最新国产好看的视频,伊人天堂AV在线,国产Aaaaaa视频,蜜臀视频在线观看一区,人妻av色图,密臀久久久精品影片,青青视频免费观看毛片,久草在线观看视,国产三级精品色情在线

Python趣味挑戰(zhàn)之用pygame實(shí)現(xiàn)飛機(jī)塔防游戲

 更新時(shí)間:2021年05月28日 10:13:33   作者:dhjabc_1  
一步步實(shí)現(xiàn)有趣的飛機(jī)塔防游戲,有興趣了解一下嗎?文中有非常詳細(xì)的代碼示例,對(duì)喜歡玩游戲的小伙伴們很有幫助哦,需要的朋友可以參考下

一、先讓飛機(jī)在屏幕上飛起來(lái)吧。

(一)實(shí)現(xiàn)飛機(jī)類

class Plane:
    def __init__(self,filename,screen):
        self.plane = pygame.image.load(filename).convert_alpha()
        self.height = self.plane.get_height()
        self.width = self.plane.get_width()

        self.radius = randint(2, 10)
        self.xpos = randint(self.radius, 800-self.radius)
        self.ypos = randint(self.radius, 700-self.radius)
       # self.xpos = randint(100, 600)
        # self.ypos = randint(100, 600)

        self.xvelocity = randint(2, 6)/5
        self.yvelocity = randint(2, 6)/5

        self.angle = math.atan2(self.yvelocity,self.xvelocity)
        self.fangle = math.degrees(self.angle)+90

        self.screen = screen
        self.scrnwidth = 800
        self.scrnheight = 700


    def move_ball(self):

        self.xpos += self.xvelocity
        self.ypos += self.yvelocity

        # 如果球的y坐標(biāo)大于等于屏幕高度和球的半徑的差,則調(diào)整球的運(yùn)行y軸方向朝上
        if self.ypos >= self.scrnheight-self.width:
            self.yvelocity = -self.yvelocity
            self.angle = math.atan2(self.yvelocity, self.xvelocity)
            self.fangle = math.degrees(self.angle) + 90

        # 如果球的y坐標(biāo)小于等于屏幕高度和球的半徑的差,則調(diào)整球的y軸運(yùn)行方向朝下
        if self.ypos <= 0:
            self.yvelocity = abs(self.yvelocity)
            self.angle = math.atan2(self.yvelocity, self.xvelocity)
            self.fangle = math.degrees(self.angle) + 90

        # 如果球的x坐標(biāo)大于等于屏幕寬度和球的半徑差,則調(diào)整球的運(yùn)行x軸方向朝左
        if self.xpos >= self.scrnwidth-self.height:
            self.xvelocity = -self.xvelocity
            self.angle = math.atan2(self.yvelocity, self.xvelocity)
            self.fangle = math.degrees(self.angle) + 90

        # 如果球的x坐標(biāo)小于等于屏幕寬度和球半徑的差,則調(diào)整球的運(yùn)行x軸方向朝右
        if self.xpos <= 0:
            self.xvelocity = abs(self.xvelocity)
            self.angle = math.atan2(self.yvelocity, self.xvelocity)
            self.fangle = math.degrees(self.angle) + 90

        self.planed = pygame.transform.rotate(self.plane, -(self.fangle))
        self.screen.blit(self.planed, (self.xpos,self.ypos))

(二)讓飛機(jī)飛起來(lái)

if __name__ == '__main__':
    pygame.init()
    screen = pygame.display.set_mode((800, 700))
    plane = Plane('plane.png',screen)

    clock = pygame.time.Clock()
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
        clock.tick(200)
        screen.fill((0, 0, 0))
        plane.move_ball()
        pygame.display.update()

(三)運(yùn)行效果

在這里插入圖片描述

二、屏幕下發(fā)實(shí)現(xiàn)一個(gè)塔防設(shè)備

 (一)實(shí)現(xiàn)塔防設(shè)備類

class Pao:
    def __init__(self,screen):
        self.start = (100,700)
        self.end = None
        self.screen = screen
        self.count = 0
        self.bullet_list = []
        pass

    def getpos(self,pos2,r):
        self.angle = math.atan2( pos2[1]-self.start[1],pos2[0]-self.start[0])
        self.fangle = math.degrees(self.angle)
        self.x = self.start[0]+r*math.cos(self.angle)
        self.y = self.start[1]+r*math.sin(self.angle)
        self.r = r
        self.end = pos2

    def move(self):
        pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5)
        pygame.draw.circle(self.screen,(0,255,0),self.start,15)

