SnakeGame

写一个简单的贪吃蛇游戏,运行效果如下:

游戏开始:


游戏结束:


代码经多次完善,食物已经不会出现在Snake的身体上,边界也实现为可穿透,完整代码如下:

import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.util.LinkedList;
import java.util.Random;


import javax.swing.JFrame;
import javax.swing.JOptionPane;
import javax.swing.JPanel;


public class SnakeGame {
public static void main(String[] args) {
SnakeGame snakeGame=new SnakeGame();
}
public SnakeGame() {
// TODO 自动生成的构造函数存根
Snake snake=new Snake();
Food food=new Food();
Ground ground=new Ground();

GamePanel gamePanel=new GamePanel();
controller controller=new controller(snake, food, ground, gamePanel);

snake.addSnakeListener(controller);
gamePanel.addKeyListener(controller);

JFrame frame=new JFrame("SnakeGame_Vision1.0");
frame.setSize(420,420);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);

frame.add(gamePanel);
gamePanel.setFocusable(true);

controller.startGame();
frame.setVisible(true);
}
}


class GamePanel extends JPanel {
private Snake snake;
private Food food;
private Ground ground;
public void displayPanel(Snake snake,Food food,Ground ground){
this.snake=snake;
this.food=food;
this.ground=ground;
repaint();
}
@Override
protected void paintComponent(Graphics g) {
// TODO 自动生成的方法存根
super.paintComponent(g);
if(snake!=null&&food!=null&&ground!=null){
snake.drawMe(g);
food.drawMe(g);
ground.drawMe(g);
}
}
}


interface SnakeListener {
public void snakeMoveJudge(Snake snake);
}
class controller extends KeyAdapter implements SnakeListener{
private Snake snake;
private Food food;
private Ground ground;

private GamePanel gamePanel;


public controller(Snake snake, Food food, Ground ground, GamePanel gamePanel) {
super();
this.snake = snake;
this.food = food;
this.ground = ground;
this.gamePanel = gamePanel;
}
@Override
public void keyPressed(KeyEvent e) {
// TODO 自动生成的方法存根
super.keyPressed(e);
int KeyCode=e.getKeyCode();
switch (KeyCode) {
case KeyEvent.VK_UP:
snake.changeDirection(Snake.UP);
break;
case KeyEvent.VK_DOWN:
snake.changeDirection(Snake.DOWN);
break;
case KeyEvent.VK_LEFT:
snake.changeDirection(Snake.LEFT);
break;
case KeyEvent.VK_RIGHT:
snake.changeDirection(Snake.RIGHT);
break;
}
}
@Override
public void snakeMoveJudge(Snake snake) {
// TODO 自动生成的方法存根
if(snake.ifEatSelf()){
JOptionPane.showMessageDialog(null,"Game Over!   Your score is "+snake.getScore()+"!","message",JOptionPane.INFORMATION_MESSAGE);
System.exit(-1);
}
if(food.ifEatBySnake(snake)){
snake.eatFood();
food.addFood(getPoint());
}
while(food.ifInSnake(snake)){
food.addFood(getPoint());
}
gamePanel.displayPanel(snake, food, ground);
}
public void startGame(){
snake.start();
food.addFood(getPoint());
}
public Point getPoint(){
int x=new Random().nextInt(Global.WIDTH);
while(x<3||x>22){
x=new Random().nextInt(Global.WIDTH);
}
int y=new Random().nextInt(Global.HEIGHT);
while(y<3||y>22){
y=new Random().nextInt(Global.HEIGHT);
}
return(new Point(x,y));
}
}


