赞
踩
这个应该是玩起来最最简单的了…
运气好,点了四下都没踩雷哈哈…
我是菜鸡,玩不赢电脑人…
有需要更多Python学习方法或者各种办公奇淫巧技的同学请看文末哦!!
我已经我为大家准备了一份针对零基础的Python学习资料,有兴趣的同学可以看看哦。
害,这个是最惊心动魄的,为了我的小心脏,不玩了不玩了…
女朋友:你就是借机在玩游戏,逮到了
啊这…
那我不吹牛逼了,我们来敲代码吧~
方块部分
这部分代码单独保存py文件,这里我命名为 blocks.py
方块形状的设计,一开始我是做成 4 × 4,长宽最长都是4的话旋转的时候就不考虑怎么转了,就是从一个图形替换成另一个。
要实现这个功能,只要固定左上角的坐标就可以了。
import random from collections import namedtuple Point \= namedtuple('Point', 'X Y') Shape \= namedtuple('Shape', 'X Y Width Height') Block \= namedtuple('Block', 'template start\_pos end\_pos name next') # S形方块 S\_BLOCK = \[Block(\['.OO', 'OO.', '...'\], Point(0, 0), Point(2, 1), 'S', 1), Block(\['O..', 'OO.', '.O.'\], Point(0, 0), Point(1, 2), 'S', 0)\] # Z形方块 Z\_BLOCK = \[Block(\['OO.', '.OO', '...'\], Point(0, 0), Point(2, 1), 'Z', 1), Block(\['.O.', 'OO.', 'O..'\], Point(0, 0), Point(1, 2), 'Z', 0)\] # I型方块 I\_BLOCK = \[Block(\['.O..', '.O..', '.O..', '.O..'\], Point(1, 0), Point(1, 3), 'I', 1), Block(\['....', '....', 'OOOO', '....'\], Point(0, 2), Point(3, 2), 'I', 0)\] # O型方块 O\_BLOCK = \[Block(\['OO', 'OO'\], Point(0, 0), Point(1, 1), 'O', 0)\] # J型方块 J\_BLOCK = \[Block(\['O..', 'OOO', '...'\], Point(0, 0), Point(2, 1), 'J', 1), Block(\['.OO', '.O.', '.O.'\], Point(1, 0), Point(2, 2), 'J', 2), Block(\['...', 'OOO', '..O'\], Point(0, 1), Point(2, 2), 'J', 3), Block(\['.O.', '.O.', 'OO.'\], Point(0, 0), Point(1, 2), 'J', 0)\] # L型方块 L\_BLOCK = \[Block(\['..O', 'OOO', '...'\], Point(0, 0), Point(2, 1), 'L', 1), Block(\['.O.', '.O.', '.OO'\], Point(1, 0), Point(2, 2), 'L', 2), Block(\['...', 'OOO', 'O..'\], Point(0, 1), Point(2, 2), 'L', 3), Block(\['OO.', '.O.', '.O.'\], Point(0, 0), Point(1, 2), 'L', 0)\] # T型方块 T\_BLOCK = \[Block(\['.O.', 'OOO', '...'\], Point(0, 0), Point(2, 1), 'T', 1), Block(\['.O.', '.OO', '.O.'\], Point(1, 0), Point(2, 2), 'T', 2), Block(\['...', 'OOO', '.O.'\], Point(0, 1), Point(2, 2), 'T', 3), Block(\['.O.', 'OO.', '.O.'\], Point(0, 0), Point(1, 2), 'T', 0)\] BLOCKS \= {'O': O\_BLOCK, 'I': I\_BLOCK, 'Z': Z\_BLOCK, 'T': T\_BLOCK, 'L': L\_BLOCK, 'S': S\_BLOCK, 'J': J\_BLOCK} def get\_block(): block\_name \= random.choice('OIZTLSJ') b \= BLOCKS\[block\_name\] idx \= random.randint(0, len(b) - 1) return b\[idx\] def get\_next\_block(block): b \= BLOCKS\[block.name\] return b\[block.next\]
游戏主代码
import sys import time import pygame from pygame.locals import \* import blocks SIZE \= 30 # 每个小方格大小 BLOCK\_HEIGHT = 25 # 游戏区高度 BLOCK\_WIDTH = 10 # 游戏区宽度 BORDER\_WIDTH = 4 # 游戏区边框宽度 BORDER\_COLOR = (40, 40, 200) # 游戏区边框颜色 SCREEN\_WIDTH = SIZE \* (BLOCK\_WIDTH + 5) # 游戏屏幕的宽 SCREEN\_HEIGHT = SIZE \* BLOCK\_HEIGHT # 游戏屏幕的高 BG\_COLOR = (40, 40, 60) # 背景色 BLOCK\_COLOR = (20, 128, 200) # BLACK = (0, 0, 0) RED \= (200, 30, 30) # GAME OVER 的字体颜色 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('俄罗斯方块') font1 \= pygame.font.SysFont('SimHei', 24) # 黑体24 font2 = pygame.font.Font(None, 72) # GAME OVER 的字体 font\_pos\_x = BLOCK\_WIDTH \* SIZE + BORDER\_WIDTH + 10 # 右侧信息显示区域字体位置的X坐标 gameover\_size = font2.size('GAME OVER') font1\_height \= int(font1.size('得分')\[1\]) cur\_block \= None # 当前下落方块 next\_block = None # 下一个方块 cur\_pos\_x, cur\_pos\_y = 0, 0 game\_area \= None # 整个游戏区域 game\_over = True start \= False # 是否开始,当start = True,game\_over = True 时,才显示 GAME OVER score = 0 # 得分 orispeed = 0.5 # 原始速度 speed = orispeed # 当前速度 pause = False # 暂停 last\_drop\_time = None # 上次下落时间 last\_press\_time = None # 上次按键时间 def \_dock(): nonlocal cur\_block, next\_block, game\_area, cur\_pos\_x, cur\_pos\_y, game\_over, score, speed for \_i in range(cur\_block.start\_pos.Y, cur\_block.end\_pos.Y + 1): for \_j in range(cur\_block.start\_pos.X, cur\_block.end\_pos.X + 1): if cur\_block.template\[\_i\]\[\_j\] != '.': game\_area\[cur\_pos\_y \+ \_i\]\[cur\_pos\_x + \_j\] = '0' if cur\_pos\_y + cur\_block.start\_pos.Y <= 0: game\_over \= True else: # 计算消除 remove\_idxs = \[\] for \_i in range(cur\_block.start\_pos.Y, cur\_block.end\_pos.Y + 1): if all(\_x == '0' for \_x in game\_area\[cur\_pos\_y + \_i\]): remove\_idxs.append(cur\_pos\_y + \_i) if remove\_idxs: # 计算得分 remove\_count = len(remove\_idxs) if remove\_count == 1: score += 100 elif remove\_count == 2: score += 300 elif remove\_count == 3: score += 700 elif remove\_count == 4: score += 1500 speed \= orispeed - 0.03 \* (score // 10000) # 消除 \_i = \_j = remove\_idxs\[-1\] while \_i >= 0: while \_j in remove\_idxs: \_j \-= 1 if \_j < 0: game\_area\[\_i\] \= \['.'\] \* BLOCK\_WIDTH else: game\_area\[\_i\] \= game\_area\[\_j\] \_i \-= 1 \_j \-= 1 cur\_block \= next\_block next\_block \= blocks.get\_block() cur\_pos\_x, cur\_pos\_y \= (BLOCK\_WIDTH - cur\_block.end\_pos.X - 1) // 2, -1 - cur\_block.end\_pos.Y def \_judge(pos\_x, pos\_y, block): nonlocal game\_area for \_i in range(block.start\_pos.Y, block.end\_pos.Y + 1): if pos\_y + block.end\_pos.Y >= BLOCK\_HEIGHT: return False for \_j in range(block.start\_pos.X, block.end\_pos.X + 1): if pos\_y + \_i >= 0 and block.template\[\_i\]\[\_j\] != '.' and game\_area\[pos\_y + \_i\]\[pos\_x + \_j\] != '.': return False return True while True: for event in pygame.event.get(): if event.type == QUIT: sys.exit() elif event.type == KEYDOWN: if event.key == K\_RETURN: if game\_over: start \= True game\_over \= False score \= 0 last\_drop\_time \= time.time() last\_press\_time \= time.time() game\_area \= \[\['.'\] \* BLOCK\_WIDTH for \_ in range(BLOCK\_HEIGHT)\] cur\_block \= blocks.get\_block() next\_block \= blocks.get\_block() cur\_pos\_x, cur\_pos\_y \= (BLOCK\_WIDTH - cur\_block.end\_pos.X - 1) // 2, -1 - cur\_block.end\_pos.Y elif event.key == K\_SPACE: if not game\_over: pause \= not pause elif event.key in (K\_w, K\_UP): if 0 <= cur\_pos\_x <= BLOCK\_WIDTH - len(cur\_block.template\[0\]): \_next\_block \= blocks.get\_next\_block(cur\_block) if \_judge(cur\_pos\_x, cur\_pos\_y, \_next\_block): cur\_block \= \_next\_block if event.type == pygame.KEYDOWN: if event.key == pygame.K\_LEFT: if not game\_over and not pause: if time.time() - last\_press\_time > 0.1: last\_press\_time \= time.time() if cur\_pos\_x > - cur\_block.start\_pos.X: if \_judge(cur\_pos\_x - 1, cur\_pos\_y, cur\_block): cur\_pos\_x \-= 1 if event.key == pygame.K\_RIGHT: if not game\_over and not pause: if time.time() - last\_press\_time > 0.1: last\_press\_time \= time.time() # 不能移除右边框 if cur\_pos\_x + cur\_block.end\_pos.X + 1 < BLOCK\_WIDTH: if \_judge(cur\_pos\_x + 1, cur\_pos\_y, cur\_block): cur\_pos\_x += 1 if event.key == pygame.K\_DOWN: if not game\_over and not pause: if time.time() - last\_press\_time > 0.1: last\_press\_time \= time.time() if not \_judge(cur\_pos\_x, cur\_pos\_y + 1, cur\_block): \_dock() else: last\_drop\_time \= time.time() cur\_pos\_y += 1 \_draw\_background(screen) \_draw\_game\_area(screen, game\_area) \_draw\_gridlines(screen) \_draw\_info(screen, font1, font\_pos\_x, font1\_height, score) # 画显示信息中的下一个方块 \_draw\_block(screen, next\_block, font\_pos\_x, 30 + (font1\_height + 6) \* 5, 0, 0) if not game\_over: cur\_drop\_time \= time.time() if cur\_drop\_time - last\_drop\_time > speed: if not pause: if not \_judge(cur\_pos\_x, cur\_pos\_y + 1, cur\_block): \_dock() else: last\_drop\_time \= cur\_drop\_time cur\_pos\_y += 1 else: if start: print\_text(screen, font2, (SCREEN\_WIDTH \- gameover\_size\[0\]) // 2, (SCREEN\_HEIGHT - gameover\_size\[1\]) // 2, 'GAME OVER', RED) # 画当前下落方块 \_draw\_block(screen, cur\_block, 0, 0, cur\_pos\_x, cur\_pos\_y) pygame.display.flip() # 画背景 def \_draw\_background(screen): # 填充背景色 screen.fill(BG\_COLOR) # 画游戏区域分隔线 pygame.draw.line(screen, BORDER\_COLOR, (SIZE \* BLOCK\_WIDTH + BORDER\_WIDTH // 2, 0), (SIZE \* BLOCK\_WIDTH + BORDER\_WIDTH // 2, SCREEN\_HEIGHT), BORDER\_WIDTH) # 画网格线 def \_draw\_gridlines(screen): # 画网格线 竖线 for x in range(BLOCK\_WIDTH): pygame.draw.line(screen, BLACK, (x \* SIZE, 0), (x \* SIZE, SCREEN\_HEIGHT), 1) # 画网格线 横线 for y in range(BLOCK\_HEIGHT): pygame.draw.line(screen, BLACK, (0, y \* SIZE), (BLOCK\_WIDTH \* SIZE, y \* SIZE), 1) # 画已经落下的方块 def \_draw\_game\_area(screen, game\_area): if game\_area: for i, row in enumerate(game\_area): for j, cell in enumerate(row): if cell != '.': pygame.draw.rect(screen, BLOCK\_COLOR, (j \* SIZE, i \* SIZE, SIZE, SIZE), 0) # 画单个方块 def \_draw\_block(screen, block, offset\_x, offset\_y, pos\_x, pos\_y): if block: for i in range(block.start\_pos.Y, block.end\_pos.Y + 1): for j in range(block.start\_pos.X, block.end\_pos.X + 1): if block.template\[i\]\[j\] != '.': pygame.draw.rect(screen, BLOCK\_COLOR, (offset\_x \+ (pos\_x + j) \* SIZE, offset\_y + (pos\_y + i) \* SIZE, SIZE, SIZE), 0) # 画得分等信息 def \_draw\_info(screen, font, pos\_x, font\_height, score): print\_text(screen, font, pos\_x, 10, f'得分: ') print\_text(screen, font, pos\_x, 10 + font\_height + 6, f'{score}') print\_text(screen, font, pos\_x, 20 + (font\_height + 6) \* 2, f'速度: ') print\_text(screen, font, pos\_x, 20 + (font\_height + 6) \* 3, f'{score // 10000}') print\_text(screen, font, pos\_x, 30 + (font\_height + 6) \* 4, f'下一个:') if \_\_name\_\_ == '\_\_main\_\_': main()