(二)主函數(shù)實(shí)現(xiàn)調(diào)用

pao  = Pao(screen)
    clock = pygame.time.Clock()
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
        clock.tick(200)
        screen.fill((0, 0, 0))
        plane.move_ball()
        pao.getpos((plane.xpos, plane.ypos), 35)
        pao.move()

(三)實(shí)現(xiàn)效果

在這里插入圖片描述

發(fā)現(xiàn)沒(méi)有,塔防設(shè)備跟蹤飛機(jī)的運(yùn)動(dòng)而運(yùn)動(dòng),一切都在監(jiān)控中。

三、讓子彈也飛起來(lái)吧

(一)實(shí)現(xiàn)子彈類

class Bullet:
    def __init__(self,x,y,fangle,screen,angle):
        self.posx = x
        self.posy = y
        self.fangle = fangle
        self.angle = angle
        self.alive = True
        self.screen = screen
        self.bullet = pygame.image.load('bullet2.png').convert_alpha()
        self.r = random.randint(5,10)

    def move(self):
        self.planed = pygame.transform.rotate(self.bullet, -(self.fangle))
        self.posx += self.r * math.cos(self.angle)
        self.posy +=  self.r * math.sin(self.angle)
        # self.xpos, self.ypos = (self.xpos + section * cosa, self.ypos - section * sina)
        if self.posy > 700 or self.posy < 0 or self.posx < 0 or self.posx > 800:
            self.alive = False
        if self.alive:
            self.screen.blit(self.planed, (self.posx, self.posy))

(二)在塔防設(shè)備實(shí)現(xiàn)子彈生成

在move函數(shù)上寫(xiě)相關(guān)代碼

 def move(self):
        pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5)
        pygame.draw.circle(self.screen,(0,255,0),self.start,15)
        if self.count % 100 == 19:
            self.bullet_list.append(Bullet(self.x,self.y,self.fangle,self.screen,self.angle))
        self.count += 1
        for bullet in self.bullet_list:
            if bullet.alive is not True:
                del bullet
            else:
                bullet.move()

(三)完整代碼

import pygame,sys
from math import *
from Ball import Ball
import random
from random import randint
import math

class Plane:
    def __init__(self,filename,screen):
        self.plane = pygame.image.load(filename).convert_alpha()
        self.height = self.plane.get_height()
        self.width = self.plane.get_width()

        self.radius = randint(2, 10)
        self.xpos = randint(self.radius, 800-self.radius)
        self.ypos = randint(self.radius, 700-self.radius)

        self.xvelocity = randint(2, 6)/5
        self.yvelocity = randint(2, 6)/5

        self.angle = math.atan2(self.yvelocity,self.xvelocity)
        self.fangle = math.degrees(self.angle)+90

        self.screen = screen
        self.scrnwidth = 800
        self.scrnheight = 700


    def move_ball(self):

        self.xpos += self.xvelocity
        self.ypos += self.yvelocity

        # 如果球的y坐標(biāo)大于等于屏幕高度和球的半徑的差,則調(diào)整球的運(yùn)行y軸方向朝上
        if self.ypos >= self.scrnheight-self.width:
            self.yvelocity = -self.yvelocity
            self.angle = math.atan2(self.yvelocity, self.xvelocity)
            self.fangle = math.degrees(self.angle) + 90

        # 如果球的y坐標(biāo)小于等于屏幕高度和球的半徑的差,則調(diào)整球的y軸運(yùn)行方向朝下
        if self.ypos <= 0:
            self.yvelocity = abs(self.yvelocity)
            self.angle = math.atan2(self.yvelocity, self.xvelocity)
            self.fangle = math.degrees(self.angle) + 90

        # 如果球的x坐標(biāo)大于等于屏幕寬度和球的半徑差,則調(diào)整球的運(yùn)行x軸方向朝左
        if self.xpos >= self.scrnwidth-self.height:
            self.xvelocity = -self.xvelocity
            self.angle = math.atan2(self.yvelocity, self.xvelocity)
            self.fangle = math.degrees(self.angle) + 90

