本文實(shí)例為大家分享了python版大富翁游戲的具體代碼,供大家參考,具體內(nèi)容如下
# -*- coding: utf-8 -*-
'''
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'''
# code by: 物網(wǎng)141 王璞劼Khalil
# name: 理工大富翁beta2.0
# describe: 基于python的一個2D大富翁游戲
'''
1.游戲地圖為自己使用各種網(wǎng)絡(luò)素材制作;
各種按鈕和選項(xiàng),小圖標(biāo)等也是使用PS制作。
2.聲音效果主要為背景音樂和幾種游戲中音效;
3.游戲設(shè)定了兩個類:玩家和建筑
玩家的參數(shù)和方法都在代碼中給出;
具體有:移動方法、位置判斷方法、
購買房屋方法、添加小房子方法、
事件判斷方法。
4.玩家在大富翁的主要操作是投擲骰子,由隨機(jī)函數(shù)
進(jìn)行判定然后進(jìn)行移動,進(jìn)行位置判斷,然后開始
進(jìn)行相關(guān)的判定。
5.游戲中的按鍵有:是、否、和結(jié)束回合;
每個按鍵由沒按下與按下兩種狀態(tài)的圖片組成,
這個設(shè)計(jì)花費(fèi)了一定時間。
還有 開始游戲 和 扔骰子 的兩個明暗按鈕,
由pygame優(yōu)化后的一個函數(shù)實(shí)現(xiàn)。
6.玩家的位置與電腦重疊時會將雙方的位置進(jìn)行一定
偏移,防止進(jìn)行覆蓋,分不清自己的位置。
7.游戲基礎(chǔ)功能有移動,購買房子,在已經(jīng)購買的房子下
搭建新的小房子增加過路費(fèi),被收費(fèi),判斷勝負(fù)的基礎(chǔ)
功能,此外還加入了幸運(yùn)事件:
財(cái)神 - 免收費(fèi)一次
衰神 - 雙倍被收費(fèi)一次
破壞神 - 直接破壞一個建筑 無論敵我
土地神 - 強(qiáng)占對面建筑
這四項(xiàng)功能在位置處于左上角和右下角的時候會被觸發(fā),
添加了很多游戲樂趣哦~~~ ^_^
8.游戲基于python的一個模塊pygame實(shí)現(xiàn),給我提供了很
多快樂的時光,謝謝老師的閱覽與郭寧同學(xué)的協(xié)助答辯
:)
'''
#####################準(zhǔn)備工作##################
# 初始化各種模塊
import pygame
import random
import sys
# 定義類
class Player():
def __init__(self, image ,name , isPlayer):
self.name = name
self.money = 10000
self.isGoingToMove = False
self.movable = True
self.image = image
self.position = 0
self.temp_position = False
self.dice_value = 0
self.locatedBuilding = 0
self.showText = []
self.isPlayer = isPlayer
self.ownedBuildings = []
self.isShowText = False
self.soundPlayList = 0
self.caishen = 0
self.shuaishen = 0
self.tudishen = 0
self.pohuaishen = 0
def judgePosition(self,buildings): # 位置判斷 返回值是所在位置的建筑
for each in buildings:
for every in each.location:
if self.position == every:
return each
# 當(dāng)使用元組時 當(dāng)元組中只有一個元素時 發(fā)現(xiàn)該元素不可迭代
# 出現(xiàn)錯誤 換成列表后解決
'''
try:
for every in each.location:
if self.position == every:
print(each.name)
except:
if self.position == every:
print(each.name)
'''
def buyaBuilding(self,isPressYes): # 購買方法
if isPressYes and self.locatedBuilding.owner != self.name:
self.locatedBuilding.owner = self.name
self.locatedBuilding.wasBought = True
self.ownedBuildings.append(self.locatedBuilding)
self.money -= self.locatedBuilding.price
self.showText = [self.name + '購買了' + self.locatedBuilding.name + '!']
