python实现五子棋程序

作者:Code进阶狼人 时间:2022-05-26 23:24:31 

五子棋游戏相信大部分人都玩过,今天我们用python来实现一次

具体代码可以访问我的GitHub地址获取

构建五子棋棋盘


from collections import namedtuple

Chessman = namedtuple('Chessman', 'Name Value Color')
Point = namedtuple('Point', 'X Y')

BLACK_CHESSMAN = Chessman('黑子', 1, (45, 45, 45))
WHITE_CHESSMAN = Chessman('白子', 2, (219, 219, 219))

offset = [(1, 0), (0, 1), (1, 1), (1, -1)]

class Checkerboard:
 def __init__(self, line_points):
   self._line_points = line_points
   self._checkerboard = [[0] * line_points for _ in range(line_points)]

def _get_checkerboard(self):
   return self._checkerboard

checkerboard = property(_get_checkerboard)

# 判断是否可落子
 def can_drop(self, point):
   return self._checkerboard[point.Y][point.X] == 0

def drop(self, chessman, point):
   """
   落子
   :param chessman:
   :param point:落子位置
   :return:若该子落下之后即可获胜,则返回获胜方,否则返回 None
   """
   print(f'{chessman.Name} ({point.X}, {point.Y})')
   self._checkerboard[point.Y][point.X] = chessman.Value

if self._win(point):
     print(f'{chessman.Name}获胜')
     return chessman

# 判断是否赢了
 def _win(self, point):
   cur_value = self._checkerboard[point.Y][point.X]
   for os in offset:
     if self._get_count_on_direction(point, cur_value, os[0], os[1]):
       return True

def _get_count_on_direction(self, point, value, x_offset, y_offset):
   count = 1
   for step in range(1, 5):
     x = point.X + step * x_offset
     y = point.Y + step * y_offset
     if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
       count += 1
     else:
       break
   for step in range(1, 5):
     x = point.X - step * x_offset
     y = point.Y - step * y_offset
     if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
       count += 1
     else:
       break

return count >= 5

实现五子棋人机对战


import sys
import random
import pygame
from pygame.locals import *
import pygame.gfxdraw
from checkerboard import Checkerboard, BLACK_CHESSMAN, WHITE_CHESSMAN, offset, Point

SIZE = 30 # 棋盘每个点时间的间隔
Line_Points = 19 # 棋盘每行/每列点数
Outer_Width = 20 # 棋盘外宽度
Border_Width = 4 # 边框宽度
Inside_Width = 4 # 边框跟实际的棋盘之间的间隔
Border_Length = SIZE * (Line_Points - 1) + Inside_Width * 2 + Border_Width # 边框线的长度
Start_X = Start_Y = Outer_Width + int(Border_Width / 2) + Inside_Width # 网格线起点(左上角)坐标
SCREEN_HEIGHT = SIZE * (Line_Points - 1) + Outer_Width * 2 + Border_Width + Inside_Width * 2 # 游戏屏幕的高
SCREEN_WIDTH = SCREEN_HEIGHT + 200 # 游戏屏幕的宽

Stone_Radius = SIZE // 2 - 3 # 棋子半径
Stone_Radius2 = SIZE // 2 + 3
Checkerboard_Color = (0xE3, 0x92, 0x65) # 棋盘颜色
BLACK_COLOR = (0, 0, 0)
WHITE_COLOR = (255, 255, 255)
RED_COLOR = (200, 30, 30)
BLUE_COLOR = (30, 30, 200)

RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10

def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
 imgText = font.render(text, True, fcolor)
 screen.blit(imgText, (x, y))

def main():
 pygame.init()
 screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
 pygame.display.set_caption('五子棋')

font1 = pygame.font.SysFont('SimHei', 32)
 font2 = pygame.font.SysFont('SimHei', 72)
 fwidth, fheight = font2.size('黑方获胜')

checkerboard = Checkerboard(Line_Points)
 cur_runner = BLACK_CHESSMAN
 winner = None
 computer = AI(Line_Points, WHITE_CHESSMAN)

