Python Project for A SHIP THAT FIRES BULLETS Upgrade SCORING

We'll add a Play button to statt the game on demand and to restart the game once it ends.

We'll aslo change the game so it speed up when the player moves up a level, and we'll implement a scoring system.

By the end of the chapter, you'll know enough to start writing games that increase in difficulty as a player progresses and that feature complete scoring systems.

1.Adding the Play Button


# import modules
import sys
from time import sleep

import pygame
from settings import Settings
from game_stats import GameStats
from button import Button

from ship import Ship
from bullet import Bullet
from alien import Alien


class AlienInvasion:
    """Overall class to manage game assets and behavior."""

    def __init__(self):
        """Initialize the game, and create game resources."""

        # the pygame.init() function initializes the background settings that Pygame need to work properly.
        pygame.init()
        # define the clock in the __init() method.ensure the clock ticks once on each pass through the main loop.
        self.clock = pygame.time.Clock()

        # create a display window. the argument (1200, 800) is a tuple that defines the dimensions of the game window,which will be 1200 pixels wide by 800 pixels high.
        #self.screen = pygame.display.set_mode((1200, 800))
        self.settings = Settings()
        #self.screen = pygame.display.set_mode((self.settings.screen_width,self.settings.screen_height))
        # Running the Game in Fullscreen Mode
        self.screen = pygame.display.set_mode((0,0), pygame.FULLSCREEN)
        self.settings.screen_width = self.screen.get_rect().width
        self.settings.screen_height = self.screen.get_rect().height
        pygame.display.set_caption("Alien Invasion")

        # Create an instance to store game statistics.
        self.stats = GameStats(self)

        # the call to Ship() requires one argument:an instance of AlienInvasion.
        self.ship = Ship(self)

        # create the group that holds the bullets in __init__()
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()

        self._create_fleet()

        # Start Alien Invasion in an inactive state.
        self.game_active = False

        # Make the Play button.
        self.play_button = Button(self, "Play")

    def run_game(self):
        """Start the main loop for the game."""
        while True:
            self._check_events()

            if self.game_active:
                self.ship.update()
                # self.bullets.update()
                self._update_bullets()
                self._update_aliens()

            self._update_screen()
            # the tick() method takes one argument: the frame rate for the game.
            self.clock.tick(60)

    def _check_events(self):
        """Respond to keypresses and mouse events."""
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                self._check_keydown_events(event)
            elif event.type == pygame.KEYUP:
                self._check_keyup_events(event)
    
    def _check_keydown_events(self,event):
         """Respond to keypresses."""
         if event.key == pygame.K_RIGHT:
            self.ship.moving_right = True
         elif event.key == pygame.K_LEFT:
            self.ship.moving_left = True
        # Pressing Q to Quit
         elif event.key == pygame.K_q:
             sys.exit()
         elif event.key == pygame.K_SPACE:
             self._fire_bullet()

    def _check_keyup_events(self,event):
        """Respond to releases."""
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = False
        elif event.key == pygame.K_LEFT:
            self.ship.moving_left = False
    
    def _fire_bullet(self):
        """Create a new bullet and add it to the bullets group."""
        # if len(self.bullets) < self.settings.bullet_allowed:
        new_bullet = Bullet(self)
        self.bullets.add(new_bullet)

    def _update_bullets(self):
        """Update position of bullets and get rid of old bullets."""
        #Update bullet positions.
        self.bullets.update()

        # Ged rid of bullets that have disappeared.
        for bullet in self.bullets.copy():
            if bullet.rect.bottom <= 0:
                self.bullets.remove(bullet)
        
        self._check_bullet_alien_collisions()

    def _check_bullet_alien_collisions(self):
        """Respond to bullet-alien collisions."""
        # Remove any bullets and aliens that have collided.
        collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)

        if not self.aliens:
            # Destroy exsiting bullets and create new fleet.
            self.bullets.empty()
            self._create_fleet()

    def _update_aliens(self):
        """Check if the fleet is at an edge, then update positions."""
        self._check_fleet_edges()
        self.aliens.update()

