2D大富翁

最近我搞了一个小小的游戏

想要的记得一键3连哦!
现在是手机时代,可能你们在学校时玩过大富翁,不知道你们,但是我玩过。我同学看、叫我来写一个大富翁纪念一下我的小学生涯.

所以今天我刚写出来的2D大富翁!!

我最近的项目有点多,所以我想从粉丝团中选一个幸运粉丝来帮我看项目但是有要求:
1,想要参加的先成为我的粉丝。
2,有PYTHON的软件,还可以运行。
就这一个要求,满足的可以私信我。

好了,言归正传先上截图:
在这里插入图片描述
在这里插入图片描述
按Q让红色的棋子移动,如果到了位置顺便买下来。
按W让黑色的棋子移动,如果到也位置顺便买下来。
好了,图片自己找,还有音乐,还有字体。
也可以自己上我的网盘要,网盘地址自己在文章后面找。

代码:

StartGame.py

# -*- coding: utf-8 -*-

#  describe: 基于python的一个2D大富翁游戏

########################################准备工作###############################################

# 初始化各种模块
import pygame
import random
import sys


# 定义类
class Player():
    def __init__(self, image, name, isPlayer):
        self.name = name
        self.money = 10000
        self.isGoingToMove = False
        self.movable = True
        self.image = image
        self.position = 0
        self.temp_position = False
        self.dice_value = 0
        self.locatedBuilding = 0
        self.showText = []
        self.isPlayer = isPlayer
        self.ownedBuildings = []
        self.isShowText = False
        self.soundPlayList = 0
        self.caishen = 0
        self.shuaishen = 0
        self.tudishen = 0
        self.pohuaishen = 0

    def judgePosition(self, buildings):  # 位置判断 返回值是所在位置的建筑
        for each in buildings:
            for every in each.location:
                if self.position == every:
                    return each

            # 当使用元组时 当元组中只有一个元素时 发现该元素不可迭代
            # 出现错误 换成列表后解决
            ''' 
            try:
                for every in each.location:
                    if self.position == every:
                        print(each.name)
            except:
                if self.position == every:
                    print(each.name)
            '''

    def buyaBuilding(self, isPressYes):  # 购买方法
        if isPressYes and self.locatedBuilding.owner != self.name:
            self.locatedBuilding.owner = self.name
            self.locatedBuilding.wasBought = True
            self.ownedBuildings.append(self.locatedBuilding)
            self.money -= self.locatedBuilding.price
            self.showText = [self.name + '购买了' + self.locatedBuilding.name + '!']
            self.soundPlayList = 1
            return True
        else:
            return False

    def addaHouse(self, isPressYes):  # 在建筑物上添加一个房子
        try:
            if isPressYes and self.locatedBuilding.owner == self.name:
                self.locatedBuilding.builtRoom += 1
                self.money -= self.locatedBuilding.payment
                self.showText = [self.name + '在' + self.locatedBuilding.name + '上!', '盖了一座房子!', \
                                 '有%d' % self.locatedBuilding.builtRoom + '个房子了!', \
                                 "它的过路费是%d" % (self.locatedBuilding.payment * \
                                               (self.locatedBuilding.builtRoom + 1))]
                self.soundPlayList = 2
                return True
            else:
                return False
        except:
            pass

    def move(self, buildings, allplayers):  # 移动方法 返回值是所在的建筑位置
        self.dice_value = random.randint(1, 6)
        self.position += self.dice_value
        if self.position >= 16:
            self.position -= 16
        self.locatedBuilding = self.judgePosition(buildings)
        self.isShowText = True
        return self.eventInPosition(allplayers)

    def eventInPosition(self, allplayers):  # 判断在建筑位置应该发生的事件
        building = self.locatedBuilding
        if building.name != '空地':
            if self.locatedBuilding.wasBought == False:  # 未购买的时候显示建筑的数据!
                if self.isPlayer == True:
                    textLine0 = self.name + '扔出了' + '%d' % self.dice_value + '点!'
                    textLine1 = self.name + '来到了' + building.name + '!'
                    textLine2 = '购买价格:%d' % building.price
                    textLine3 = '过路收费:%d' % building.payment
                    textLine4 = '是否购买?'
                    self.showText = [textLine0, textLine1, textLine2, textLine3, textLine4]
                    return True
                else:
                    self.addaHouse(not self.buyaBuilding(True))