class Global {
public static final int CELL_SIZE=15;
public static final int HEIGHT=24;
public static final int WIDTH=24;
}
class Snake {
private LinkedList<Point> body=new LinkedList<Point>();
private SnakeListener snakeListener;
private int oldDirection,newDirection;
public static final int UP=8;
public static final int DOWN=2;
public static final int LEFT=4;
public static final int RIGHT=6;
public Point tail;
private int score;
public Snake(){
init();
}
public void init(){
int x=Global.WIDTH/2;
int y=Global.HEIGHT/2;
for(int i=0;i<3;i++){
body.add(new Point(x-i,y));
}
this.oldDirection=this.newDirection=RIGHT;
this.score=0;
}
public int getScore(){
return this.score;
}
public LinkedList<Point> getBody(){
return this.body;
}
public void move(){
tail=body.removeLast();
int x=body.getFirst().x;
int y=body.getFirst().y;
if(this.oldDirection+this.newDirection!=10){
this.oldDirection=this.newDirection;
}
switch (oldDirection) {
case UP:
y--;
if(y==2) y=22;
break;
case DOWN:
y++;
if(y==23) y=3;
break;
case LEFT:
x--;
if(x==2) x=22;
break;
case RIGHT:
x++;
if(x==23) x=3;
break;
}
body.addFirst(new Point(x,y));
}
public void changeDirection(int direction){
this.newDirection=direction;
}
public void eatFood(){
body.addLast(tail);
score++;
}
public boolean ifEatSelf(){
int count=0;
for(Point p:body){
if(this.GetHead().equals(p))
count++;
}
if(count==2) return true;
else return false;
}
public void drawMe(Graphics g){
g.setColor(Color.red);
for(Point p:body){
g.fill3DRect(p.x*Global.CELL_SIZE, p.y*Global.CELL_SIZE, Global.CELL_SIZE, Global.CELL_SIZE, true);
}
g.setFont(new Font("华文新魏", Font.BOLD,20));
g.drawString("Score:"+String.format("%s", this.score), 20, 20);
}
public void addSnakeListener(SnakeListener snakeListener){
if(snakeListener!=null)
this.snakeListener=snakeListener;
}
public void start(){
new SnakeDriver().start();
}
public Point GetHead(){
return body.getFirst();
}
private class SnakeDriver extends Thread{
@Override
public void run(){
// TODO 自动生成的方法存根
while(true){
move();
snakeListener.snakeMoveJudge(Snake.this);
try {
Thread.sleep(100);
} catch (InterruptedException e) {
// TODO 自动生成的 catch 块
e.printStackTrace();
}
}
}
}
}


class Ground {
public void drawMe(Graphics g){
g.setColor(Color.LIGHT_GRAY);
for(int x=2,y=2;y<24;y++){
g.fill3DRect(x*Global.CELL_SIZE, y*Global.CELL_SIZE, Global.CELL_SIZE, Global.CELL_SIZE, true);
}
for(int x=23,y=2;y<24;y++){
g.fill3DRect(x*Global.CELL_SIZE, y*Global.CELL_SIZE, Global.CELL_SIZE, Global.CELL_SIZE, true);
}
for(int y=2,x=2;x<24;x++){
g.fill3DRect(x*Global.CELL_SIZE, y*Global.CELL_SIZE, Global.CELL_SIZE, Global.CELL_SIZE, true);
}
for(int y=23,x=2;x<24;x++){
g.fill3DRect(x*Global.CELL_SIZE, y*Global.CELL_SIZE, Global.CELL_SIZE, Global.CELL_SIZE, true);
}
}
}


class Food extends Point{
public void drawMe(Graphics g){
g.setColor(Color.yellow);
g.fill3DRect(x*Global.CELL_SIZE, y*Global.CELL_SIZE, Global.CELL_SIZE, Global.CELL_SIZE, true);
}
public boolean ifEatBySnake(Snake snake){
if(snake.GetHead().equals(this)) return true;
else return false;
}
public void addFood(Point p){
this.x=p.x;
this.y=p.y;
}
public boolean ifInSnake(Snake snake){
boolean flag=false;
for(Point p:snake.getBody()){
if(this.equals(p)){
flag=true;
}
}
return flag;
}
}





整套游戏基本上用的是MVC的设计方案,包括实体类(Snake,Food,Ground)、控制器类(Controller)、面板类(GamePanel)、以及辅助类(Global)和SnakeListener接口。

