小学生python游戏编程arcade----坦克大战4

前言

接上篇文章继续解绍arcade游戏编程的基本知识。今天基本可玩了,让孩子试试

坦克大战4

1.1 每单元英语单词学完升级效果

在这里插入图片描述

1.2 单词调用及敌坦克随机问题
self.scene.add_sprite_list_after(LAYER_tanks, 'wj')
        if len(self.word_keys) == 0:
            if self.danyuan==len(self.gk[self.year]):
                self.level += 1
                self.year =self.years[self.level]
            else:
                self.danyuan += 1
                self.setup_word(self.danyuan, self.year)

        if len(self.word_keys) > 0:
            self.key = self.word_dict[self.word_keys[0]]  # 朋友
            # print('key',self.key)
            xsword = {}
            xsword[self.word_keys[0]] = self.word_dict[self.word_keys[0]]
            # 随机取3
            sankey = random.sample(self.word_dict.keys(), 3)
            if self.word_keys[0] in sankey:
                sankey.remove(self.word_keys[0])
            # 增加两个敌人
            xsword[sankey[0]] = self.word_dict[sankey[0]]
            xsword[sankey[1]] = self.word_dict[sankey[1]]

            # 增加随机坦克
            posx=[]
            random_x= random.random()*SCREEN_width/3
            for jj in range(3):
                tempx=random_x+400*jj
                if tempx>self.end_of_map:
                    tempx=random.random()*SCREEN_width/2
                posx.append(tempx)
            random_y = random.random() * self.top_of_map / 3
            random.shuffle(posx)  # 打乱顺序
            # print(posx)
            j=0
            for x in xsword:
                tank = Enemy_tank("images/坦克2.png", 0.5, posx[j], random_y)
                tank.word = x
                tank.hz = xsword[x]
                self.scene.add_sprite(LAYER_tanks, tank)
                j +=1
            # 去掉已显示单词
            self.word_keys.remove(self.word_keys[0])



        # 增加子弹层
        self.scene.add_sprite_list_after(LAYER_bullet, 'wj')
        # 增加爆炸粒子列表
        self.scene.add_sprite_list_after(LAYER_explosions, 'wj')
1.3 效果图

在这里插入图片描述
在这里插入图片描述

1.4 代码实现
from arcadegame.guigl import *
from arcadegame.particle import *
from arcadegame.tank import *
from arcadegame.gghs import *
import os
import random
import time

class GameView(arcade.View):

    def __init__(self):
        super().__init__()
        self.scene = None
        self.wanjia = None

        file_path = os.path.dirname(os.path.abspath(__file__))
        os.chdir(file_path)

        arcade.set_background_color(arcade.csscolor.BLACK)

        self.physics_engine = None
        self.camera = None  # 摄象机

        self.gui_camera = None  # 第二摄象机
        self.score = 0
        # 加载声音
        self.init_sound()

        # 设置地图
        self.tile_map = None
        # 是否重新设置分数
        self.reset_score = True
        # 地图的最右边
        self.end_of_map = 0
        self.top_of_map = 0
        # 关卡级别
        self.level = 1
        self.tankdl = 0.1  # 坦克前进动力

        self.words = '请打击敌人--'
        self.key = ''  # 答案
        # self.init_rect()
        self.frame_count = 0
        self.stopnum = 0
        self.word_dict = {}
        self.word_keys = []

        # 敌人及子弹重置
        self.enemy_reset = False
        self.danyuan= 3
        self.year = '三年级上册'
        self.years =['三年级上册','三年级下册', '四年级上册','四年级下册']
        self.gk={'三年级上册':[1,2,3,4,5,6],'三年级下册':[1,2,3,4,5]}
        self.update_stop = False
        # 特效
        self.tx_pic_list = []



    def init_sound(self):
        # 加载声音
        self.collect_coin_sound = arcade.load_sound("sounds/coin2.wav")
        self.game_over = arcade.load_sound(":resources:sounds/gameover1.wav")
        self.shoot_sound = arcade.load_sound(":resources:sounds/hurt5.wav")
        self.hit_sound = arcade.load_sound(":resources:sounds/hit5.wav")
        self.hit_sound1 = arcade.load_sound(":resources:sounds/explosion1.wav")
        self.hit_sound2 = arcade.load_sound(":resources:sounds/explosion2.wav")
        self.hit_sound3 = arcade.load_sound(":resources:sounds/hit1.wav")
        self.hit_sound4 = arcade.load_sound(":resources:sounds/hit2.wav")