                # ----- 动画 -------
                # ----- 是否购买 ------
            elif building.owner == self.name:  # 路过自己的房子开始加盖建筑!
                if self.pohuaishen == 1:
                    textLine0 = self.name + '破坏神附体!'
                    textLine1 = '摧毁了自己的房子!'
                    building.owner = 'no'
                    building.wasBought = False
                    self.showText = [textLine0, textLine1]
                    self.pohuaishen = 0
                else:
                    if self.isPlayer == True:
                        textLine0 = self.name + '扔出了' + '%d' % self.dice_value + '点!'
                        textLine1 = '来到了ta的' + self.locatedBuilding.name + '!'
                        textLine2 = '可以加盖小房子!'
                        textLine3 = '加盖收费:%d' % building.payment
                        textLine4 = '是否加盖?'
                        self.showText = [textLine0, textLine1, textLine2, textLine3, textLine4]
                        return True
                    # ----- 动画-------
                    else:
                        self.addaHouse(True)
            else:
                for each in allplayers:  # 被收费!
                    if self.locatedBuilding.owner == each.name and each.name != self.name:
                        if self.caishen == 1:
                            textLine0 = self.name + '财神附体!'
                            textLine1 = '免除过路费%d!' % (building.payment * (building.builtRoom + 1))
                            self.showText = [textLine0, textLine1]
                            self.caishen = 0
                        else:
                            if self.tudishen == 1:
                                textLine0 = self.name + '土地神附体!'
                                textLine1 = '强占土地!'
                                textLine2 = building.name + '现在属于' + self.name
                                self.locatedBuilding.owner = self.name
                                self.showText = [textLine0, textLine1, textLine2]
                                self.tudishen = 0
                            else:
                                if self.pohuaishen == 1:
                                    textLine0 = self.name + '破坏神附体!'
                                    textLine1 = '摧毁了对手的房子!'
                                    building.owner = 'no'
                                    building.wasBought = False
                                    self.showText = [textLine0, textLine1]
                                    self.pohuaishen = 0
                                else:
                                    textLine0 = self.name + '扔出了' + '%d' % self.dice_value + '点!'
                                    textLine1 = self.name + '来到了' + each.name + '的:'
                                    textLine2 = building.name + ',被收费!'
                                    if self.shuaishen == 1:
                                        textLine3 = '过路收费:%d*2!' % (building.payment * (building.builtRoom + 1) * 2)
                                        self.shuaishen = 0
                                    else:
                                        textLine3 = '过路收费:%d' % (building.payment * (building.builtRoom + 1))
                                    textLine4 = '哦!' + self.name + '好倒霉!'
                                    self.showText = [textLine0, textLine1, textLine2, textLine3, textLine4]
                                    # 收费!
                                    self.money -= building.payment * (building.builtRoom + 1)
                                    each.money += building.payment * (building.builtRoom + 1)
                                    self.soundPlayList = 3
                                    # ----- 动画-------

        else:
            # 发现不能处理在空地上的情况 于是使用 try & except 来解决!然后加入了幸运事件功能!
            # 后来发现 try except 弊端太大 找不到错误的根源 换为if else嵌套。。
            whichone = self.dice_value % 4
            if whichone == 0:
                self.caishen = 1
                textLine2 = '遇到了财神!'
                textLine3 = '免一次过路费!'
            if whichone == 1:
                self.shuaishen = 1
                textLine2 = '遇到了衰神!'
                textLine3 = '过路费加倍一次!'
            if whichone == 2:
                self.tudishen = 1
                textLine2 = '遇到了土地神!'
                textLine3 = '强占一次房子!'
            if whichone == 3:
                self.pohuaishen = 1
                textLine3 = '摧毁路过的房子!'
                textLine2 = '遇到了破坏神!'
            textLine0 = self.name + '扔出了' + '%d' % self.dice_value + '点!'
            textLine1 = '来到了运气地点!'
            self.showText = [textLine0, textLine1, textLine2, textLine3]


class Building():  # 好像所有功能都在Player类里实现了=_=
    def __init__(self, name, price, payment, location):
        self.name = name
        self.price = price
        self.payment = payment
        self.location = location
        self.wasBought = False  # 是否被购买
        self.builtRoom = 0  # 小房子建造的数目
        self.owner = 'no'