Snake运用LinkedList的数据结构和Point的数据类型。

Food类继承Point类。

Ground限制游戏面板大小、实现穿透。

GamePanel继承JPanel,重写Paint。

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可以运行! (以下代码只是其中的一个类) package chy.snake.entities; import java.awt.Color; import java.awt.Graphics; import java.awt.Point; import java.util.HashSet; import java.util.LinkedList; import java.util.Set; import chy.snake.listener.SnakeListener; import chy.snake.util.Global; public class Snake { public static final int up = 1; public static final int down = -1; public static final int left = -2; public static final int right = 2; private int oldDirection,newDirection; //newDirection:一次时间 间隔内输入的最后方向 private Point oldTail; private boolean life; //life 为 true或者false,初始为true, 用于118行 private LinkedList<Point> body = new LinkedList<Point> (); //需要经常访问蛇的第一个和最后一个节点,使用链表LinkedList存放蛇的身体节点,因为它有getFirst(),getLast(),removeLast(),方法 private Set<SnakeListener> listeners = new HashSet<SnakeListener>(); public Snake(){ init(); } public void init(){ //初始化 int x = Global.WIDTH/2; int y = Global.HEIGHT/2; for(int i=0;i<3;i++){ //初始长度3 body.addLast(new Point(x-i,y)); //是addLast } oldDirection = newDirection = right; //初始方向 右 life = true; } public void die(){ life = false; } public void move(){ System.out.println("Snake's move"); if (!(oldDirection + newDirection == 0)){ oldDirection = newDirection; } //1.去尾 oldTail = body.removeLast(); int x = body.getFirst().x; int y = body.getFirst().y; //蛇头的x,y坐标 switch(oldDirection){ case up: y--; break; case down: y++; break; case left: x--; break; case right: x++; break; } Point newHead = new Point(x,y); //2.加头 body.addFirst(newHead); } public void changeDirection(int direction){ /*无效方向:在蛇的这一次移动之后和下一次移动之前的 这个时间间隔内输入了多个方向,只有最后一个方向 是 有效方向,其余的都为无效方向*/ System.out.println("Snake's changeDirection"); newDirection = direction; //将一个时间间隔内按得最后方向,赋给 newDirection } public void eatFood(){ System.out.println("Snake's eatFood"); body.addLast(oldTail); //后面的节点不去掉 } public boolean isEatFood(){ System.out.println("Snake's isEatFood"); return false; } public boolean isEatBody(Snake snake){ //比较蛇是否吃到身体 System.out.println("snake's isEatBody"); for(int i= 1;i<body.size();i++){ //i 从蛇头结点的下一个节点开始,排除蛇头结点 if(body.get(i).equals(this.getHead())){ //如果i 的节点 和 头结点 相同 return true; } } return false; } public void drawMe(Graphics g){ System.out.println("Snake's drawMe"); g.setColor(Color.GREEN); //设置蛇的颜色 for(Point p : body){ g.fill3DRect(p.x * Global.CELL_SIZE, p.y * Global.CELL_SIZE, Global.CELL_SIZE, Global.CELL_SIZE, true); } } public Point getHead(){ //得到蛇头节点,判断吃食物 return body.getFirst(); } private class SnakeDriver implements Runnable{ //线程,不停的调用move方法 @Override public void run() { // TODO 自动生成的方法存根 while(life){ // 42和46行,life为true 或者false move(); for(SnakeListener l : listeners){ l.snakeMoved(Snake.this); //循环,依次调用SnakeMoved方法 } try { Thread.sleep(300); } catch (InterruptedException e) { // TODO 自动生成的 catch 块 e.printStackTrace(); } } } } public void start(){ new Thread(new SnakeDriver()).start(); //启动线程的方法 } public void addSnakeListener(SnakeListener l){ if(l != null){ this.listeners.add(l); } } }