black_win_count = 0
 white_win_count = 0

while True:
   for event in pygame.event.get():
     if event.type == QUIT:
       sys.exit()
     elif event.type == KEYDOWN:
       if event.key == K_RETURN:
         if winner is not None:
           winner = None
           cur_runner = BLACK_CHESSMAN
           checkerboard = Checkerboard(Line_Points)
           computer = AI(Line_Points, WHITE_CHESSMAN)
     elif event.type == MOUSEBUTTONDOWN:
       if winner is None:
         pressed_array = pygame.mouse.get_pressed()
         if pressed_array[0]:
           mouse_pos = pygame.mouse.get_pos()
           click_point = _get_clickpoint(mouse_pos)
           if click_point is not None:
             if checkerboard.can_drop(click_point):
               winner = checkerboard.drop(cur_runner, click_point)
               if winner is None:
                 cur_runner = _get_next(cur_runner)
                 computer.get_opponent_drop(click_point)
                 AI_point = computer.AI_drop()
                 winner = checkerboard.drop(cur_runner, AI_point)
                 if winner is not None:
                   white_win_count += 1
                 cur_runner = _get_next(cur_runner)
               else:
                 black_win_count += 1
           else:
             print('超出棋盘区域')

# 画棋盘
   _draw_checkerboard(screen)

# 画棋盘上已有的棋子
   for i, row in enumerate(checkerboard.checkerboard):
     for j, cell in enumerate(row):
       if cell == BLACK_CHESSMAN.Value:
         _draw_chessman(screen, Point(j, i), BLACK_CHESSMAN.Color)
       elif cell == WHITE_CHESSMAN.Value:
         _draw_chessman(screen, Point(j, i), WHITE_CHESSMAN.Color)

_draw_left_info(screen, font1, cur_runner, black_win_count, white_win_count)

if winner:
     print_text(screen, font2, (SCREEN_WIDTH - fwidth)//2, (SCREEN_HEIGHT - fheight)//2, winner.Name + '获胜', RED_COLOR)

pygame.display.flip()

def _get_next(cur_runner):
 if cur_runner == BLACK_CHESSMAN:
   return WHITE_CHESSMAN
 else:
   return BLACK_CHESSMAN

# 画棋盘
def _draw_checkerboard(screen):
 # 填充棋盘背景色
 screen.fill(Checkerboard_Color)
 # 画棋盘网格线外的边框
 pygame.draw.rect(screen, BLACK_COLOR, (Outer_Width, Outer_Width, Border_Length, Border_Length), Border_Width)
 # 画网格线
 for i in range(Line_Points):
   pygame.draw.line(screen, BLACK_COLOR,
            (Start_Y, Start_Y + SIZE * i),
            (Start_Y + SIZE * (Line_Points - 1), Start_Y + SIZE * i),
            1)
 for j in range(Line_Points):
   pygame.draw.line(screen, BLACK_COLOR,
            (Start_X + SIZE * j, Start_X),
            (Start_X + SIZE * j, Start_X + SIZE * (Line_Points - 1)),
            1)
 # 画星位和天元
 for i in (3, 9, 15):
   for j in (3, 9, 15):
     if i == j == 9:
       radius = 5
     else:
       radius = 3
     # pygame.draw.circle(screen, BLACK, (Start_X + SIZE * i, Start_Y + SIZE * j), radius)
     pygame.gfxdraw.aacircle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)
     pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)

# 画棋子
def _draw_chessman(screen, point, stone_color):
 # pygame.draw.circle(screen, stone_color, (Start_X + SIZE * point.X, Start_Y + SIZE * point.Y), Stone_Radius)
 pygame.gfxdraw.aacircle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)
 pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)

# 画左侧信息显示
def _draw_left_info(screen, font, cur_runner, black_win_count, white_win_count):
 _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2), BLACK_CHESSMAN.Color)
 _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2 * 4), WHITE_CHESSMAN.Color)

print_text(screen, font, RIGHT_INFO_POS_X, Start_X + 3, '玩家', BLUE_COLOR)
 print_text(screen, font, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3 + 3, '电脑', BLUE_COLOR)

print_text(screen, font, SCREEN_HEIGHT, SCREEN_HEIGHT - Stone_Radius2 * 8, '战况:', BLUE_COLOR)
 _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - int(Stone_Radius2 * 4.5)), BLACK_CHESSMAN.Color)
 _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - Stone_Radius2 * 2), WHITE_CHESSMAN.Color)
 print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - int(Stone_Radius2 * 5.5) + 3, f'{black_win_count} 胜', BLUE_COLOR)
 print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - Stone_Radius2 * 3 + 3, f'{white_win_count} 胜', BLUE_COLOR)

def _draw_chessman_pos(screen, pos, stone_color):
 pygame.gfxdraw.aacircle(screen, pos[0], pos[1], Stone_Radius2, stone_color)
 pygame.gfxdraw.filled_circle(screen, pos[0], pos[1], Stone_Radius2, stone_color)