# 带透明度的绘图方法 by turtle 2333
def blit_alpha(target, source, location, opacity):
    x = location[0]
    y = location[1]
    temp = pygame.Surface((source.get_width(), source.get_height())).convert()
    temp.blit(target, (-x, -y))
    temp.blit(source, (0, 0))
    temp.set_alpha(opacity)
    target.blit(temp, location)


########################################主函数###############################################


def main():
    pygame.init()
    clock = pygame.time.Clock()

    # 初始化屏幕
    size = (1270, 768)
    screen = pygame.display.set_mode(size)
    pygame.display.set_caption("大富翁")

    # 读取字体以及有关数据
    textColorInMessageBox = (141, 146, 152)
    white = (255, 255, 255)
    black = (0, 0, 0)
    red = (255, 0, 0)
    font = pygame.font.Font('resource\\font\\myfont.ttf', 30)

    # 读取资源
    backgroud = pygame.image.load("resource\\pic\\GameMap.png")
    chess = pygame.image.load("resource\\pic\\chess.png")
    chess_com = pygame.image.load("resource\\pic\\chess1.png")
    bigdice_image = pygame.image.load("resource\\pic\\dice.png").convert_alpha()
    dice_1 = pygame.image.load("resource\\pic\\dice_1.png")
    dice_2 = pygame.image.load("resource\\pic\\dice_2.png")
    dice_3 = pygame.image.load("resource\\pic\\dice_3.png")
    dice_4 = pygame.image.load("resource\\pic\\dice_4.png")
    dice_5 = pygame.image.load("resource\\pic\\dice_5.png")
    dice_6 = pygame.image.load("resource\\pic\\dice_6.png")
    dices = [dice_1, dice_2, dice_3, dice_4, dice_5, dice_6]
    yes = pygame.image.load("resource\\pic\\yes.png")
    yes2 = pygame.image.load("resource\\pic\\yes2.png")
    no = pygame.image.load("resource\\pic\\no.png")
    no2 = pygame.image.load("resource\\pic\\no2.png")
    GameStart = pygame.image.load("resource\\pic\\GameStart.png")
    StartGameButton = pygame.image.load("resource\\pic\\StartGameButton.png").convert_alpha()
    turnover = pygame.image.load("resource\\pic\\turnover.png")
    turnover2 = pygame.image.load("resource\\pic\\turnover2.png")
    shuaishen = pygame.image.load("resource\\pic\\shuaishen.png").convert_alpha()
    tudishen = pygame.image.load("resource\\pic\\tudishen.png").convert_alpha()
    caishen = pygame.image.load("resource\\pic\\caishen.png").convert_alpha()
    pohuaishen = pygame.image.load("resource\\pic\\pohuaishen.png").convert_alpha()

    rollDiceSound = pygame.mixer.Sound("resource\\sound\\rolldicesound.wav")
    bgm = pygame.mixer.music.load("resource\\sound\\bgm.ogg")
    throwcoin = pygame.mixer.Sound("resource\\sound\\throwcoin.wav")
    moneysound = pygame.mixer.Sound("resource\\sound\\moneysound.wav")
    aiyo = pygame.mixer.Sound("resource\\sound\\aiyo.wav")
    didong = pygame.mixer.Sound("resource\\sound\\didong.wav")

    # PlayList 在对象中设置应该播放的声音
    playList = [moneysound, throwcoin, aiyo]

    # 各种Surface的rect
    bigdice_rect = bigdice_image.get_rect()
    bigdice_rect.left, bigdice_rect.top = 50, 600
    yes_rect = yes.get_rect()
    yes_rect.left, yes_rect.top = 500, 438
    no_rect = no.get_rect()
    no_rect.left, no_rect.top = 630, 438
    button_rect = StartGameButton.get_rect()
    button_rect.left, button_rect.top = 1003, 30
    turnover_rect = turnover.get_rect()
    turnover_rect.left, turnover_rect.top = 1035, 613