        # Look for alien-ship collisions
        if pygame.sprite.spritecollideany(self.ship, self.aliens):
            self._ship_hit()
        
        # Look for aliens hitting the bottom of the screen.
        self._check_aliens_bottom()

    def _update_screen(self):
        """Update images on the screen, and flip to the new screen."""
        # Redraw the screen during each pass through the loop.
        self.screen.fill(self.settings.bg_color)
        # draw the ship on the screen by calling ship.blitme(),so the ship appears on top of the background.
        for bullet in self.bullets.sprites():
            bullet.draw_bullet()

        self.ship.blitme()
        self.aliens.draw(self.screen)

        # Draw the play button if the game is inactive.
        if not self.game_active:
            self.play_button.draw_button()

        # Make the most recently drawn screen visible
        pygame.display.flip()

    def _create_fleet(self):
        """Create the fleet of aliens."""
        # Create an alien and keep adding aliens until there's no room left.
        #Spacing between aliens is one alien width and one alien height.
        # Make an alien.
        alien = Alien(self)

        alien_width, alien_height = alien.rect.size

        current_x, current_y = alien_width,alien_height

        while current_y < (self.settings.screen_height - 3 * alien_height):
            while current_x < (self.settings.screen_width - 2 * alien_width):
                self._create_alien(current_x,current_y)
                current_x += 2 * alien_width
            # Finished a row; reset x value, and increment y value.
            current_x = alien_width
            current_y += 2 * alien_height

    
    def _create_alien(self, x_position,y_position):
            """Create an alien and place it in the fleet."""
            new_alien = Alien(self)
            new_alien.x = x_position
            new_alien.rect.x = x_position
            new_alien.rect.y = y_position
            self.aliens.add(new_alien)
    
    def _check_fleet_edges(self):
        """Respond appropriately if any aliens have reached an edge."""
        for alien in self.aliens.sprites():
            if alien.check_edges():
                self._change_fleet_direction()
                break
    
    def _change_fleet_direction(self):
        """Drop the entire fleet and change the fleet's direction."""
        for alien in self.aliens.sprites():
            alien.rect.y += self.settings.fleet_drop_speed
        self.settings.fleet_direction *= -1

    def _ship_hit(self):
        """Respond to the ship being hit by an alien."""
        if self.stats.ship_left > 0:
            # Decrement ships_left.
            self.stats.ship_left -= 1
            # Get rid of any remaining bullets and aliens.
            self.bullets.empty()
            self.aliens.empty()

            # Create a new fleet and center the ship.
            self._create_fleet()
            self.ship.center_ship()
            # Pause.
            sleep(0.5)
        else:
            self.game_active = False
    
    def _check_aliens_bottom(self):
        """Check if any aliens have reached the bottom of the screen."""
        for alien in self.aliens.sprites():
            if alien.rect.bottom >= self.settings.screen_height:
                # Treat this the same as if the ship got hit.
                self._ship_hit()
                break

if __name__ == '__main__':
    # Make a game instance, and run the game.
    ai = AlienInvasion()
    ai.run_game()

2. Create a Button Class

import pygame.font

class Button:
    """A class to build buttons for the game."""

    def __init__(self, ai_game, msg):
        """Initialize button attributes."""
        self.screen = ai_game.screen
        self.screen_rect = self.screen.get_rect()

        # Set the dimension and properties of the button.
        self.width, self.height = 200, 50
        self.button_color = (0, 135, 0)
        self.text_color = (255, 255, 255)
        self.font = pygame.font.SysFont(None, 48)

        # Build the button's rect object and center it.
        self.rect = pygame.Rect(0, 0, self.width, self.height)
        self.rect.center = self.screen_rect.center

        # The button message needs to be prepped only once.
        self._prep_msg(msg)

    def _prep_msg(self, msg):
        """Turn msg into a rendered image and center text on the button."""
        self.msg_image = self.font.render(msg, True, self.text_color,self.button_color)
        self.msg_image_rect = self.msg_image.get_rect()
        self.msg_image_rect.center = self.rect.center
    
    def draw_button(self):
        """Draw blank button and then draw message."""
        self.screen.fill(self.button_color, self.rect)
        self.screen.blit(self.msg_image, self.msg_image_rect)

3.Starting a Game

3.1 alien_invasion.py


# import modules
import sys
from time import sleep

import pygame
from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button

from ship import Ship
from bullet import Bullet
from alien import Alien


class AlienInvasion:
    """Overall class to manage game assets and behavior."""

    def __init__(self):
        """Initialize the game, and create game resources."""