        # 如果球的x坐標(biāo)小于等于屏幕寬度和球半徑的差,則調(diào)整球的運(yùn)行x軸方向朝右
        if self.xpos <= 0:
            self.xvelocity = abs(self.xvelocity)
            self.angle = math.atan2(self.yvelocity, self.xvelocity)
            self.fangle = math.degrees(self.angle) + 90

        self.planed = pygame.transform.rotate(self.plane, -(self.fangle))
        self.newRect = self.plane.get_rect(center=(self.xpos,self.ypos))
        self.screen.blit(self.planed,self.newRect)

class Pao:
    def __init__(self,screen):
        self.start = (100,700)
        self.end = None
        self.screen = screen
        self.count = 0
        self.bullet_list = []
        pass

    def getpos(self,pos2,r):
        self.angle = math.atan2( pos2[1]-self.start[1],pos2[0]-self.start[0])
        self.fangle = math.degrees(self.angle)
        self.x = self.start[0]+r*math.cos(self.angle)
        self.y = self.start[1]+r*math.sin(self.angle)
        self.r = r
        self.end = pos2

    def move(self):
        pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5)
        pygame.draw.circle(self.screen,(0,255,0),self.start,15)
        if self.count % 100 == 19:
            self.bullet_list.append(Bullet(self.x,self.y,self.fangle,self.screen,self.angle))
        self.count += 1
        for bullet in self.bullet_list:
            if bullet.alive is not True:
                del bullet
            else:
                bullet.move()

class Bullet:
    def __init__(self,x,y,fangle,screen,angle):
        self.posx = x
        self.posy = y
        self.fangle = fangle
        self.angle = angle
        self.alive = True
        self.screen = screen
        self.bullet = pygame.image.load('bullet2.png').convert_alpha()
        self.r = random.randint(5,10)

    def move(self):
        self.planed = pygame.transform.rotate(self.bullet, -(self.fangle))
        self.posx += self.r * math.cos(self.angle)
        self.posy +=  self.r * math.sin(self.angle)
        # self.xpos, self.ypos = (self.xpos + section * cosa, self.ypos - section * sina)
        if self.posy > 700 or self.posy < 0 or self.posx < 0 or self.posx > 800:
            self.alive = False
        if self.alive:
            self.screen.blit(self.planed, (self.posx, self.posy))


if __name__ == '__main__':
    pygame.init()
    screen = pygame.display.set_mode((800, 700))
    plane = Plane('plane.png',screen)
    pao  = Pao(screen)

    clock = pygame.time.Clock()
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
        clock.tick(200)
        screen.fill((0, 0, 0))
        plane.move_ball()
        pao.getpos((plane.xpos, plane.ypos), 35)
        pao.move()
        pygame.display.update()

(四)運(yùn)行效果

在這里插入圖片描述

四、碰撞監(jiān)測(cè)和爆炸效果實(shí)現(xiàn)

(一)碰撞監(jiān)測(cè)

plane_rect = plane.newRect # planed.get_rect()
        # print(plane_rect)
        # print(len(pao.bullet_list))
        for bullet in pao.bullet_list:
            # print(bullet.alive)
            # print(bullet.planed.get_rect())
            if plane_rect.colliderect(bullet.newRect):
                bullet.alive = False
                plane.reset()
                print('1')

(二)爆炸效果

檢測(cè)是否碰撞

 if plane.alive:
                plane.move_ball()
            else:
                plane.destroy(fCount, screen)

碰撞后的效果

def destroy(self, fCount, winSurface):
        self.screen.blit(self.dList[self.dIndex],self.newRect)
        if fCount % 3 == 0:
            self.dIndex += 1
        if self.dIndex == 4:
            self.reset()

(三)記錄得分

初始化變量

 self.score = 0

展示變量

text1 = self.font.render('score:%s' % self.score, True, (255, 255, 0))
self.screen.blit(text1, (45, 15))