    # 实例化对象
    players = []
    computers = []
    allplayers = []
    player_1 = Player(chess, '玩家', True)
    player_com1= Player(chess_com, '玩家2', False)
    players.append(player_1)
    computers.append(player_com1)
    allplayers.append(player_1)
    allplayers.append(player_com1)
    presentPlayer = player_com1

    # 初始化建筑物数据
    gate = Building('大门', 1000, 200, [1, 2])
    fountain = Building('喷泉', 2000, 400, [3, 4])
    path = Building('小道', 800, 160, [5])
    library = Building('图书馆', 2000, 400, [6, 7])
    kongdi1 = Building('空地', 0, 0, [8])
    classroomTen = Building('教十', 1200, 240, [9, 10])
    classroomNine = Building('教九', 1200, 240, [11, 12])
    resOne = Building('三餐厅', 800, 160, [13])
    resTwo = Building('二餐厅', 800, 160, [14])
    resThree = Building('一餐厅', 800, 160, [15])
    kongdi2 = Building('空地', 0, 0, [0])

    buildings = [gate, fountain, path, library, classroomNine, \
                 classroomTen, resOne, resThree, resTwo, kongdi1, kongdi2]

    # 坐标数据 同时处理坐标数据 使之合适
    MapXYvalue = [(435.5, 231.5), (509.5, 231.5), (588.5, 231.5), (675.5, 231.5), (758.5, 231.5), \
                  (758.5, 317.0), (758.5, 405.5), (758.5, 484.5), (758.5, 558.5), (679.5, 558.5), \
                  (601.5, 558.5), (518.5, 556.5), (435.5, 556.5), (435.5, 479.5), (435.5, 399.0), \
                  (435.5, 315.5)
                  ]

    MapChessPosition_Player = []
    MapChessPosition_Com = []
    MapChessPosition_Original = []
    MapChessPosition_Payment = []

    MapMessageBoxPosition = (474.1, 276.9)
    YesNoMessageBoxPosition = [(500, 438), (630, 438)]
    StartGameButtonPosition = (1003, 30)
    TurnOvwrButtonPosition = (1035, 613)

    # 调整位置
    for i in range(0, 16):
        MapChessPosition_Original.append((MapXYvalue[i][0] - 50, MapXYvalue[i][1] - 80))
        MapChessPosition_Player.append((MapXYvalue[i][0] - 70, MapXYvalue[i][1] - 60))
        MapChessPosition_Com.append((MapXYvalue[i][0] - 30, MapXYvalue[i][1] - 100))
        MapChessPosition_Payment.append((MapXYvalue[i][0] - 30, MapXYvalue[i][1] - 15))

    # 循环时所用的一些变量
    running = True
    image_alpha = 255
    button_alpha = 255
    half_alpha = 30
    showdice = True
    showYes2 = False
    showNo2 = False
    showYes_No = False
    pressYes = False
    whetherYes_NoJudge = False
    gameStarted = False
    showButton2 = False

    # 播放背景音乐
    pygame.mixer.music.play(100)

    ########################################进入游戏循环!###############################################

    # 循环开始!
    while running:
        if not gameStarted:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    sys.exit()

                # 明暗触发 鼠标位置判断
                if event.type == pygame.MOUSEMOTION:
                    if button_rect.collidepoint(event.pos):
                        button_alpha = 255
                    else:
                        button_alpha = 120

                if event.type == pygame.MOUSEBUTTONDOWN:

                    if button_rect.collidepoint(event.pos):  # 按下按钮
                        didong.play()
                        gameStarted = True

            screen.blit(GameStart, (0, 0))
            blit_alpha(screen, StartGameButton, StartGameButtonPosition, button_alpha)

        if gameStarted:

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    sys.exit()