        # the pygame.init() function initializes the background settings that Pygame need to work properly.
        pygame.init()
        # define the clock in the __init() method.ensure the clock ticks once on each pass through the main loop.
        self.clock = pygame.time.Clock()

        # create a display window. the argument (1200, 800) is a tuple that defines the dimensions of the game window,which will be 1200 pixels wide by 800 pixels high.
        #self.screen = pygame.display.set_mode((1200, 800))
        self.settings = Settings()
        #self.screen = pygame.display.set_mode((self.settings.screen_width,self.settings.screen_height))
        # Running the Game in Fullscreen Mode
        self.screen = pygame.display.set_mode((0,0), pygame.FULLSCREEN)
        self.settings.screen_width = self.screen.get_rect().width
        self.settings.screen_height = self.screen.get_rect().height
        pygame.display.set_caption("Alien Invasion")

        # Create an instance to store game statistics,
        # and create a scoreboard.
        self.stats = GameStats(self)
        self.sb = Scoreboard(self)

        # the call to Ship() requires one argument:an instance of AlienInvasion.
        self.ship = Ship(self)

        # create the group that holds the bullets in __init__()
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()

        self._create_fleet()

        # Start Alien Invasion in an inactive state.
        self.game_active = False

        # Make the Play button.
        self.play_button = Button(self, "Play")

    def run_game(self):
        """Start the main loop for the game."""
        while True:
            self._check_events()

            if self.game_active:
                self.ship.update()
                # self.bullets.update()
                self._update_bullets()
                self._update_aliens()

            self._update_screen()
            # the tick() method takes one argument: the frame rate for the game.
            self.clock.tick(60)

    def _check_events(self):
        """Respond to keypresses and mouse events."""
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                self._check_keydown_events(event)
            elif event.type == pygame.KEYUP:
                self._check_keyup_events(event)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = pygame.mouse.get_pos()
                self._check_play_button(mouse_pos)
    
    def _check_play_button(self, mouse_pos):
        """Start a new game when the player clicks Play."""
        button_clicked = self.play_button.rect.collidepoint(mouse_pos)
        if button_clicked and not self.game_active:
            # Reset the game settings.
            self.settings.initialize_dynamic_setttings()
            # Reset the game statistics.
            self.stats.reset_stats()
            self.sb.prep_score()
            self.sb.prep_level()
            self.sb.prep_ships()
            self.game_active = True

            # Get rid of any remaining bullets and aliens.
            self.bullets.empty()
            self.aliens.empty()

            # Create a new fleet and center the ship
            self._create_fleet()
            self.ship.center_ship()

            # Hide the mouse cursor.
            pygame.mouse.set_visible(False)

    
    def _check_keydown_events(self,event):
         """Respond to keypresses."""
         if event.key == pygame.K_RIGHT:
            self.ship.moving_right = True
         elif event.key == pygame.K_LEFT:
            self.ship.moving_left = True
        # Pressing Q to Quit
         elif event.key == pygame.K_q:
             sys.exit()
         elif event.key == pygame.K_SPACE:
             self._fire_bullet()

    def _check_keyup_events(self,event):
        """Respond to releases."""
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = False
        elif event.key == pygame.K_LEFT:
            self.ship.moving_left = False
    
    def _fire_bullet(self):
        """Create a new bullet and add it to the bullets group."""
        # if len(self.bullets) < self.settings.bullet_allowed:
        new_bullet = Bullet(self)
        self.bullets.add(new_bullet)

    def _update_bullets(self):
        """Update position of bullets and get rid of old bullets."""
        #Update bullet positions.
        self.bullets.update()