五、完整代碼

import pygame,sys
from math import *
from Ball import Ball
import random
from random import randint
import math

class Plane:
    def __init__(self,filename,screen):
        self.plane = pygame.image.load(filename).convert_alpha()
        self.height = self.plane.get_height()
        self.width = self.plane.get_width()
        self.alive = True
        self.dIndex = 0
        self.newRect = None
        # 爆炸
        self.dSurface1 = pygame.image.load("./images/enemy1_down1.png").convert_alpha()
        self.dSurface2 = pygame.image.load("./images/enemy1_down2.png").convert_alpha()
        self.dSurface3 = pygame.image.load("./images/enemy1_down3.png").convert_alpha()
        self.dSurface4 = pygame.image.load("./images/enemy1_down4.png").convert_alpha()
        self.dList = [self.dSurface1, self.dSurface2, self.dSurface3, self.dSurface4]

        self.radius = randint(2, 10)
        self.xpos = randint(self.radius, 800-self.radius)
        self.ypos = randint(self.radius, 700-self.radius)

        self.xvelocity = randint(2, 6)/5
        self.yvelocity = randint(2, 6)/5

        self.angle = math.atan2(self.yvelocity,self.xvelocity)
        self.fangle = math.degrees(self.angle)+90

        self.screen = screen
        self.scrnwidth = 800
        self.scrnheight = 700

    def destroy(self, fCount, winSurface):
        self.screen.blit(self.dList[self.dIndex],self.newRect)
        if fCount % 3 == 0:
            self.dIndex += 1
        if self.dIndex == 4:
            self.reset()

    def reset(self):
        self.radius = randint(2, 10)
        self.xpos = randint(self.radius, 800-self.radius)
        self.ypos = randint(self.radius, 700-self.radius)

        self.xvelocity = randint(2, 6)/5
        self.yvelocity = randint(2, 6)/5

        self.angle = math.atan2(self.yvelocity,self.xvelocity)
        self.fangle = math.degrees(self.angle)+90

        self.alive = True
        self.dIndex = 0

    def move_ball(self):

        self.xpos += self.xvelocity
        self.ypos += self.yvelocity

        # 如果球的y坐標(biāo)大于等于屏幕高度和球的半徑的差,則調(diào)整球的運(yùn)行y軸方向朝上
        if self.ypos >= self.scrnheight-self.width:
            self.yvelocity = -self.yvelocity
            self.angle = math.atan2(self.yvelocity, self.xvelocity)
            self.fangle = math.degrees(self.angle) + 90

        # 如果球的y坐標(biāo)小于等于屏幕高度和球的半徑的差,則調(diào)整球的y軸運(yùn)行方向朝下
        if self.ypos <= 0:
            self.yvelocity = abs(self.yvelocity)
            self.angle = math.atan2(self.yvelocity, self.xvelocity)
            self.fangle = math.degrees(self.angle) + 90

        # 如果球的x坐標(biāo)大于等于屏幕寬度和球的半徑差,則調(diào)整球的運(yùn)行x軸方向朝左
        if self.xpos >= self.scrnwidth-self.height:
            self.xvelocity = -self.xvelocity
            self.angle = math.atan2(self.yvelocity, self.xvelocity)
            self.fangle = math.degrees(self.angle) + 90

        # 如果球的x坐標(biāo)小于等于屏幕寬度和球半徑的差,則調(diào)整球的運(yùn)行x軸方向朝右
        if self.xpos <= 0:
            self.xvelocity = abs(self.xvelocity)
            self.angle = math.atan2(self.yvelocity, self.xvelocity)
            self.fangle = math.degrees(self.angle) + 90

        self.planed = pygame.transform.rotate(self.plane, -(self.fangle))
        self.newRect = self.plane.get_rect(center=(self.xpos,self.ypos))
        self.screen.blit(self.planed,self.newRect)

class Pao:
    def __init__(self,screen):
        self.start = (100,700)
        self.end = None
        self.screen = screen
        self.count = 0
        self.bullet_list = []
        self.score = 0
        self.font = pygame.font.Font(r'C:\Windows\Fonts\simsun.ttc', 16)

    def getpos(self,pos2,r):
        self.angle = math.atan2( pos2[1]-self.start[1],pos2[0]-self.start[0])
        self.fangle = math.degrees(self.angle)
        self.x = self.start[0]+r*math.cos(self.angle)
        self.y = self.start[1]+r*math.sin(self.angle)
        self.r = r
        self.end = pos2