    def setup_enemy(self):
        # pass
        self.scene.add_sprite_list_after(LAYER_tanks, 'wj')
        if len(self.word_keys) == 0:
            if self.danyuan==len(self.gk[self.year]):
                self.level += 1
                self.year =self.years[self.level]
            else:
                self.danyuan += 1
                self.setup_word(self.danyuan, self.year)

        if len(self.word_keys) > 0:
            self.key = self.word_dict[self.word_keys[0]]  # 朋友
            # print('key',self.key)
            xsword = {}
            xsword[self.word_keys[0]] = self.word_dict[self.word_keys[0]]
            # 随机取3
            sankey = random.sample(self.word_dict.keys(), 3)
            if self.word_keys[0] in sankey:
                sankey.remove(self.word_keys[0])
            # 增加两个敌人
            xsword[sankey[0]] = self.word_dict[sankey[0]]
            xsword[sankey[1]] = self.word_dict[sankey[1]]

            # 增加随机坦克
            posx=[]
            random_x= random.random()*SCREEN_width/3
            for jj in range(3):
                tempx=random_x+400*jj
                if tempx>self.end_of_map:
                    tempx=random.random()*SCREEN_width/2
                posx.append(tempx)
            random_y = random.random() * self.top_of_map / 3
            random.shuffle(posx)  # 打乱顺序
            # print(posx)
            j=0
            for x in xsword:
                tank = Enemy_tank("images/坦克2.png", 0.5, posx[j], random_y)
                tank.word = x
                tank.hz = xsword[x]
                self.scene.add_sprite(LAYER_tanks, tank)
                j +=1
            # 去掉已显示单词
            self.word_keys.remove(self.word_keys[0])



        # 增加子弹层
        self.scene.add_sprite_list_after(LAYER_bullet, 'wj')
        # 增加爆炸粒子列表
        self.scene.add_sprite_list_after(LAYER_explosions, 'wj')

    def setup_player(self):
        # 添加角色.
        self.wanjia = Tank("images/坦克.png", 0.5, self.end_of_map, self.top_of_map)
        self.wanjia.center_x = PLAYER_start_x
        self.wanjia.center_y = PLAYER_start_y
        self.scene.add_sprite("wj", self.wanjia)

        self.scene.add_sprite_list_after("wj", LAYER_platforms)  # 添加精灵列表,把玩家放在哪一层,前后层在此关健
        self.scene.add_sprite("wj", self.wanjia)
        self.physics_engine = arcade.PhysicsEngineSimple(
            self.wanjia,
            walls=self.scene['建筑物'])
        # 增加角色子弹层
        self.scene.add_sprite_list_after(LAYER_bullet_player, 'wj')

    def setup_map(self):
        # 初始化场景
        map_name = f"地图\佛相广场3.json"  # jia{self.level}.json"
        # 层属性
        layer_options = {
            LAYER_platforms: {
                "use_spatial_hash": True,
            },
            LAYER_tree: {
                "use_spatial_hash": False,
            },
            '建筑物': {
                "use_spatial_hash": True,
            },
        }

        # 读地图文件
        self.tile_map = arcade.load_tilemap(map_name, TILE_Scaling, layer_options)
        # 使用我们的TileMap初始化场景,这将自动添加所有层,以正确的顺序在场景中显示为SpriteList。
        self.scene = arcade.Scene.from_tilemap(self.tile_map)
        # print(self.tile_map.width,self.tile_map.height)
        self.end_of_map = self.tile_map.width * self.tile_map.tile_height * TILE_Scaling
        self.top_of_map = self.tile_map.height * self.tile_map.tile_width * TILE_Scaling

    def setup_word(self, dy=1, year='三年级上册'):
        self.word_dict = getwordzw(u'english.xls', sheet_index=3, danyuan=dy, nianji=year)
        self.word_keys = list(self.word_dict.keys())
        print(self.word_dict)
        print(self.word_keys)