# 根据鼠标点击位置,返回游戏区坐标
def _get_clickpoint(click_pos):
 pos_x = click_pos[0] - Start_X
 pos_y = click_pos[1] - Start_Y
 if pos_x < -Inside_Width or pos_y < -Inside_Width:
   return None
 x = pos_x // SIZE
 y = pos_y // SIZE
 if pos_x % SIZE > Stone_Radius:
   x += 1
 if pos_y % SIZE > Stone_Radius:
   y += 1
 if x >= Line_Points or y >= Line_Points:
   return None

return Point(x, y)

class AI:
 def __init__(self, line_points, chessman):
   self._line_points = line_points
   self._my = chessman
   self._opponent = BLACK_CHESSMAN if chessman == WHITE_CHESSMAN else WHITE_CHESSMAN
   self._checkerboard = [[0] * line_points for _ in range(line_points)]

def get_opponent_drop(self, point):
   self._checkerboard[point.Y][point.X] = self._opponent.Value

def AI_drop(self):
   point = None
   score = 0
   for i in range(self._line_points):
     for j in range(self._line_points):
       if self._checkerboard[j][i] == 0:
         _score = self._get_point_score(Point(i, j))
         if _score > score:
           score = _score
           point = Point(i, j)
         elif _score == score and _score > 0:
           r = random.randint(0, 100)
           if r % 2 == 0:
             point = Point(i, j)
   self._checkerboard[point.Y][point.X] = self._my.Value
   return point

def _get_point_score(self, point):
   score = 0
   for os in offset:
     score += self._get_direction_score(point, os[0], os[1])
   return score

def _get_direction_score(self, point, x_offset, y_offset):
   count = 0  # 落子处我方连续子数
   _count = 0 # 落子处对方连续子数
   space = None  # 我方连续子中有无空格
   _space = None # 对方连续子中有无空格
   both = 0  # 我方连续子两端有无阻挡
   _both = 0  # 对方连续子两端有无阻挡

# 如果是 1 表示是边上是我方子,2 表示敌方子
   flag = self._get_stone_color(point, x_offset, y_offset, True)
   if flag != 0:
     for step in range(1, 6):
       x = point.X + step * x_offset
       y = point.Y + step * y_offset
       if 0 <= x < self._line_points and 0 <= y < self._line_points:
         if flag == 1:
           if self._checkerboard[y][x] == self._my.Value:
             count += 1
             if space is False:
               space = True
           elif self._checkerboard[y][x] == self._opponent.Value:
             _both += 1
             break
           else:
             if space is None:
               space = False
             else:
               break  # 遇到第二个空格退出
         elif flag == 2:
           if self._checkerboard[y][x] == self._my.Value:
             _both += 1
             break
           elif self._checkerboard[y][x] == self._opponent.Value:
             _count += 1
             if _space is False:
               _space = True
           else:
             if _space is None:
               _space = False
             else:
               break
       else:
         # 遇到边也就是阻挡
         if flag == 1:
           both += 1
         elif flag == 2:
           _both += 1

if space is False:
     space = None
   if _space is False:
     _space = None

_flag = self._get_stone_color(point, -x_offset, -y_offset, True)
   if _flag != 0:
     for step in range(1, 6):
       x = point.X - step * x_offset
       y = point.Y - step * y_offset
       if 0 <= x < self._line_points and 0 <= y < self._line_points:
         if _flag == 1:
           if self._checkerboard[y][x] == self._my.Value:
             count += 1
             if space is False:
               space = True
           elif self._checkerboard[y][x] == self._opponent.Value:
             _both += 1
             break
           else:
             if space is None:
               space = False
             else:
               break  # 遇到第二个空格退出
         elif _flag == 2:
           if self._checkerboard[y][x] == self._my.Value:
             _both += 1
             break
           elif self._checkerboard[y][x] == self._opponent.Value:
             _count += 1
             if _space is False:
               _space = True
           else:
             if _space is None:
               _space = False
             else:
               break
       else:
         # 遇到边也就是阻挡
         if _flag == 1:
           both += 1
         elif _flag == 2:
           _both += 1