    def move(self):
        pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5)
        pygame.draw.circle(self.screen,(0,255,0),self.start,15)
        text1 = self.font.render('score:%s' % self.score, True, (255, 255, 0))
        self.screen.blit(text1, (45, 15))

        if self.count % 30 == 19:
            self.bullet_list.append(Bullet(self.x,self.y,self.fangle,self.screen,self.angle))
        self.count += 1
        for bullet in self.bullet_list:
            if bullet.alive is False:
                self.bullet_list.remove(bullet)
            else:
                bullet.move()

class Bullet:
    def __init__(self,x,y,fangle,screen,angle):
        self.posx = x
        self.posy = y
        self.fangle = fangle
        self.angle = angle
        self.alive = True
        self.screen = screen
        self.bullet = pygame.image.load('bullet2.png').convert_alpha()
        self.r = random.randint(5,10)
        self.newRect = None

    def move(self):
        self.planed = pygame.transform.rotate(self.bullet, -(self.fangle))
        self.posx += self.r * math.cos(self.angle)
        self.posy +=  self.r * math.sin(self.angle)
        if self.posy > 700 or self.posy < 0 or self.posx < 0 or self.posx > 800:
            self.alive = False
        self.newRect = self.bullet.get_rect(center=(self.posx, self.posy))
        if self.alive:
            self.screen.blit(self.planed, self.newRect)


if __name__ == '__main__':
    pygame.init()
    screen = pygame.display.set_mode((800, 700))
    pao = Pao(screen)
    plane_list = []
    for i in range(2):
        plane_list.append((Plane('enemy.png',screen)))
    fCount = 0

    clock = pygame.time.Clock()
    plane = random.choice(plane_list)
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
        clock.tick(200)
        screen.fill((0, 0, 0))
        pao.getpos((plane.xpos, plane.ypos), 35)
        pao.move()
        for plane in plane_list:
            plane_rect = plane.newRect
            for bullet in pao.bullet_list:
                try:
                    if plane_rect.colliderect(bullet.newRect):
                        bullet.alive = False
                        plane.alive = False
                        pao.score += 1
                        plane = random.choice(plane_list)
                        print('1')
                except:
                    pass
            if plane.alive:
                plane.move_ball()
            else:
                plane.destroy(fCount, screen)

        fCount += 1

        pygame.display.update()

六、運(yùn)行效果

在這里插入圖片描述

寫(xiě)完,比心!

到此這篇關(guān)于Python趣味挑戰(zhàn)之用pygame實(shí)現(xiàn)飛機(jī)塔防游戲的文章就介紹到這了,更多相關(guān)pygame實(shí)現(xiàn)飛機(jī)塔防游戲內(nèi)容請(qǐng)搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!

相關(guān)文章

  • webdriver.Chrome()沒(méi)反應(yīng)解決詳細(xì)圖文教程

    webdriver.Chrome()沒(méi)反應(yīng)解決詳細(xì)圖文教程

    這篇文章主要給大家介紹了關(guān)于webdriver.Chrome()沒(méi)反應(yīng)的解決辦法,文中通過(guò)圖文介紹的非常詳細(xì),對(duì)大家的學(xué)習(xí)或者工作具有一定的參考借鑒價(jià)值,需要的朋友可以參考下
    2024-03-03
  • Python實(shí)現(xiàn)CNN的多通道輸入實(shí)例

    Python實(shí)現(xiàn)CNN的多通道輸入實(shí)例

    今天小編就為大家分享一篇Python實(shí)現(xiàn)CNN的多通道輸入實(shí)例,具有很好的參考價(jià)值,希望對(duì)大家有所幫助。一起跟隨小編過(guò)來(lái)看看吧
    2020-01-01
  • python實(shí)現(xiàn)圖片轉(zhuǎn)字符畫(huà)

    python實(shí)現(xiàn)圖片轉(zhuǎn)字符畫(huà)

    這篇文章主要為大家詳細(xì)介紹了python實(shí)現(xiàn)圖片轉(zhuǎn)字符畫(huà),文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下
    2021-02-02
  • 淺析Python中的heapq優(yōu)先隊(duì)列