                # 明暗触发 鼠标位置判断
                if event.type == pygame.MOUSEMOTION:
                    if bigdice_rect.collidepoint(event.pos):
                        image_alpha = 255
                    else:
                        image_alpha = 190

                if event.type == pygame.MOUSEBUTTONDOWN:

                    if bigdice_rect.collidepoint(event.pos):  # 按骰子
                        if presentPlayer != player_1:
                            rollDiceSound.play(1, 2000)
                            pygame.time.delay(2000)
                            showYes_No = player_1.move(buildings, allplayers)
                            whetherYes_NoJudge = showYes_No
                            presentPlayer = player_1
                        else:
                            presentPlayer.showText = ['还没到你的回合!']

                    if turnover_rect.collidepoint(event.pos):  # 按回合结束
                        showButton2 = True
                        if presentPlayer != player_com1:
                            showYes_No = player_com1.move(buildings, allplayers)
                            presentPlayer = player_com1
                        else:
                            presentPlayer.showText = ['还没到你的回合!']
                    else:
                        showButton2 = False

                        # 不显示Yes_No的时候不能点击它们!
                    if whetherYes_NoJudge == True:
                        if yes_rect.collidepoint(event.pos):  # 按是否
                            showYes2 = True

                        if no_rect.collidepoint(event.pos):  # 按是否
                            showNo2 = True

                if event.type == pygame.MOUSEBUTTONUP:

                    if turnover_rect.collidepoint(event.pos):  # 按回合结束
                        showButton2 = False

                    if yes_rect.collidepoint(event.pos):  # 按是否
                        showYes2 = False
                        showYes_No = False
                        # 只有在可以判定的时候才能算按下了是 同时将判断条件置为空
                        if whetherYes_NoJudge == True:
                            pressYes = True
                            whetherYes_NoJudge = False

                    if no_rect.collidepoint(event.pos):  # 按是否
                        showNo2 = False
                        pressYes = False
                        showYes_No = False
                        whetherYes_NoJudge = False

                        # 测试事件选项
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_w:
                        showYes_No = player_1.move(buildings, allplayers)
                        whetherYes_NoJudge = showYes_No
                        presentPlayer = player_1
                    if event.key == pygame.K_q:
                        showYes_No = player_com1.move(buildings, allplayers)
                        presentPlayer = player_com1

            '''for each in allplayers:
                if each.isGoingToMove == True and each.movable == True :
                    showYes_No = each.move(buildings,allplayers)
                    each.movable = False
                    each.isGoingToMove = False'''
            '''
            allisready = True

            for each in allplayers:
                if each.movable == True:
                    allisready = False

            if allisready:
                for each in allplayers:
                    each.movable = True
            '''

            # 购买房屋!!!!!!!!

            if presentPlayer.buyaBuilding(pressYes) == True:
                pressYes = False

            if presentPlayer.addaHouse(pressYes) == True:
                pressYes = False

            #########################################################################
            screen.blit(backgroud, (0, 0))
            blit_alpha(screen, bigdice_image, (50, 600), image_alpha)

            textPosition = [MapMessageBoxPosition[0], MapMessageBoxPosition[1]]

            # 打印信息
            for each in presentPlayer.showText:
                text = font.render(each, True, white, textColorInMessageBox)
                screen.blit(text, textPosition)
                textPosition[1] += 30

            # 播放行动声音
            if presentPlayer.soundPlayList != 0:
                playList[presentPlayer.soundPlayList - 1].play()
                presentPlayer.soundPlayList = 0

            # 在位置上显示过路费

            for i in range(1, 8):
                for each in buildings:
                    for every in each.location:
                        if i == every:
                            if each.owner == presentPlayer.name:
                                text = font.render('%d' % (each.payment * (each.builtRoom + 1)) \
                                                   , True, red)
                            elif each.owner == 'no':
                                text = font.render('%d' % (each.payment * (each.builtRoom + 1)) \
                                                   , True, white)
                            elif each.owner != presentPlayer.name and each.owner != 'no':
                                text = font.render('%d' % (each.payment * (each.builtRoom + 1)) \
                                                   , True, black)
                            screen.blit(text, MapChessPosition_Payment[i])

            for i in range(9, 16):
                for each in buildings:
                    for every in each.location:
                        if i == every:
                            if each.owner == presentPlayer.name:
                                text = font.render('%d' % (each.payment * (each.builtRoom + 1)) \
                                                   , True, red)
                            elif each.owner == 'no':
                                text = font.render('%d' % (each.payment * (each.builtRoom + 1)) \
                                                   , True, white)
                            elif each.owner != presentPlayer.name and each.owner != 'no':
                                text = font.render('%d' % (each.payment * (each.builtRoom + 1)) \
                                                   , True, black)
                            screen.blit(text, MapChessPosition_Payment[i])