    def get_remintext(self,textstr):
        return arcade.Text(
            f"提醒: {textstr}",
            start_x=(SCREEN_width - len(textstr) * 18) / 2,
            start_y=SCREEN_height - 30,
            color=arcade.csscolor.WHITE_SMOKE,
            font_size=18,
        )

    def setup_rect(self):
        self.shapes = arcade.ShapeElementList()
        color1 = (128, 138, 135)
        # 参数:距形中心位置,宽,高,颜色,线宽
        rect = arcade.create_rectangle(SCREEN_width / 2, SCREEN_height - 60 / 2, SCREEN_width, 60, color1)
        self.shapes.append(rect)

        self.text_remind = self.get_remintext(self.words + self.key)

    def setup_explosion_piclist(self):
        columns = 16
        count = 60
        sprite_width = 256
        sprite_height = 256
        file_name = "images/爆炸动画图.png"
        # 从精灵表加载爆炸
        self.explosion_texture_list = []
        self.explosion_texture_list = arcade.load_spritesheet(file_name, sprite_width, sprite_height, columns, count)

    def setup(self):
        # 摄象机
        self.camera = arcade.Camera(SCREEN_width, SCREEN_height)
        self.gui_camera = arcade.Camera(SCREEN_width, SCREEN_height)
        self.setup_map()

        if self.reset_score:
            self.score = 0
        self.reset_score = True

        # 加载单词
        self.setup_word(self.danyuan,self.year)

        # 爆炸
        self.setup_explosion_piclist()
        self.explosions_list = arcade.SpriteList()

        # 添加角色.
        self.setup_player()
        self.setup_enemy()
        self.setup_rect()

        for i in range(1, 10):
            self.tx_pic_list.append(arcade.load_texture('images/升级特效/2/图像' + str(i) + '.png'))

    def on_show_view(self):
        self.setup()

    def on_key_press(self, key: int, modifiers: int):
        if not self.wanjia.respawning and key == arcade.key.SPACE and self.wanjia.bullets > 0:
            bullet_sprite = BulletSprite(":resources:images/space_shooter/"
                                         "laserBlue01.png",
                                         1.8)
            self.wanjia.bullets -= 1
            bullet_sprite.guid = "子弹"
            bullet_speed = 13
            bullet_sprite.change_y = \
                math.cos(math.radians(self.wanjia.angle)) * bullet_speed
            bullet_sprite.change_x = \
                -math.sin(math.radians(self.wanjia.angle)) \
                * bullet_speed

            bullet_sprite.center_y = self.wanjia.center_y
            bullet_sprite.center_x = self.wanjia.center_x

            self.scene[LAYER_bullet_player].append(bullet_sprite)

            arcade.play_sound(self.shoot_sound, speed=random.random() * 3 + 0.5)

        if key == arcade.key.LEFT:
            self.wanjia.change_angle = 1
        elif key == arcade.key.RIGHT:
            self.wanjia.change_angle = -1
        elif key == arcade.key.UP:
            self.wanjia.thrust = self.tankdl
        elif key == arcade.key.DOWN:
            self.wanjia.thrust = -self.tankdl

    def on_key_release(self, key: int, modifiers: int):

        if key == arcade.key.LEFT:
            self.wanjia.change_angle = 0
        elif key == arcade.key.RIGHT:
            self.wanjia.change_angle = 0
        elif key == arcade.key.UP:
            self.wanjia.thrust = 0
        elif key == arcade.key.DOWN:
            self.wanjia.thrust = 0

    def on_draw(self):
        self.clear()
        self.camera.use()  # 摄象机
        self.scene.draw()  # 摄相机与scence的顺序不能放错,否则不会移动

        for aa in self.scene[LAYER_tanks]:
            aa.draw_word(aa.left, aa.top + 20)

        self.explosions_list.draw()

        self.gui_camera.use()

        self.shapes.draw()
        self.text_remind.draw()
        # 在屏幕上绘制分数,用屏幕滚动
        score_text = f"得分: {self.score}"
        arcade.draw_text(score_text, SCREEN_width-200, SCREEN_height-40, arcade.csscolor.RED, 18, )

        score_text = f"子弹: {self.wanjia.bullets},生命:{self.wanjia.life},gk:{self.level},等级:{self.danyuan}"
        arcade.draw_text(score_text, 10, SCREEN_height-40, arcade.csscolor.RED, 18, )

