound.play()
              enemyNumber -= 1
          prop.life = False
        if prop.kind == 2: # 敌人静止
          enemyCouldMove = False
          prop.life = False
        if prop.kind == 3: # 子弹增强
          myTank_T1.bullet.strong = True
          prop.life = False
        if prop.kind == 4: # 家得到保护
          for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:
            bgMap.iron = wall.Iron()
            bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24
            bgMap.ironGroup.add(bgMap.iron)        
          prop.life = False
        if prop.kind == 5: # 坦克无敌
          prop.life = False
          pass
        if prop.kind == 6: # 坦克升级
          myTank_T1.levelUp()
          prop.life = False
        if prop.kind == 7: # 坦克生命+1
          myTank_T1.life += 1
          prop.life = False
           
    # 延迟
    delay -= 1
    if not delay:
      delay = 100  
    pygame.display.flip()
    clock.tick(60)

总结

到此这篇关于python+pygame实现坦克大战小游戏---可以自定义子弹速度的文章就介绍到这了,更多相关python+pygame实现坦克大战小游戏内容请搜索三水点靠木以前的文章或继续浏览下面的相关文章希望大家以后多多支持三水点靠木!

Python 相关文章推荐
python正则分组的应用
Nov 10 Python
Python实现正则表达式匹配任意的邮箱方法
Dec 20 Python
pytorch 固定部分参数训练的方法
Aug 17 Python
Python获取一个用户名的组ID过程解析
Sep 03 Python
pytorch 求网络模型参数实例
Dec 30 Python
Python Tensor FLow简单使用方法实例详解
Jan 14 Python
使用python实现飞机大战游戏
Mar 23 Python
python使用Thread的setDaemon启动后台线程教程
Apr 25 Python
浅析Python 简单工厂模式和工厂方法模式的优缺点
Jul 13 Python
python3.6中anaconda安装sklearn踩坑实录
Jul 28 Python
Python如何实现Paramiko的二次封装
Jan 30 Python
Python实现单例模式的5种方法
Jun 15 Python
Python函数递归调用实现原理实例解析
Aug 11 #Python
零基础学python应该从哪里入手
Aug 11 #Python
Python如何测试stdout输出
Aug 10 #Python
Python3 ffmpeg视频转换工具使用方法解析
Aug 10 #Python
常用的10个Python实用小技巧
Aug 10 #Python
推荐值得学习的12款python-web开发框架
Aug 10 #Python
python多线程semaphore实现线程数控制的示例
Aug 10 #Python
You might like
DIY实用性框形天线
2021/03/02 无线电
整理的9个实用的PHP库简介和下载
2010/11/09 PHP
PHP+memcache实现消息队列案例分享
2014/05/21 PHP
PHP面向对象自动加载机制原理与用法分析
2016/10/14 PHP
Using the TextRange Object
2006/10/14 Javascript
iframe 自适应高度[在IE6 IE7 FF下测试通过]
2009/04/13 Javascript
使用js获取地址栏中传递的值
2013/07/02 Javascript
javascript的动态加载、缓存、更新以及复用(一)
2014/06/09 Javascript
分享Javascript实用方法二
2015/12/13 Javascript
JavaScript+html5 canvas实现图片破碎重组动画特效
2016/02/22 Javascript
jQuery实现从身份证号中获取出生日期和性别的方法分析
2016/02/25 Javascript
AngularJS入门教程之Scope(作用域)
2016/07/27 Javascript
JS动态生成年份和月份实例代码
2017/02/04 Javascript
JS操作input标签属性checkbox全选的实现代码
2017/03/02 Javascript
修改 bootstrap table 默认detailRow样式的实例代码
2017/07/21 Javascript
python脚本实现统计日志文件中的ip访问次数代码分享
2014/08/06 Python
wxPython定时器wx.Timer简单应用实例
2015/06/03 Python
Python中使用OpenCV库来进行简单的气象学遥感影像计算
2016/02/19 Python
Python实现删除文件中含“指定内容”的行示例
2017/06/09 Python
基于python 处理中文路径的终极解决方法
2018/04/12 Python
python函数装饰器之带参数的函数和带参数的装饰器用法示例
2019/11/06 Python
python3 实现调用串口功能
2019/12/26 Python
python线程join方法原理解析
2020/02/11 Python
tensorflow使用freeze_graph.py将ckpt转为pb文件的方法
2020/04/22 Python
Python导入数值型Excel数据并生成矩阵操作
2020/06/09 Python
浅析pandas随机排列与随机抽样
2021/01/22 Python
css 元素选择器的简单实例
2016/05/23 HTML / CSS
瑞贝卡·泰勒官方网站:Rebecca Taylor
2016/09/24 全球购物
几个常见的消息中间件(MOM)
2014/01/08 面试题
合作协议书
2014/04/23 职场文书
2014年建筑工作总结
2014/11/26 职场文书
2015年公司后勤管理工作总结
2015/05/13 职场文书
上班旷工检讨书
2015/08/15 职场文书
校园文化艺术节开幕词
2016/03/04 职场文书
Java 通过手写分布式雪花SnowFlake生成ID方法详解
2022/04/07 Java/Android
基于PyQt5制作一个群发邮件工具
2022/04/08 Python