score = 0
   if count == 4:
     score = 10000
   elif _count == 4:
     score = 9000
   elif count == 3:
     if both == 0:
       score = 1000
     elif both == 1:
       score = 100
     else:
       score = 0
   elif _count == 3:
     if _both == 0:
       score = 900
     elif _both == 1:
       score = 90
     else:
       score = 0
   elif count == 2:
     if both == 0:
       score = 100
     elif both == 1:
       score = 10
     else:
       score = 0
   elif _count == 2:
     if _both == 0:
       score = 90
     elif _both == 1:
       score = 9
     else:
       score = 0
   elif count == 1:
     score = 10
   elif _count == 1:
     score = 9
   else:
     score = 0

if space or _space:
     score /= 2

return score

# 判断指定位置处在指定方向上是我方子、对方子、空
 def _get_stone_color(self, point, x_offset, y_offset, next):
   x = point.X + x_offset
   y = point.Y + y_offset
   if 0 <= x < self._line_points and 0 <= y < self._line_points:
     if self._checkerboard[y][x] == self._my.Value:
       return 1
     elif self._checkerboard[y][x] == self._opponent.Value:
       return 2
     else:
       if next:
         return self._get_stone_color(Point(x, y), x_offset, y_offset, False)
       else:
         return 0
   else:
     return 0

if __name__ == '__main__':
 main()

运行效果如下:

python实现五子棋程序

python实现五子棋人人对战


import sys
import pygame
from pygame.locals import *
import pygame.gfxdraw
from checkerboard import Checkerboard, BLACK_CHESSMAN, WHITE_CHESSMAN, Point

SIZE = 30 # 棋盘每个点时间的间隔
Line_Points = 19 # 棋盘每行/每列点数
Outer_Width = 20 # 棋盘外宽度
Border_Width = 4 # 边框宽度
Inside_Width = 4 # 边框跟实际的棋盘之间的间隔
Border_Length = SIZE * (Line_Points - 1) + Inside_Width * 2 + Border_Width # 边框线的长度
Start_X = Start_Y = Outer_Width + int(Border_Width / 2) + Inside_Width # 网格线起点(左上角)坐标
SCREEN_HEIGHT = SIZE * (Line_Points - 1) + Outer_Width * 2 + Border_Width + Inside_Width * 2 # 游戏屏幕的高
SCREEN_WIDTH = SCREEN_HEIGHT + 200 # 游戏屏幕的宽

Stone_Radius = SIZE // 2 - 3 # 棋子半径
Stone_Radius2 = SIZE // 2 + 3
Checkerboard_Color = (0xE3, 0x92, 0x65) # 棋盘颜色
BLACK_COLOR = (0, 0, 0)
WHITE_COLOR = (255, 255, 255)
RED_COLOR = (200, 30, 30)
BLUE_COLOR = (30, 30, 200)
BLACK_STONE_COLOR = (45, 45, 45)
WHITE_STONE_COLOR = (219, 219, 219)

RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10

def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):
 imgText = font.render(text, True, fcolor)
 screen.blit(imgText, (x, y))

def main():
 pygame.init()
 screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
 pygame.display.set_caption('五子棋')

font1 = pygame.font.SysFont('SimHei', 36)
 font2 = pygame.font.SysFont('SimHei', 72)
 fwidth, fheight = font2.size('黑方获胜')

checkerboard = Checkerboard(Line_Points)
 cur_runner = BLACK_CHESSMAN
 winner = None

while True:
   for event in pygame.event.get():
     if event.type == QUIT:
       sys.exit()
     elif event.type == KEYDOWN:
       if event.key == K_RETURN:
         if winner is not None:
           winner = None
           cur_runner = BLACK_CHESSMAN
           checkerboard = Checkerboard(Line_Points)
     elif event.type == MOUSEBUTTONDOWN:
       if winner is None:
         pressed_array = pygame.mouse.get_pressed()
         if pressed_array[0]:
           mouse_pos = pygame.mouse.get_pos()
           click_point = _get_clickpoint(mouse_pos)
           if click_point is not None:
             if checkerboard.can_drop(click_point):
               winner = checkerboard.drop(cur_runner, click_point)
               if cur_runner == BLACK_CHESSMAN:
                 cur_runner = WHITE_CHESSMAN
               else:
                 cur_runner = BLACK_CHESSMAN
           else:
             print('超出棋盘区域')