地雷部分
一样的,单独保存py文件,mineblock.py
import random from enum import Enum BLOCK\_WIDTH \= 30 BLOCK\_HEIGHT \= 16 SIZE \= 20 # 块大小 MINE\_COUNT = 99 # 地雷数 class BlockStatus(Enum): normal \= 1 # 未点击 opened = 2 # 已点击 mine = 3 # 地雷 flag = 4 # 标记为地雷 ask = 5 # 标记为问号 bomb = 6 # 踩中地雷 hint = 7 # 被双击的周围 double = 8 # 正被鼠标左右键双击 class Mine: def \_\_init\_\_(self, x, y, value=0): self.\_x \= x self.\_y \= y self.\_value \= 0 self.\_around\_mine\_count \= -1 self.\_status \= BlockStatus.normal self.set\_value(value) def \_\_repr\_\_(self): return str(self.\_value) # return f'({self.\_x},{self.\_y})={self.\_value}, status={self.status}' def get\_x(self): return self.\_x def set\_x(self, x): self.\_x \= x x \= property(fget=get\_x, fset=set\_x) def get\_y(self): return self.\_y def set\_y(self, y): self.\_y \= y y \= property(fget=get\_y, fset=set\_y) def get\_value(self): return self.\_value def set\_value(self, value): if value: self.\_value \= 1 else: self.\_value \= 0 value \= property(fget=get\_value, fset=set\_value, doc='0:非地雷 1:雷') def get\_around\_mine\_count(self): return self.\_around\_mine\_count def set\_around\_mine\_count(self, around\_mine\_count): self.\_around\_mine\_count \= around\_mine\_count around\_mine\_count \= property(fget=get\_around\_mine\_count, fset=set\_around\_mine\_count, doc='四周地雷数量') def get\_status(self): return self.\_status def set\_status(self, value): self.\_status \= value status \= property(fget=get\_status, fset=set\_status, doc='BlockStatus') class MineBlock: def \_\_init\_\_(self): self.\_block \= \[\[Mine(i, j) for i in range(BLOCK\_WIDTH)\] for j in range(BLOCK\_HEIGHT)\] # 埋雷 for i in random.sample(range(BLOCK\_WIDTH \* BLOCK\_HEIGHT), MINE\_COUNT): self.\_block\[i // BLOCK\_WIDTH\]\[i % BLOCK\_WIDTH\].value = 1 def get\_block(self): return self.\_block block \= property(fget=get\_block) def getmine(self, x, y): return self.\_block\[y\]\[x\] def open\_mine(self, x, y): # 踩到雷了 if self.\_block\[y\]\[x\].value: self.\_block\[y\]\[x\].status \= BlockStatus.bomb return False # 先把状态改为 opened self.\_block\[y\]\[x\].status = BlockStatus.opened around \= \_get\_around(x, y) \_sum \= 0 for i, j in around: if self.\_block\[j\]\[i\].value: \_sum += 1 self.\_block\[y\]\[x\].around\_mine\_count \= \_sum # 如果周围没有雷,那么将周围8个未中未点开的递归算一遍 # 这就能实现一点出现一大片打开的效果了 if \_sum == 0: for i, j in around: if self.\_block\[j\]\[i\].around\_mine\_count == -1: self.open\_mine(i, j) return True def double\_mouse\_button\_down(self, x, y): if self.\_block\[y\]\[x\].around\_mine\_count == 0: return True self.\_block\[y\]\[x\].status \= BlockStatus.double around \= \_get\_around(x, y) sumflag \= 0 # 周围被标记的雷数量 for i, j in \_get\_around(x, y): if self.