    # 摄相机随角色移动
    def center_camera_to_player(self):
        """摄相机随角色移动"""
        screen_center_x = self.wanjia.center_x - (self.camera.viewport_width / 2)
        screen_center_y = self.wanjia.center_y - (self.camera.viewport_height / 2)

        # 防止相机出界
        if screen_center_x < 0:
            screen_center_x = 0
        if screen_center_y < 0:
            screen_center_y = 0

        player_centered = screen_center_x, screen_center_y

        self.camera.move_to(player_centered)

    # 敌机子弹碰撞检测
    def collision_bullet_enemy(self):
        self.scene[LAYER_explosions].update()
        # 子弹的碰撞检测
        for bullet in self.scene[LAYER_bullet]:
            # hit_list = arcade.check_for_collision_with_list(bullet,  self.scene['建筑物'])
            hit_list = arcade.check_for_collision_with_lists(
                bullet,
                [
                    self.scene['wj'],
                    # self.scene[LAYER_tree],
                    self.scene['建筑物'],
                ],
            )

            if hit_list:
                bullet.remove_from_sprite_lists()

                for cc in hit_list:
                    if (self.scene['wj'] in cc.sprite_lists):
                        # print(cc)
                        # 磁撞的是敌人 根据子弹伤害及敌人生命值确定争分数及消失
                        self.wanjia.life -= 1
                        if self.wanjia.life <= 0:
                            game_over = GameOverView()
                            self.window.show_view(game_over)
                            return
                    # print(cc)
                    if (self.scene['建筑物'] in cc.sprite_lists):
                        # 磁撞的是建筑物,  制造爆炸
                        for i in range(20):
                            particle = Particle(self.scene[LAYER_explosions])
                            particle.position = cc.position  # 粒子位置,也即敌人位置
                            self.scene[LAYER_explosions].append(particle)

                        smoke = Smoke(30)
                        smoke.position = cc.position  # 烟雾位置
                        self.scene[LAYER_explosions].append(smoke)

                        cc.remove_from_sprite_lists()

                        # 爆炸声音
                        arcade.sound.play_sound(self.hit_sound)
                return

            # 如过子弹超过地图则删掉.
            if (bullet.right < 0) or (bullet.bottom > self.top_of_map) or (
                    bullet.left > self.end_of_map):
                bullet.remove_from_sprite_lists()

    def collision_player_enemy(self):

        # 碰撞检测
        player_collision_list = arcade.check_for_collision_with_lists(
            self.wanjia,
            [
              self.scene[LAYER_tanks],
            ],
        )

        # 检测磁到的是硬币还是敌人
        for collision in player_collision_list:
            if self.scene[LAYER_tanks] in collision.sprite_lists:
                collision.remove_from_sprite_lists()
                arcade.play_sound(self.hit_sound3)
                if collision.hz == self.key:
                    self.score += 50
                    self.wanjia.bullets += 3
                    self.enemy_reset = True
                    return
                else: # 撞错了减两命
                    self.wanjia.life -= 2
                    if self.wanjia.life <= 0:
                        arcade.play_sound(self.game_over)
                        game_over = GameOverView()
                        self.window.show_view(game_over)
                        return
            else:
                # 算出这枚硬币值多少分
                if "Points" not in collision.properties:
                    print("警告,收集的硬币没有点数属性.")
                else:
                    points = int(collision.properties["Points"])
                    self.score += points

                # Remove the coin
                collision.remove_from_sprite_lists()
                arcade.play_sound(self.collect_coin_sound)