### 回答1: 贪吃蛇游戏Snake Game)是一种经典的视频游戏。下面是一个简单的Java代码示例,实现了贪吃蛇游戏的基本功能: ```java import java.awt.*; import java.awt.event.*; import javax.swing.*; public class SnakeGame extends JFrame { private static final long serialVersionUID = 1L; private Board board; public SnakeGame() { setTitle("Snake Game"); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); board = new Board(); getContentPane().add(board); pack(); setLocationRelativeTo(null); setResizable(false); setVisible(true); } public static void main(String[] args) { new SnakeGame(); } } class Board extends JPanel implements ActionListener { private static final long serialVersionUID = 1L; private static final int WIDTH = 300; private static final int HEIGHT = 300; private static final int DOT_SIZE = 10; private static final int ALL_DOTS = 900; private static final int RAND_POS = 29; private static final int DELAY = 140; private final int[] x = new int[ALL_DOTS]; private final int[] y = new int[ALL_DOTS]; private int dots; private int apple_x; private int apple_y; private boolean leftDirection; private boolean rightDirection = true; private boolean upDirection; private boolean downDirection; private boolean inGame = true; private Timer timer; public Board() { initBoard(); } private void initBoard() { setBackground(Color.black); setFocusable(true); setPreferredSize(new Dimension(WIDTH, HEIGHT)); addKeyListener(new TAdapter()); startGame(); } private void startGame() { dots = 3; for (int z = 0; z < dots; z++) { x[z] = 50 - z * DOT_SIZE; y[z] = 50; } locateApple(); timer = new Timer(DELAY, this); timer.start(); } @Override public void paintComponent(Graphics g) { super.paintComponent(g); doDrawing(g); } private void doDrawing(Graphics g) { if (inGame) { g.setColor(Color.red); g.fillOval(apple_x, apple_y, DOT_SIZE, DOT_SIZE); for (int z = 0; z < dots; z++) { if (z == 0) { g.setColor(Color.green); g.fillRect(x[z], y[z], DOT_SIZE, DOT_SIZE); } else { g.setColor(Color.white); g.fillRect(x[z], y[z], DOT_SIZE, DOT_SIZE); } } Toolkit.getDefaultToolkit().sync(); } else { gameOver(g); } } private void gameOver(Graphics g) { String msg = "Game Over"; Font small = new Font("Helvetica", Font.BOLD, 14); FontMetrics metr = getFontMetrics(small); g.setColor(Color.white); g.setFont(small); g.drawString(msg, (WIDTH - metr.stringWidth(msg)) / 2, HEIGHT / 2); } private void checkApple() { if ((x[0] == apple_x) && (y[0] == apple_y)) { dots++; locateApple(); } } private void move() { for (int z = dots; z > 0; z--) { x[z] = x[(z - 1)]; y[z] = y[(z - 1)]; } if (leftDirection) { x[0] -= DOT_SIZE; } if (rightDirection) { x[0] += DOT_SIZE; } if (upDirection) { y[0] -= DOT_SIZE; } if (downDirection) { y[0] += DOT_SIZE; } } private void checkCollision() { for (int z = dots; z > 0; z--) { if ((z > 4) && (x[0] == x[z]) && (y[0] == y[z])) { inGame = false; } } if (y[0] >= HEIGHT) { inGame = false; } if (y[0] < 0) { inGame = false; } if (x[0] >= WIDTH) { inGame = false; } if (x[0] < 0) { inGame = false; } if (!inGame) { timer.stop(); } } private void locateApple() { int r = (int) (Math.random() * RAND_POS); apple_x = ((r * DOT_SIZE)); r = (int) (Math.random() * RAND_POS); apple_y = ((r * DOT_SIZE)); } @Override public void actionPerformed(ActionEvent e) { if (inGame) { checkApple(); checkCollision(); move(); } repaint(); } private class TAdapter extends KeyAdapter { @Override public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); if ((key == KeyEvent.VK_LEFT) && (!rightDirection)) { leftDirection = true; upDirection = false; downDirection = false; } if ((key == KeyEvent.VK_RIGHT) && (!leftDirection)) { rightDirection = true; upDirection = false; downDirection = false; } if ((key == KeyEvent.VK_UP) && (!downDirection)) { upDirection = true; rightDirection = false; leftDirection = false; } if ((key == KeyEvent.VK_DOWN) && (!upDirection)) { downDirection = true; rightDirection = false; leftDirection = false; } } } } ``` 这是一个简单的贪吃蛇游戏实现。