    淺析Python中的heapq優(yōu)先隊(duì)列

    在Python中,heapq模塊提供了實(shí)現(xiàn)最小堆算法的數(shù)據(jù)結(jié)構(gòu),能夠用作優(yōu)先隊(duì)列,本文將詳細(xì)介紹heapq模塊,包括堆的基本概念、heapq的功能和示例代碼,需要的可以參考下
    2023-12-12
  • 如何使用PyCharm將代碼上傳到GitHub上(圖文詳解)

    如何使用PyCharm將代碼上傳到GitHub上(圖文詳解)

    這篇文章主要介紹了如何使用PyCharm將代碼上傳到GitHub上(圖文詳解),文中通過(guò)圖文介紹的非常詳細(xì),對(duì)大家的學(xué)習(xí)或者工作具有一定的參考學(xué)習(xí)價(jià)值,需要的朋友們下面隨著小編來(lái)一起學(xué)習(xí)學(xué)習(xí)吧
    2020-04-04
  • Python?NumPy教程之二元計(jì)算詳解

    Python?NumPy教程之二元計(jì)算詳解

    二元運(yùn)算符作用于位,進(jìn)行逐位運(yùn)算。二元運(yùn)算只是組合兩個(gè)值以創(chuàng)建新值的規(guī)則。本文將為大家詳細(xì)講講Python?NumPy中的二元計(jì)算,需要的可以了解一下
    2022-08-08
  • 使用python開(kāi)發(fā)vim插件及心得分享

    使用python開(kāi)發(fā)vim插件及心得分享

    Vim 插件是一個(gè) .vim 的腳本文件,定義了函數(shù)、映射、語(yǔ)法規(guī)則和命令,可用于操作窗口、緩沖以及行。一般一個(gè)插件包含了命令定義和事件鉤子。當(dāng)使用 Python 編寫(xiě) vim 插件時(shí),函數(shù)外面是使用 VimL 編寫(xiě),盡管 VimL 學(xué)起來(lái)很快,但 Python 更加靈活
    2014-11-11
  • ubuntu16.04升級(jí)Python3.5到Python3.7的方法步驟

    ubuntu16.04升級(jí)Python3.5到Python3.7的方法步驟

    這篇文章主要介紹了ubuntu16.04升級(jí)Python3.5到Python3.7的方法步驟,文中通過(guò)示例代碼介紹的非常詳細(xì),對(duì)大家的學(xué)習(xí)或者工作具有一定的參考學(xué)習(xí)價(jià)值,需要的朋友們下面隨著小編來(lái)一起學(xué)習(xí)學(xué)習(xí)吧
    2020-08-08
  • Python自動(dòng)化處理日常任務(wù)的示例代碼

    Python自動(dòng)化處理日常任務(wù)的示例代碼

    這篇文章主要為大家詳細(xì)介紹了如何使用Python自動(dòng)化處理日常任務(wù),例如自動(dòng)化文件管理,自動(dòng)化定時(shí)任務(wù),自動(dòng)化發(fā)送郵件等,有需要的小伙伴可以參考一下
    2025-01-01
  • python數(shù)據(jù)可視化自制職位分析生成崗位分析數(shù)據(jù)報(bào)表

    python數(shù)據(jù)可視化自制職位分析生成崗位分析數(shù)據(jù)報(bào)表

    之前網(wǎng)上也有不少關(guān)于行業(yè)的分析數(shù)據(jù),今天我們就根據(jù)不同崗位,公司類型規(guī)模,學(xué)歷要求,薪資分布等來(lái)進(jìn)行分析,把職位分析功能集合封裝起來(lái),做成一個(gè)小工具分享給大家吧
    2021-09-09

最新評(píng)論

元阳县| 永宁县| 竹北市| 洛南县| 嘉定区| 金湖县| 林甸县| 思茅市| 绥阳县| 宣恩县| 民乐县| 普兰店市| 阳西县| 新龙县| 兴和县| 淮北市| 大理市| 饶河县| 崇文区| 南投县| 三都| 东辽县| 汪清县| 浦江县| 普宁市| 永靖县| 高台县| 万源市| 嘉定区| 广灵县| 突泉县| 衡山县| 睢宁县| 广丰县| 琼海市| 富锦市| 南木林县| 多伦县| 南漳县| 界首市| 腾冲县|