    # 爆炸(动画效果)
    def baozha(self, hit_list):
        # 制造爆炸
        explosion = Explosion(self.explosion_texture_list)

        # 位置
        explosion.center_x = hit_list[0].center_x
        explosion.center_y = hit_list[0].center_y

        # 更新爆炸
        explosion.update()

        # 添加列表
        self.explosions_list.append(explosion)

    # 角色子弹碰撞检测
    def collision_bullet_player(self):
        # 调用更新
        self.explosions_list.update()
        # 子弹的碰撞检测
        for bullet in self.scene[LAYER_bullet_player]:
            hit_list = arcade.check_for_collision_with_lists(
                bullet,
                [
                    self.scene[LAYER_tanks],
                    # self.scene[LAYER_tree],
                    self.scene['建筑物'],
                ],
            )

            if hit_list:
                bullet.remove_from_sprite_lists()

                for cc in hit_list:
                    # 敌坦克与子弹碰撞
                    if (self.scene[LAYER_tanks] in cc.sprite_lists):
                        # 磁撞的是敌人 根据子弹伤害及敌人生命值确定争分数及消失
                        cc.remove_from_sprite_lists()
                        # 声音
                        arcade.play_sound(self.hit_sound1)
                        # 爆炸效果
                        self.baozha(hit_list)

                        if cc.hz == self.key:
                            self.score += 100
                            self.wanjia.bullets += 5
                            self.enemy_reset = True
                            return

                        else:
                            self.wanjia.life -= 2
                            # print('打错了')

                    if (self.scene['建筑物'] in cc.sprite_lists):
                        # 磁撞的是建筑物,  制造爆炸
                        for i in range(20):
                            particle = Particle(self.scene[LAYER_explosions])
                            particle.position = cc.position  # 粒子位置,也即敌人位置
                            self.scene[LAYER_explosions].append(particle)

                        smoke = Smoke(30)
                        smoke.position = cc.position  # 烟雾位置
                        self.scene[LAYER_explosions].append(smoke)

                        cc.remove_from_sprite_lists()

                        # 爆炸声音
                        arcade.sound.play_sound(self.hit_sound2)
                return

            # 如过子弹超过地图则删掉.
            if (bullet.right < 0) or (bullet.bottom > self.top_of_map) or (
                    bullet.left > self.end_of_map):
                bullet.remove_from_sprite_lists()

    def setup_texiao(self):
        # tx_list = arcade.load_textures(,文件名及rect列表
        tx = Explosion(self.tx_pic_list)
        tx.center_x = self.wanjia.center_x+random.randint(50,100)
        tx.center_y = self.wanjia.center_y+random.randint(80,160)
        tx.update()
        self.explosions_list.append(tx)  #  暂时借用爆炸列表


    # 碰撞检测
    def collision_all(self):
        self.collision_bullet_enemy()
        self.collision_bullet_player()
        self.collision_player_enemy()

        if self.enemy_reset:
            # 重置坦克及子弹
            self.scene.remove_sprite_list_by_name(LAYER_bullet)
            self.scene.remove_sprite_list_by_name(LAYER_tanks)
            self.scene.add_sprite_list_after(LAYER_bullet, 'wj')
            self.scene.add_sprite_list_after(LAYER_tanks, 'wj')
            if len(self.word_keys)==0:
                print('升级成功')
                self.update_stop = True
                # self.setup_texiao()
                return
                # arcade.draw_text('升级成功', self.wanjia.center_x, self.wanjia.center_y + 40, arcade.csscolor.RED, 18, )
                # time.sleep(10)

            self.setup_enemy()
            self.enemy_reset = False

    # 敌人更新
    def update_ememy_tank(self):

        colors_bullet_list = [arcade.color.RED_ORANGE, arcade.color.BLUE_GRAY, arcade.color.GREEN,
                              arcade.color.YELLOW_GREEN]
        self.frame_count += 1

        for enemy in self.scene[LAYER_tanks]:
            enemy.update()
            # 首先,计算与角色的角度。我们可以这样做只有当子弹发射时,但在这种情况下,我们会轮换
            # 敌人每一帧都要面对玩家,所以我们会这样做
            # 起始位置
            start_x = enemy.center_x
            start_y = enemy.center_y

            # 目标位置
            dest_x = self.wanjia.center_x
            dest_y = self.wanjia.center_y

            # 计算子弹行进的角度。
            x_diff = dest_x - start_x
            y_diff = dest_y - start_y
            angle = math.atan2(y_diff, x_diff)