        # Ged rid of bullets that have disappeared.
        for bullet in self.bullets.copy():
            if bullet.rect.bottom <= 0:
                self.bullets.remove(bullet)
        
        self._check_bullet_alien_collisions()

    def _check_bullet_alien_collisions(self):
        """Respond to bullet-alien collisions."""
        # Remove any bullets and aliens that have collided.
        collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)

        if collisions:
            for aliens in collisions.values():
                self.stats.score += self.settings.alien_points * len(aliens)
            self.sb.prep_score()
            self.sb.check_high_score()

        if not self.aliens:
            # Destroy exsiting bullets and create new fleet.
            self.bullets.empty()
            self._create_fleet()
            self.settings.increase_speed()

            # Increase level.
            self.stats.level += 1
            self.sb.prep_level()

    def _update_aliens(self):
        """Check if the fleet is at an edge, then update positions."""
        self._check_fleet_edges()
        self.aliens.update()

        # Look for alien-ship collisions
        if pygame.sprite.spritecollideany(self.ship, self.aliens):
            self._ship_hit()
        
        # Look for aliens hitting the bottom of the screen.
        self._check_aliens_bottom()

    def _update_screen(self):
        """Update images on the screen, and flip to the new screen."""
        # Redraw the screen during each pass through the loop.
        self.screen.fill(self.settings.bg_color)
        # draw the ship on the screen by calling ship.blitme(),so the ship appears on top of the background.
        for bullet in self.bullets.sprites():
            bullet.draw_bullet()

        self.ship.blitme()
        self.aliens.draw(self.screen)

        # Draw the score information.
        self.sb.show_score()

        # Draw the play button if the game is inactive.
        if not self.game_active:
            self.play_button.draw_button()

        # Make the most recently drawn screen visible
        pygame.display.flip()

    def _create_fleet(self):
        """Create the fleet of aliens."""
        # Create an alien and keep adding aliens until there's no room left.
        #Spacing between aliens is one alien width and one alien height.
        # Make an alien.
        alien = Alien(self)

        alien_width, alien_height = alien.rect.size

        current_x, current_y = alien_width,alien_height

        while current_y < (self.settings.screen_height - 3 * alien_height):
            while current_x < (self.settings.screen_width - 2 * alien_width):
                self._create_alien(current_x,current_y)
                current_x += 2 * alien_width
            # Finished a row; reset x value, and increment y value.
            current_x = alien_width
            current_y += 2 * alien_height

    
    def _create_alien(self, x_position,y_position):
            """Create an alien and place it in the fleet."""
            new_alien = Alien(self)
            new_alien.x = x_position
            new_alien.rect.x = x_position
            new_alien.rect.y = y_position
            self.aliens.add(new_alien)
    
    def _check_fleet_edges(self):
        """Respond appropriately if any aliens have reached an edge."""
        for alien in self.aliens.sprites():
            if alien.check_edges():
                self._change_fleet_direction()
                break
    
    def _change_fleet_direction(self):
        """Drop the entire fleet and change the fleet's direction."""
        for alien in self.aliens.sprites():
            alien.rect.y += self.settings.fleet_drop_speed
        self.settings.fleet_direction *= -1

    def _ship_hit(self):
        """Respond to the ship being hit by an alien."""
        if self.stats.ships_left > 0:
            # Decrement ships_left,and update scoreboard.
            self.stats.ships_left -= 1
            self.sb.prep_ships()
            # Get rid of any remaining bullets and aliens.
            self.bullets.empty()
            self.aliens.empty()

            # Create a new fleet and center the ship.
            self._create_fleet()
            self.ship.center_ship()
            # Pause.
            sleep(0.5)
        else:
            self.game_active = False
            pygame.mouse.set_visible(True)
    
    def _check_aliens_bottom(self):
        """Check if any aliens have reached the bottom of the screen."""
        for alien in self.aliens.sprites():
            if alien.rect.bottom >= self.settings.screen_height:
                # Treat this the same as if the ship got hit.
                self._ship_hit()
                break

if __name__ == '__main__':
    # Make a game instance, and run the game.
    ai = AlienInvasion()
    ai.run_game()