游戏面板使用`JPanel`进行绘制,通过监听键盘事件控制蛇的移动方向。游戏中,蛇每次吃到食物会变长,如果蛇头碰撞到自己或者碰到边界,则游戏结束。游戏画面使用基本的图形绘制,包括蛇身和食物,使用`Timer`控制游戏速度。 ### 回答2: 以下是一个简单的贪吃蛇游戏的Java代码: ```java import javax.swing.*; import java.awt.*; import java.awt.event.*; public class SnakeGame extends JPanel { private final int BOX_SIZE = 10; private final int NUM_BOXES = 400; private final int GAME_SPEED = 100; private int[] snakeX; private int[] snakeY; private int snakeSize; private int directionX; private int directionY; private int foodX; private int foodY; private boolean isGameOver; public SnakeGame() { setPreferredSize(new Dimension(400, 400)); setBackground(Color.BLACK); setFocusable(true); addKeyListener(new SnakeKeyListener()); snakeX = new int[NUM_BOXES]; snakeY = new int[NUM_BOXES]; snakeSize = 3; directionX = 1; directionY = 0; spawnFood(); Timer gameTimer = new Timer(GAME_SPEED, new ActionListener() { public void actionPerformed(ActionEvent e) { if (!isGameOver) { moveSnake(); checkCollision(); repaint(); } else { ((Timer) e.getSource()).stop(); } } }); gameTimer.start(); } protected void paintComponent(Graphics g) { super.paintComponent(g); if (!isGameOver) { // 画蛇头 g.setColor(Color.GREEN); g.fillRect(snakeX[0], snakeY[0], BOX_SIZE, BOX_SIZE); // 画蛇身 g.setColor(Color.WHITE); for (int i = 1; i < snakeSize; i++) { g.fillRect(snakeX[i], snakeY[i], BOX_SIZE, BOX_SIZE); } // 画食物 g.setColor(Color.RED); g.fillRect(foodX, foodY, BOX_SIZE, BOX_SIZE); } else { // 游戏结束 g.setColor(Color.WHITE); g.setFont(new Font("Arial", Font.BOLD, 20)); g.drawString("Game Over", 150, 200); } } private void moveSnake() { for (int i = snakeSize - 1; i > 0; i--) { snakeX[i] = snakeX[i - 1]; snakeY[i] = snakeY[i - 1]; } snakeX[0] += directionX * BOX_SIZE; snakeY[0] += directionY * BOX_SIZE; } private void checkCollision() { // 检查碰撞边界 if (snakeX[0] < 0 || snakeX[0] >= getWidth() || snakeY[0] < 0 || snakeY[0] >= getHeight()) { isGameOver = true; return; } // 检查碰撞自身 for (int i = 1; i < snakeSize; i++) { if (snakeX[0] == snakeX[i] && snakeY[0] == snakeY[i]) { isGameOver = true; return; } } // 检查是否吃到食物 if (snakeX[0] == foodX && snakeY[0] == foodY) { snakeSize++; spawnFood(); } } private void spawnFood() { foodX = (int) (Math.random() * (getWidth() / BOX_SIZE)) * BOX_SIZE; foodY = (int) (Math.random() * (getHeight() / BOX_SIZE)) * BOX_SIZE; } private class SnakeKeyListener extends KeyAdapter { public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); switch (keyCode) { case KeyEvent.VK_UP: if (directionY != 1) { directionX = 0; directionY = -1; } break; case KeyEvent.VK_DOWN: if (directionY != -1) { directionX = 0; directionY = 1; } break; case KeyEvent.VK_LEFT: if (directionX != 1) { directionX = -1; directionY = 0; } break; case KeyEvent.VK_RIGHT: if (directionX != -1) { directionX = 1; directionY = 0; } break; default: break; } } } public static void main(String[] args) { JFrame frame = new JFrame("Snake Game"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.getContentPane().add(new SnakeGame()); frame.pack(); frame.setLocationRelativeTo(null); frame.setVisible(true); } } ``` 这是一个使用Java Swing库编写的贪吃蛇游戏游戏根据用户的按键输入移动蛇身并检查碰撞,包括边界碰撞、自身碰撞和食物碰撞。蛇身和食物会在面板上绘制,并且在碰撞检测时更新。