\_block\[j\]\[i\].status == BlockStatus.flag: sumflag += 1 # 周边的雷已经全部被标记 result = True if sumflag == self.\_block\[y\]\[x\].around\_mine\_count: for i, j in around: if self.\_block\[j\]\[i\].status == BlockStatus.normal: if not self.open\_mine(i, j): result \= False else: for i, j in around: if self.\_block\[j\]\[i\].status == BlockStatus.normal: self.\_block\[j\]\[i\].status \= BlockStatus.hint return result def double\_mouse\_button\_up(self, x, y): self.\_block\[y\]\[x\].status \= BlockStatus.opened for i, j in \_get\_around(x, y): if self.\_block\[j\]\[i\].status == BlockStatus.hint: self.\_block\[j\]\[i\].status \= BlockStatus.normal def \_get\_around(x, y): """返回(x, y)周围的点的坐标""" # 这里注意,range 末尾是开区间,所以要加 1 return \[(i, j) for i in range(max(0, x - 1), min(BLOCK\_WIDTH - 1, x + 1) + 1) for j in range(max(0, y - 1), min(BLOCK\_HEIGHT - 1, y + 1) + 1) if i != x or j != y\]
素材
素材我都放在群里了,我还给大家准备了这些资料
# 一群:872937351 (群满了的话加二群)
# 二群:924040232
# python学习路线汇总
# 精品Python学习书籍100本
# Python入门视频合集
# Python实战案例
# Python面试题
# Python相关软件工具/pycharm永久激活
主代码
import sys import time from enum import Enum import pygame from pygame.locals import \* from mineblock import \* # 游戏屏幕的宽 SCREEN\_WIDTH = BLOCK\_WIDTH \* SIZE # 游戏屏幕的高 SCREEN\_HEIGHT = (BLOCK\_HEIGHT + 2) \* SIZE class GameStatus(Enum): readied \= 1, started \= 2, over \= 3, win \= 4 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('扫雷') font1 \= pygame.font.Font('resources/a.TTF', SIZE \* 2) # 得分的字体 fwidth, fheight = font1.size('999') red \= (200, 40, 40) # 加载资源图片,因为资源文件大小不一,所以做了统一的缩放处理 img0 = pygame.image.load('resources/0.bmp').convert() img0 \= pygame.transform.smoothscale(img0, (SIZE, SIZE)) img1 \= pygame.image.load('resources/1.bmp').convert() img1 \= pygame.transform.smoothscale(img1, (SIZE, SIZE)) img2 \= pygame.image.load('resources/2.bmp').convert() img2 \= pygame.transform.smoothscale(img2, (SIZE, SIZE)) img3 \= pygame.image.load('resources/3.bmp').convert() img3 \= pygame.transform.smoothscale(img3, (SIZE, SIZE)) img4 \= pygame.image.load('resources/4.bmp').convert() img4 \= pygame.transform.smoothscale(img4, (SIZE, SIZE)) img5 \= pygame.image.load('resources/5.bmp').convert() img5 \= pygame.transform.smoothscale(img5, (SIZE, SIZE)) img6 \= pygame.image.load('resources/6.bmp').convert() img6 \= pygame.transform.smoothscale(img6, (SIZE, SIZE)) img7 \= pygame.image.load('resources/7.bmp').convert() img7 \= pygame.transform.smoothscale(img7, (SIZE, SIZE)) img8 \= pygame.image.load('resources/8.bmp').convert() img8 \= pygame.transform.smoothscale(img8, (SIZE, SIZE)) img\_blank \= pygame.image.load('resources/blank.bmp').convert() img\_blank \= pygame.transform.smoothscale(img\_blank, (SIZE, SIZE)) img\_flag \= pygame.image.load('resources/flag.bmp').convert() img\_flag \= pygame.transform.smoothscale(img\_flag, (SIZE, SIZE)) img\_ask \= pygame.image.load('resources/ask.bmp').convert() img\_ask \= pygame.transform.smoothscale(img\_ask, (SIZE, SIZE)) img\_mine \= pygame.image.load('resources/mine.bmp').convert() img\_mine \= pygame.transform.smoothscale(img\_mine, (SIZE, SIZE)) img\_blood \= pygame.image.load('resources/blood.bmp').convert() img\_blood \= pygame.transform.smoothscale(img\_blood, (SIZE, SIZE)) img\_error \= pygame.image.load('resources/error.bmp').convert() img\_error \= pygame.transform.smoothscale(img\_error, (SIZE, SIZE)) face\_size \= int(SIZE \* 1.25) img\_face\_fail \= pygame.image.load('resources/face\_fail.bmp').convert() img\_face\_fail \= pygame.transform.smoothscale(img\_face\_fail, (face\_size, face\_size)) img\_face\_normal \= pygame.image.load('resources/face\_normal.bmp').convert() img\_face\_normal \= pygame.transform.smoothscale(img\_face\_normal, (face\_size, face\_size)) img\_face\_success \= pygame.image.load('resources/face\_success.bmp').convert() img\_face\_success \= pygame.transform.smoothscale(img\_face\_success, (face\_size, face\_size)) face\_pos\_x \= (SCREEN\_WIDTH - face\_size) // 2 face\_pos\_y \= (SIZE \* 2 - face\_size) // 2 img\_dict \= { 0: img0, 1: img1, 2: img2, 3: img3, 4: img4, 5: img5, 6: img6, 7: img7, 8: img8 } bgcolor \= (225, 225, 225) # 背景色 block \= MineBlock() game\_status \= GameStatus.readied start\_time \= None # 开始时间 elapsed\_time = 0 # 耗时 while True: # 填充背景色 screen.fill(bgcolor) for event in pygame.event.get(): if event.type == QUIT: sys.exit() elif event.type == MOUSEBUTTONDOWN: mouse\_x, mouse\_y \= event.pos x \= mouse\_x // SIZE y \= mouse\_y // SIZE - 2 b1, b2, b3 \= pygame.mouse.get\_pressed() if game\_status == GameStatus.started: # 鼠标左右键同时按下,如果已经标记了所有雷,则打开周围一圈 # 如果还未标记完所有雷,则有一个周围一圈被同时按下的效果 if b1 and b3: mine \= block.getmine(x, y) if mine.status == BlockStatus.opened: if not block.double\_mouse\_button\_down(x, y): game\_status \= GameStatus.over elif event.type == MOUSEBUTTONUP: if y < 0: if face\_pos\_x <= mouse\_x <= face\_pos\_x + face\_size \\ and face\_pos\_y <= mouse\_y <= face\_pos\_y + face\_size: game\_status \= GameStatus.readied block \= MineBlock() start\_time \= time.time() elapsed\_time \= 0 continue if game\_status == GameStatus.readied: game\_status \= GameStatus.started start\_time \= time.time() elapsed\_time \= 0 if game\_status == GameStatus.started: mine \= block.getmine(x, y) if b1 and not b3: # 按鼠标左键 if mine.status == BlockStatus.normal: if not block.open\_mine(x, y): game\_status \= GameStatus.over elif not b1 and b3: # 按鼠标右键 if mine.status == BlockStatus.normal: mine.status \= BlockStatus.flag elif mine.status == BlockStatus.flag: mine.status \= BlockStatus.ask elif mine.status == BlockStatus.ask: mine.status \= BlockStatus.normal elif b1 and b3: if mine.status == BlockStatus.double: block.double\_mouse\_button\_up(x, y) flag\_count \= 0 opened\_count \= 0 for row in block.block: for mine in row: pos \= (mine.x \* SIZE, (mine.y + 2) \* SIZE) if mine.status == BlockStatus.opened: screen.blit(img\_dict\[mine.around\_mine\_count\], pos) opened\_count += 1 elif mine.status == BlockStatus.double: screen.blit(img\_dict\[mine.around\_mine\_count\], pos) elif mine.status == BlockStatus.bomb: screen.blit(img\_blood, pos) elif mine.status == BlockStatus.flag: screen.blit(img\_flag, pos) flag\_count += 1 elif mine.status == BlockStatus.ask: screen.blit(img\_ask, pos) elif mine.status == BlockStatus.hint: screen.blit(img0, pos) elif game\_status == GameStatus.over and mine.value: screen.blit(img\_mine, pos) elif mine.value == 0 and mine.status == BlockStatus.flag: screen.blit(img\_error, pos) elif mine.status == BlockStatus.normal: screen.blit(img\_blank, pos) print\_text(screen, font1, 30, (SIZE \* 2 - fheight) // 2 - 2, '%02d' % (MINE\_COUNT - flag\_count), red) if game\_status == GameStatus.started: elapsed\_time \= int(time.time() - start\_time) print\_text(screen, font1, SCREEN\_WIDTH \- fwidth - 30, (SIZE \* 2 - fheight) // 2 - 2, '%03d' % elapsed\_time, red) if flag\_count + opened\_count == BLOCK\_WIDTH \* BLOCK\_HEIGHT: game\_status \= GameStatus.win if game\_status == GameStatus.over: screen.blit(img\_face\_fail, (face\_pos\_x, face\_pos\_y)) elif game\_status == GameStatus.win: screen.blit(img\_face\_success, (face\_pos\_x, face\_pos\_y)) else: screen.blit(img\_face\_normal, (face\_pos\_x, face\_pos\_y)) pygame.display.update() if \_\_name\_\_ == '\_\_main\_\_': main()
五子棋就没那么多七七八八的素材和其它代码了
import sys import random import pygame from pygame.locals import \* import pygame.gfxdraw 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 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()
import random import sys import time import pygame from pygame.locals import \* from collections import deque SCREEN\_WIDTH \= 600 # 屏幕宽度 SCREEN\_HEIGHT = 480 # 屏幕高度 SIZE = 20 # 小方格大小 LINE\_WIDTH = 1 # 网格线宽度 # 游戏区域的坐标范围 SCOPE\_X = (0, SCREEN\_WIDTH // SIZE - 1) SCOPE\_Y \= (2, SCREEN\_HEIGHT // SIZE - 1) # 食物的分值及颜色 FOOD\_STYLE\_LIST = \[(10, (255, 100, 100)), (20, (100, 255, 100)), (30, (100, 100, 255))\] LIGHT \= (100, 100, 100) DARK \= (200, 200, 200) # 蛇的颜色 BLACK = (0, 0, 0) # 网格线颜色 RED = (200, 30, 30) # 红色,GAME OVER 的字体颜色 BGCOLOR = (40, 40, 60) # 背景色 def print\_text(screen, font, x, y, text, fcolor=(255, 255, 255)): imgText \= font.render(text, True, fcolor) screen.blit(imgText, (x, y)) # 初始化蛇 def init\_snake(): snake \= deque() snake.append((2, SCOPE\_Y\[0\])) snake.append((1, SCOPE\_Y\[0\])) snake.append((0, SCOPE\_Y\[0\])) return snake def create\_food(snake): food\_x \= random.randint(SCOPE\_X\[0\], SCOPE\_X\[1\]) food\_y \= random.randint(SCOPE\_Y\[0\], SCOPE\_Y\[1\]) while (food\_x, food\_y) in snake: # 如果食物出现在蛇身上,则重来 food\_x = random.randint(SCOPE\_X\[0\], SCOPE\_X\[1\]) food\_y \= random.randint(SCOPE\_Y\[0\], SCOPE\_Y\[1\]) return food\_x, food\_y def get\_food\_style(): return FOOD\_STYLE\_LIST\[random.randint(0, 2)\] def main(): pygame.init() screen \= pygame.display.set\_mode((SCREEN\_WIDTH, SCREEN\_HEIGHT)) pygame.display.set\_caption('贪吃蛇') font1 \= pygame.font.SysFont('SimHei', 24) # 得分的字体 font2 = pygame.font.Font(None, 72) # GAME OVER 的字体 fwidth, fheight = font2.size('GAME OVER') # 如果蛇正在向右移动,那么快速点击向下向左,由于程序刷新没那么快,向下事件会被向左覆盖掉,导致蛇后退,直接GAME OVER # b 变量就是用于防止这种情况的发生 b = True # 蛇 snake = init\_snake() # 食物 food = create\_food(snake) food\_style \= get\_food\_style() # 方向 pos = (1, 0) game\_over \= True start \= False # 是否开始,当start = True,game\_over = True 时,才显示 GAME OVER score = 0 # 得分 orispeed = 0.5 # 原始速度 speed = orispeed last\_move\_time \= None pause \= False # 暂停 while True: for event in pygame.event.get(): if event.type == QUIT: sys.exit() elif event.type == KEYDOWN: if event.key == K\_RETURN: if game\_over: start \= True game\_over \= False b \= True snake \= init\_snake() food \= create\_food(snake) food\_style \= get\_food\_style() pos \= (1, 0) # 得分 score = 0 last\_move\_time \= time.time() elif event.key == K\_SPACE: if not game\_over: pause \= not pause elif event.key in (K\_w, K\_UP): # 这个判断是为了防止蛇向上移时按了向下键,导致直接 GAME OVER if b and not pos\[1\]: pos \= (0, -1) b \= False elif event.key in (K\_s, K\_DOWN): if b and not pos\[1\]: pos \= (0, 1) b \= False elif event.key in (K\_a, K\_LEFT): if b and not pos\[0\]: pos \= (-1, 0) b \= False elif event.key in (K\_d, K\_RIGHT): if b and not pos\[0\]: pos \= (1, 0) b \= False # 填充背景色 screen.fill(BGCOLOR) # 画网格线 竖线 for x in range(SIZE, SCREEN\_WIDTH, SIZE): pygame.draw.line(screen, BLACK, (x, SCOPE\_Y\[0\] \* SIZE), (x, SCREEN\_HEIGHT), LINE\_WIDTH) # 画网格线 横线 for y in range(SCOPE\_Y\[0\] \* SIZE, SCREEN\_HEIGHT, SIZE): pygame.draw.line(screen, BLACK, (0, y), (SCREEN\_WIDTH, y), LINE\_WIDTH) if not game\_over: curTime \= time.time() if curTime - last\_move\_time > speed: if not pause: b \= True last\_move\_time \= curTime next\_s \= (snake\[0\]\[0\] + pos\[0\], snake\[0\]\[1\] + pos\[1\]) if next\_s == food: # 吃到了食物 snake.appendleft(next\_s) score += food\_style\[0\] speed \= orispeed - 0.03 \* (score // 100) food \= create\_food(snake) food\_style \= get\_food\_style() else: if SCOPE\_X\[0\] <= next\_s\[0\] <= SCOPE\_X\[1\] and SCOPE\_Y\[0\] <= next\_s\[1\] <= SCOPE\_Y\[1\] \\ and next\_s not in snake: snake.appendleft(next\_s) snake.pop() else: game\_over \= True # 画食物 if not game\_over: # 避免 GAME OVER 的时候把 GAME OVER 的字给遮住了 pygame.draw.rect(screen, food\_style\[1\], (food\[0\] \* SIZE, food\[1\] \* SIZE, SIZE, SIZE), 0) # 画蛇 for s in snake: pygame.draw.rect(screen, DARK, (s\[0\] \* SIZE + LINE\_WIDTH, s\[1\] \* SIZE + LINE\_WIDTH, SIZE \- LINE\_WIDTH \* 2, SIZE - LINE\_WIDTH \* 2), 0) print\_text(screen, font1, 30, 7, f'速度: {score//100}') print\_text(screen, font1, 450, 7, f'得分: {score}') if game\_over: if start: print\_text(screen, font2, (SCREEN\_WIDTH \- fwidth) // 2, (SCREEN\_HEIGHT - fheight) // 2, 'GAME OVER', RED) pygame.display.update() if \_\_name\_\_ == '\_\_main\_\_': main()
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