3.2 game_stats.py

class GameStats:
    """Track statistics for Alien Invasion."""
    def __init__(self, ai_game):
        """Initialize statistics."""
        self.settings = ai_game.settings
        self.reset_stats()
        # High score should never be reset.
        self.high_score = 0

    def reset_stats(self):
        """Initialize statistics that can change during the game."""
        self.ships_left = self.settings.ship_limit
        self.score = 0
        self.level = 1

3.3 settings.py

class Settings:
    """A class to store all settings for Alien Invasion"""
    def __init__(self):
        """Initialize the game's settings."""
        # Screen settings
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230, 230, 230)
        
        # Ship settings
        self.ship_speed = 1.5
        self.ship_limit = 3

        # Bullet settings
        self.bullet_speed = 2.5
        self.bullet_width = 3
        self.bullet_height = 15
        self.bullet_color = (60, 60, 60)
        # limiting the number of Bullets.
        # self.bullet_allowed = 3

        # Alien settings
        # self.alien_speed = 1.0
        # creating settings for fleet direction.
        self.fleet_drop_speed = 10


        # How quickly the game speeds up
        self.speedup_scale = 1.1

        # How quickly the alien point values increase
        self.score_scale = 1.5

        self.initialize_dynamic_setttings()

    def initialize_dynamic_setttings(self):
        """Initialize settings that change throught the game."""
        self.ship_speed = 1.5
        self.bullet_speed = 2.5
        self.alien_speed = 1.0
        # fleet_direction of 1 represents right; -1 represents left.
        self.fleet_direction = 1

        # Scoring settings
        self.alien_points = 50

    def increase_speed(self):
        """Increase speed settings and alien point values."""
        self.ship_speed *= self.speedup_scale
        self.bullet_speed *= self.speedup_scale
        self.alien_speed *= self.speedup_scale
    
        self.alien_points = int(self.alien_points * self.score_scale)
        print(self.alien_points)
    

3.4 scoreboard.py

import pygame.font
from pygame.sprite import Group
from ship import Ship

class Scoreboard:
    """A class to report scoring information."""
    
    def __init__(self, ai_game):
        """Initialize scorekeeping attributes."""
        self.ai_game = ai_game
        self.screen = ai_game.screen
        self.screen_rect = self.screen.get_rect()
        self.settings = ai_game.settings
        self.stats = ai_game.stats

        # Font settings for scoring information.
        self.text_color = (30, 30, 30)
        self.font = pygame.font.SysFont(None, 48)

        # Prepare the intial score images.
        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()

    def prep_score(self):
        """Turn the score into a rendered image."""
        rounded_score = round(self.stats.score, -1)
        score_str = f"{rounded_score:,}"
        self.score_image = self.font.render(score_str, True, self.text_color, self.settings.bg_color)

        # Display the score at the top right of the screen.
        self.score_rect = self.score_image.get_rect()
        self.score_rect.right = self.screen_rect.right - 20
        self.score_rect.top = 20
    
    def prep_high_score(self):
        """Turn the high score into a rendered image."""
        high_score = round(self.stats.high_score, -1)
        high_score_str = f"{high_score:,}"
        self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.settings.bg_color)

        # Center the high score at the top of the screen.
        self.high_score_rect = self.high_score_image.get_rect()
        self.high_score_rect.centerx = self.screen_rect.centerx
        self.high_score_rect.top = self.score_rect.top


    def show_score(self):
        """Draw scores, level, and ships to the screen."""
        self.screen.blit(self.score_image, self.score_rect)
        self.screen.blit(self.high_score_image, self.high_score_rect)
        self.screen.blit(self.level_image, self.level_rect)
        self.ships.draw(self.screen)

    def check_high_score(self):
        """Check to see if there's a new high score."""
        if self.stats.score > self.stats.high_score:
            self.stats.high_score = self.stats.score
            self.prep_high_score()

    def prep_level(self):
        """Turn the level into a rendered image."""
        level_str = str(self.stats.level)
        self.level_image = self.font.render(level_str, True, self.text_color, self.settings.bg_color)