                            # 打印金钱数和幸运状态

            money_1 = font.render(player_1.name + '金钱:%d' % player_1.money, True, black, white)
            screen.blit(money_1, (0, 0))

            if player_1.pohuaishen == True:
                screen.blit(pohuaishen, (0, 30))
            else:
                blit_alpha(screen, pohuaishen, (0, 30), half_alpha)

            if player_1.caishen == True:
                screen.blit(caishen, (55, 30))
            else:
                blit_alpha(screen, caishen, (55, 30), half_alpha)

            if player_1.shuaishen == True:
                screen.blit(shuaishen, (110, 30))
            else:
                blit_alpha(screen, shuaishen, (110, 30), half_alpha)

            if player_1.tudishen == True:
                screen.blit(tudishen, (165, 30))
            else:
                blit_alpha(screen, tudishen, (165, 30), half_alpha)

            money_2 = font.render(player_com1.name + '金钱:%d' % player_com1.money, True, black, white)
            screen.blit(money_2, (1000, 0))
            if player_com1.pohuaishen == True:
                screen.blit(pohuaishen, (1000, 30))
            else:
                blit_alpha(screen, pohuaishen, (1000, 30), half_alpha)

            if player_com1.caishen == True:
                screen.blit(caishen, (1055, 30))
            else:
                blit_alpha(screen, caishen, (1055, 30), half_alpha)

            if player_com1.shuaishen == True:
                screen.blit(shuaishen, (1110, 30))
            else:
                blit_alpha(screen, shuaishen, (1110, 30), half_alpha)

            if player_com1.tudishen == True:
                screen.blit(tudishen, (1165, 30))
            else:
                blit_alpha(screen, tudishen, (1165, 30), half_alpha)

            # 放置扔出来的骰子
            if player_1.dice_value != 0 and showdice:
                screen.blit(dices[player_1.dice_value - 1], (70, 450))

                # 放置回合结束按钮
            if showButton2:
                screen.blit(turnover2, TurnOvwrButtonPosition)
            else:
                screen.blit(turnover, TurnOvwrButtonPosition)

            # 放置是否按钮
            if showYes_No == True:
                screen.blit(yes, YesNoMessageBoxPosition[0])
                screen.blit(no, YesNoMessageBoxPosition[1])

                if showYes2 == True:
                    screen.blit(yes2, YesNoMessageBoxPosition[0])

                if showNo2 == True:
                    screen.blit(no2, YesNoMessageBoxPosition[1])

            # 放置玩家与电脑的位置 如果重合则挪位
            for each in players:
                for every in computers:
                    if each.position == every.position:
                        screen.blit(each.image, MapChessPosition_Player[each.position])
                        screen.blit(every.image, MapChessPosition_Com[every.position])
                        each.temp_position = True
                        every.temp_position = True

            for each in players:
                if each.temp_position == False:
                    screen.blit(each.image, MapChessPosition_Original[each.position])
                    each.temp_position = True
                each.temp_position = not each.temp_position

            for every in computers:
                if every.temp_position == False:
                    screen.blit(every.image, MapChessPosition_Original[every.position])
                    every.temp_position = True
                every.temp_position = not every.temp_position

            # 输赢判断
            for each in allplayers:
                if each.money <= 0:
                    font = pygame.font.Font('resource\\font\\myfont.ttf', 200)
                    loseText = font.render(each.name + '输了!', True, red)
                    screen.fill(black)
                    screen.blit(loseText, (100, 100))
                    font = pygame.font.Font('resource\\font\\myfont.ttf', 30)
                    pygame.time.delay(3000)

        # 画面运行

        pygame.display.flip()
        clock.tick(60)  # 刷新率


# 双击打开运行
if __name__ == "__main__":
    main()

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