# 画棋盘
   _draw_checkerboard(screen)

# 画棋盘上已有的棋子
   for i, row in enumerate(checkerboard.checkerboard):
     for j, cell in enumerate(row):
       if cell == BLACK_CHESSMAN.Value:
         _draw_chessman(screen, Point(j, i), BLACK_CHESSMAN.Color)
       elif cell == WHITE_CHESSMAN.Value:
         _draw_chessman(screen, Point(j, i), WHITE_CHESSMAN.Color)

_draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + 20), BLACK_STONE_COLOR)
   _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + 20 + Stone_Radius2 * 3), WHITE_STONE_COLOR)

if winner:
     print_text(screen, font2, (SCREEN_WIDTH - fwidth)//2, (SCREEN_HEIGHT - fheight)//2, winner.Name + '获胜', RED_COLOR)

if cur_runner == BLACK_CHESSMAN:
     print_text(screen, font1, RIGHT_INFO_POS_X, Start_X, '获胜' if winner else '落子中', BLUE_COLOR)
   else:
     print_text(screen, font1, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3, '获胜' if winner else '落子中', BLUE_COLOR)

pygame.display.flip()

# 画棋盘
def _draw_checkerboard(screen):
 # 填充棋盘背景色
 screen.fill(Checkerboard_Color)
 # 画棋盘网格线外的边框
 pygame.draw.rect(screen, BLACK_COLOR, (Outer_Width, Outer_Width, Border_Length, Border_Length), Border_Width)
 # 画网格线
 for i in range(Line_Points):
   pygame.draw.line(screen, BLACK_COLOR,
            (Start_Y, Start_Y + SIZE * i),
            (Start_Y + SIZE * (Line_Points - 1), Start_Y + SIZE * i),
            1)
 for j in range(Line_Points):
   pygame.draw.line(screen, BLACK_COLOR,
            (Start_X + SIZE * j, Start_X),
            (Start_X + SIZE * j, Start_X + SIZE * (Line_Points - 1)),
            1)
 # 画星位和天元
 for i in (3, 9, 15):
   for j in (3, 9, 15):
     if i == j == 9:
       radius = 5
     else:
       radius = 3
     # pygame.draw.circle(screen, BLACK, (Start_X + SIZE * i, Start_Y + SIZE * j), radius)
     pygame.gfxdraw.aacircle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)
     pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)

# 画棋子
def _draw_chessman(screen, point, stone_color):
 # pygame.draw.circle(screen, stone_color, (Start_X + SIZE * point.X, Start_Y + SIZE * point.Y), Stone_Radius)
 pygame.gfxdraw.aacircle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)
 pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)

def _draw_chessman_pos(screen, pos, stone_color):
 pygame.gfxdraw.aacircle(screen, pos[0], pos[1], Stone_Radius2, stone_color)
 pygame.gfxdraw.filled_circle(screen, pos[0], pos[1], Stone_Radius2, stone_color)

# 根据鼠标点击位置,返回游戏区坐标
def _get_clickpoint(click_pos):
 pos_x = click_pos[0] - Start_X
 pos_y = click_pos[1] - Start_Y
 if pos_x < -Inside_Width or pos_y < -Inside_Width:
   return None
 x = pos_x // SIZE
 y = pos_y // SIZE
 if pos_x % SIZE > Stone_Radius:
   x += 1
 if pos_y % SIZE > Stone_Radius:
   y += 1
 if x >= Line_Points or y >= Line_Points:
   return None

return Point(x, y)

if __name__ == '__main__':
 main()

运行效果

python实现五子棋程序

更多有趣的经典小游戏实现专题,分享给大家:

C++经典小游戏汇总

python经典小游戏汇总

python俄罗斯方块游戏集合

JavaScript经典游戏 玩不停

java经典小游戏汇总

javascript经典小游戏汇总

来源:https://blog.csdn.net/liuzuoping/article/details/103395757

标签:python,五子棋
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