        # Position the level below the score.
        self.level_rect = self.level_image.get_rect()
        self.level_rect.right = self.score_rect.right
        self.level_rect.top = self.score_rect.bottom + 10

    def prep_ships(self):
        """Show how many ships are left."""
        self.ships = Group()
        for ship_number in range(self.stats.ships_left):
            ship = Ship(self.ai_game)
            ship.rect.x = 10 + ship_number * ship.rect.width
            ship.rect.y = 10
            self.ships.add(ship)

3.5 alien.py

import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
    """A class to represent a single alien in the fleet."""
    def __init__(self, ai_game):
        """Initialize the alien and set its starting position."""
        super().__init__()
        self.screen = ai_game.screen
        self.settings = ai_game.settings

        # Load the alien image and set its rect attribute.
        self.image = pygame.image.load('images/alien.bmp')
        self.rect = self.image.get_rect()

        # Start each new alien near the top left of the screen.
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height

        # Store the alien's exact horizontal position.
        self.x = float(self.rect.x)

    def check_edges(self):
        """Return True if alien is at edge of screen."""
        screen_rect = self.screen.get_rect()
        return (self.rect.right >= screen_rect.right) or (self.rect.left <= 0)

    def update(self):
        """Move the alien to the right."""
        self.x += self.settings.alien_speed * self.settings.fleet_direction
        self.rect.x = self.x

3.6 bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
    """A class to manage bullets fired from the ship."""

    def __init__(self, ai_game):
        """Create a bullet object at the ship's current position."""
        super().__init__()
        self.screen = ai_game.screen
        self.settings = ai_game.settings
        self.color = self.settings.bullet_color

        # Create a bullet rect at (0, 0) and then set correct position.
        self.rect = pygame.Rect(0, 0, self.settings.bullet_width,self.settings.bullet_height)
        self.rect.midtop = ai_game.ship.rect.midtop

        # Store the bullet's position as a float.
        self.y = float(self.rect.y)

    def update(self):
        """Move the bullet up the screen"""
        # Update the exact position of the bullet.
        self.y -= self.settings.bullet_speed
        # Update the rect position.
        self.rect.y = self.y
    
    def draw_bullet(self):
        """Draw the bullet to the screen."""
        pygame.draw.rect(self.screen, self.color, self.rect)

3.7 button.py

import pygame.font

class Button:
    """A class to build buttons for the game."""

    def __init__(self, ai_game, msg):
        """Initialize button attributes."""
        self.screen = ai_game.screen
        self.screen_rect = self.screen.get_rect()

        # Set the dimension and properties of the button.
        self.width, self.height = 200, 50
        self.button_color = (0, 135, 0)
        self.text_color = (255, 255, 255)
        self.font = pygame.font.SysFont(None, 48)

        # Build the button's rect object and center it.
        self.rect = pygame.Rect(0, 0, self.width, self.height)
        self.rect.center = self.screen_rect.center

        # The button message needs to be prepped only once.
        self._prep_msg(msg)

    def _prep_msg(self, msg):
        """Turn msg into a rendered image and center text on the button."""
        self.msg_image = self.font.render(msg, True, self.text_color,self.button_color)
        self.msg_image_rect = self.msg_image.get_rect()
        self.msg_image_rect.center = self.rect.center
    
    def draw_button(self):
        """Draw blank button and then draw message."""
        self.screen.fill(self.button_color, self.rect)
        self.screen.blit(self.msg_image, self.msg_image_rect)

3.8 project show

3.9 Summary

We learned how to implement a Play button to start a new game. We also learned how to detect mouse events and hide the cursor in active games.We also learned how to modify the speed of a game as it progresses, implement a progressive scoring system, and display information in textual and nontextual ways.

  • 5
    点赞
  • 10
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值