            # 设置敌人面向角色
            enemy.angle = math.degrees(angle) - 90

            # 每60帧发射一次
            # to_player_leng=
            if (self.frame_count % 220 == 0):
                # 利用粒子制子弹
                bullet = arcade.SpriteCircle(8, colors_bullet_list[random.randrange(4)])
                bullet.center_x = start_x
                bullet.center_y = start_y

                # 设置子弹角度朝向角色
                bullet.angle = math.degrees(angle)

                # 根据角度,计算子弹的变化change_x和change_y。速度是子弹行进的速度。
                bullet.change_x = math.cos(angle) * 5
                bullet.change_y = math.sin(angle) * 5

                self.scene.add_sprite(LAYER_bullet, bullet)
                # self.bullet_list.append(bullet)

        self.scene[LAYER_tanks].update()

    def on_update(self, delta_time: float):
        self.physics_engine.update()  # 运用引擎移动角色
        # self.scene[LAYER_bullet_player].update()
        # 单个更新合为所有层的合并
        self.scene.update(['wj',LAYER_bullet_player, LAYER_bullet,LAYER_explosions])

        if self.update_stop:
            self.stopnum += 1
            # print(self.stopnum)
            if self.stopnum < 280:
                if self.stopnum % 30 ==0:
                    self.setup_texiao()
                    # self.explosions_list.update()
                    return
                self.text_remind = self.get_remintext('正在升级!')
                self.explosions_list.update()
            else:
                self.stopnum = 0
                self.text_remind = self.get_remintext('升级完成!')
                self.update_stop = False
                self.danyuan += 1
                if self.score>300: #分数换命
                    self.wanjia.life += self.score // 300
                    self.score = self.score % 300
                self.wanjia.life += 5 # 升级成功+5条命
                self.setup_word(self.danyuan,self.year)
        else:
            self.text_remind = self.get_remintext(self.words + self.key)
            self.collision_all()

        # 更新动画
        self.update_ememy_tank()

        # # 掉下或level达到最后一关时,游戏结束,或重新开始
        # if self.wanjia.center_y < -100 or self.level == 3:
        #     self.wanjia.center_x = PLAYER_start_x
        #     self.wanjia.center_y = PLAYER_start_y
        #     arcade.play_sound(self.game_over)

        self.center_camera_to_player()  # 摄象机


class MainMenu(arcade.View):
    """Class that manages the 'menu' view."""

    def on_show_view(self):
        """设置背景"""
        arcade.set_background_color(arcade.color.WHITE)
        self.g = GuiGL()
        # 初始化场景
        self.background = arcade.Sprite("images/战场1.png", 1.3)
        self.background.center_x = SCREEN_width / 2
        self.background.center_y = SCREEN_height / 2
        # 设置背景色
        arcade.set_background_color(arcade.color.DARK_BLUE_GRAY)

        #  事件方法2,自定义方法函数
        self.g.start_button.on_click = self.on_click_start

    def on_draw(self):
        self.clear()
        self.background.draw()
        self.g.manager.draw()
        score_text = f"坦克大战"
        arcade.draw_text(
            score_text,
            SCREEN_width / 2 - 80,
            SCREEN_height / 2 + 220,
            arcade.csscolor.GOLD,
            30,
        )

    def on_click_start(self, event):
        print("自定义方法调用--开始:", event)
        game_view = GameView()
        self.window.show_view(game_view)


class GameOverView(arcade.View):
    """结整界面"""

    def on_show_view(self):
        """设置背景"""
        arcade.set_background_color(arcade.color.BLACK)

    def on_draw(self):
        """Draw the game overview"""
        self.clear()
        arcade.draw_text(
            "游戏结束,点击重新开始",
            SCREEN_width / 2,
            SCREEN_height / 2,
            arcade.color.WHITE,
            30,
            anchor_x="center",
        )

    def on_mouse_press(self, _x, _y, _button, _modifiers):
        """Use a mouse press to advance to the 'game' view."""
        game_view = GameView()
        self.window.show_view(game_view)


def main():
    """主函数"""
    window = arcade.Window(SCREEN_width, SCREEN_height, SCREEN_title)
    # menu_view = MainMenu()
    menu_view = GameView()
    window.show_view(menu_view)
    arcade.run()


if __name__ == "__main__":
    main()

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