游戏会在用户碰撞或游戏结束时停止,并显示"Game Over"的文字提示。 ### 回答3: Java代码如下: ```java import javax.swing.*; import java.awt.*; import java.awt.event.*; import java.util.ArrayList; import java.util.Random; public class SnakeGame extends JFrame { private static final int WIDTH = 400; private static final int HEIGHT = 400; private static final int UNIT_SIZE = 20; private static final int GAME_UNITS = (WIDTH * HEIGHT) / UNIT_SIZE; private static final int DELAY = 75; private final int x[] = new int[GAME_UNITS]; private final int y[] = new int[GAME_UNITS]; private int bodyParts = 6; private int applesEaten; private int appleX; private int appleY; private char direction = 'R'; private boolean running = false; private Timer timer; private Random random; public SnakeGame() { random = new Random(); this.setTitle("Snake Game"); this.setSize(WIDTH, HEIGHT); this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setResizable(false); this.setVisible(true); this.addKeyListener(new MyKeyAdapter()); this.setFocusable(true); startGame(); } private void startGame() { newApple(); running = true; timer = new Timer(DELAY, new ActionListener() { @Override public void actionPerformed(ActionEvent e) { if (running) { move(); checkApple(); checkCollision(); } repaint(); } }); timer.start(); } @Override public void paint(Graphics g) { // 绘制背景 g.setColor(Color.black); g.fillRect(0, 0, WIDTH, HEIGHT); // 绘制蛇 for (int i = 0; i < bodyParts; i++) { if (i == 0) { g.setColor(Color.green); } else { g.setColor(Color.yellow); } g.fillRect(x[i], y[i], UNIT_SIZE, UNIT_SIZE); } // 绘制苹果 g.setColor(Color.red); g.fillOval(appleX, appleY, UNIT_SIZE, UNIT_SIZE); // 绘制得分 g.setColor(Color.white); g.setFont(new Font("Ink Free", Font.BOLD, 20)); FontMetrics metrics = getFontMetrics(g.getFont()); g.drawString("Score: " + applesEaten, (WIDTH - metrics.stringWidth("Score: " + applesEaten)) / 2, g.getFont().getSize()); } private void move() { for (int i = bodyParts; i > 0; i--) { x[i] = x[i - 1]; y[i] = y[i - 1]; } switch (direction) { case 'U': y[0] = y[0] - UNIT_SIZE; break; case 'D': y[0] = y[0] + UNIT_SIZE; break; case 'L': x[0] = x[0] - UNIT_SIZE; break; case 'R': x[0] = x[0] + UNIT_SIZE; break; } } private void checkApple() { if ((x[0] == appleX) && (y[0] == appleY)) { bodyParts++; applesEaten++; newApple(); } } private void checkCollision() { // 碰到自己的身体游戏结束 for (int i = bodyParts; i > 0; i--) { if ((x[0] == x[i]) && (y[0] == y[i])) { running = false; } } // 碰到边界游戏结束 if (x[0] < 0 || x[0] >= WIDTH || y[0] < 0 || y[0] >= HEIGHT) { running = false; } if (!running) { timer.stop(); } } private void newApple() { appleX = random.nextInt((int) (WIDTH / UNIT_SIZE)) * UNIT_SIZE; appleY = random.nextInt((int) (HEIGHT / UNIT_SIZE)) * UNIT_SIZE; } private class MyKeyAdapter extends KeyAdapter { @Override public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_LEFT: if (direction != 'R') { direction = 'L'; } break; case KeyEvent.VK_RIGHT: if (direction != 'L') { direction = 'R'; } break; case KeyEvent.VK_UP: if (direction != 'D') { direction = 'U'; } break; case KeyEvent.VK_DOWN: if (direction != 'U') { direction = 'D'; } break; } } } public static void main(String[] args) { new SnakeGame(); } } ``` 这是一个简单的贪吃蛇游戏的Java代码。游戏窗口大小为400x400像素,每个方块大小为20像素。蛇由一系列方块组成,初始长度为6个方块。蛇在窗口中移动,并根据玩家的操作改变方向。目标是吃掉苹果,并且每吃一个苹果,蛇的长度增加1。游戏结束的条件为蛇碰到自己的身体或者碰到窗口边界。游戏使用了计时器来控制蛇的运动和窗口的绘制。

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