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编写检测数据库SA用户的方法
Jul 11 Python
python实现的守护进程(Daemon)用法实例
Jun 02 Python
在Django框架中编写Context处理器的方法
Jul 20 Python
Python3 模块、包调用&amp;路径详解
Oct 25 Python
【python】matplotlib动态显示详解
Apr 11 Python
python实现LRU热点缓存及原理
Oct 29 Python
基于MSELoss()与CrossEntropyLoss()的区别详解
Jan 02 Python
Python *args和**kwargs用法实例解析
Mar 02 Python
windows支持哪个版本的python
Jul 03 Python
Python Map 函数的使用
Aug 28 Python
将不规则的Python多维数组拉平到一维的方法实现
Jan 11 Python
Python GUI编程之tkinter 关于 ttkbootstrap 的使用详解
Mar 03 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
PHP Memcached + APC + 文件缓存封装实现代码
2010/03/11 PHP
Zend的AutoLoad机制介绍
2012/09/27 PHP
PHP笔记之:日期函数的使用介绍
2013/04/24 PHP
PHP中的命名空间详细介绍
2015/07/02 PHP
php使用Jpgraph创建折线图效果示例
2017/02/15 PHP
PHP convert_cyr_string()函数讲解
2019/02/13 PHP
使用EXT实现无刷新动态调用股票信息
2008/11/01 Javascript
js获取当前日期前七天的方法
2015/02/28 Javascript
javascript页面倒计时实例
2015/07/25 Javascript
jQuery实现可高亮显示的二级CSS菜单效果
2015/09/01 Javascript
详解JavaScript语言的基本语法要求
2015/11/20 Javascript
js实现倒计时及时间对象
2016/11/15 Javascript
详解微信小程序 页面跳转 传递参数
2016/12/08 Javascript
javascript prototype原型详解(比较基础)
2016/12/26 Javascript
在vue中使用express-mock搭建mock服务的方法
2018/11/07 Javascript
Vue中的情侣属性$dispatch和$broadcast详解
2019/03/07 Javascript
操作Windows注册表的简单的Python程序制作教程
2015/04/07 Python
简单介绍Python中的readline()方法的使用
2015/05/24 Python
Python 爬取携程所有机票的实例代码
2018/06/11 Python
Python configparser模块操作代码实例
2020/06/08 Python
Python OpenCV中的numpy与图像类型转换操作
2020/12/11 Python
html5使用Canvas绘图的使用方法
2017/11/21 HTML / CSS
Html5 Canvas 实现一个“刮刮乐”游戏
2019/09/05 HTML / CSS
HTML5为输入框添加语音输入功能的实现方法
2017/02/06 HTML / CSS
阿姆斯特丹杜莎夫人蜡像馆官方网站:Madame Tussauds Amsterdam
2019/03/12 全球购物
德国购买门票网站:ADticket.de
2019/10/31 全球购物
Crabtree & Evelyn欧盟:豪华洗浴、身体和护发
2021/03/09 全球购物
会计专业自我鉴定范文
2013/10/06 职场文书
迷你西餐厅创业计划书范文
2013/12/31 职场文书
毕业生求职信的经典写法
2014/01/31 职场文书
党支部三会一课计划
2014/09/24 职场文书
土建技术员岗位职责
2015/04/11 职场文书
学校教师培训工作总结
2015/10/14 职场文书
送给小学生的暑假礼物!小学生必背99首古诗
2019/07/02 职场文书
祝福语集锦:给百岁老人祝寿贺词
2019/11/19 职场文书
解决vue自定义组件@click点击失效问题
2022/04/30 Vue.js