self.soundPlayList = 1
return True
else:
return False
def addaHouse(self,isPressYes): # 在建筑物上添加一個房子
try:
if isPressYes and self.locatedBuilding.owner == self.name:
self.locatedBuilding.builtRoom += 1
self.money -= self.locatedBuilding.payment
self.showText = [self.name + '在' + self.locatedBuilding.name + '上!','蓋了一座房子!',\
'有%d' % self.locatedBuilding.builtRoom + '個房子了!',\
"它的過路費(fèi)是%d" % (self.locatedBuilding.payment * \
(self.locatedBuilding.builtRoom + 1)) ]
self.soundPlayList = 2
return True
else:
return False
except:
pass
def move(self,buildings,allplayers): # 移動方法 返回值是所在的建筑位置
self.dice_value = random.randint(1,6)
self.position += self.dice_value
if self.position >= 16:
self.position -= 16
self.locatedBuilding = self.judgePosition(buildings)
self.isShowText = True
return self.eventInPosition(allplayers)
def eventInPosition(self,allplayers): # 判斷在建筑位置應(yīng)該發(fā)生的事件
building = self.locatedBuilding
if building.name != '空地':
if self.locatedBuilding.wasBought == False: # 未購買的時候顯示建筑的數(shù)據(jù)!
if self.isPlayer == True:
textLine0 = self.name +'扔出了' + '%d'% self.dice_value + '點(diǎn)!'
textLine1 = self.name +'來到了' + building.name + '!'
textLine2 = '購買價(jià)格:%d' % building.price
textLine3 = '過路收費(fèi):%d' % building.payment
textLine4 = '是否購買?'
self.showText = [textLine0,textLine1,textLine2,textLine3,textLine4]
return True
else :
self.addaHouse(not self.buyaBuilding(True))
# ----- 動畫 -------
# ----- 是否購買 ------
elif building.owner == self.name: # 路過自己的房子開始加蓋建筑!
if self.pohuaishen == 1:
textLine0 = self.name + '破壞神附體!'
textLine1 = '摧毀了自己的房子!'
building.owner = 'no'
building.wasBought = False
self.showText = [textLine0,textLine1]
self.pohuaishen = 0
else:
if self.isPlayer == True:
textLine0 = self.name + '扔出了' + '%d'% self.dice_value + '點(diǎn)!'
textLine1 = '來到了ta的'+ self.locatedBuilding.name +'!'
textLine2 = '可以加蓋小房子!'
textLine3 = '加蓋收費(fèi):%d' % building.payment
textLine4 = '是否加蓋?'
self.showText = [textLine0,textLine1,textLine2,textLine3,textLine4]
return True
# ----- 動畫-------
else:
self.addaHouse(True)
else:
for each in allplayers: # 被收費(fèi)!
if self.locatedBuilding.owner == each.name and each.name != self.name:
if self.caishen == 1:
textLine0 = self.name + '財(cái)神附體!'
textLine1 = '免除過路費(fèi)%d!' % (building.payment * (building.builtRoom + 1))
self.showText = [textLine0,textLine1]
self.caishen = 0
else:
if self.tudishen == 1:
textLine0 = self.name + '土地神附體!'
textLine1 = '強(qiáng)占土地!'
textLine2 = building.name + '現(xiàn)在屬于'+ self.name
self.locatedBuilding.owner = self.name
self.showText = [textLine0,textLine1,textLine2]
self.tudishen = 0
else:
if self.pohuaishen == 1:
textLine0 = self.name + '破壞神附體!'
textLine1 = '摧毀了對手的房子!'
building.owner = 'no'
building.wasBought = False
self.showText = [textLine0,textLine1]
self.pohuaishen = 0
else:
textLine0 = self.name + '扔出了' + '%d'% self.dice_value + '點(diǎn)!'
textLine1 = self.name+ '來到了'+ each.name+'的:'
textLine2 = building.name + ',被收費(fèi)!'
if self.shuaishen == 1:
textLine3 = '過路收費(fèi):%d*2!' % (building.payment * (building.builtRoom + 1)*2)
self.shuaishen = 0
else:
textLine3 = '過路收費(fèi):%d' % (building.payment * (building.builtRoom + 1))
textLine4 = '哦!'+ self.name +'好倒霉!'
self.showText = [textLine0,textLine1,textLine2,textLine3,textLine4]
# 收費(fèi)!
self.money -= building.payment * (building.builtRoom + 1)
each.money += building.payment * (building.builtRoom + 1)
self.soundPlayList = 3
# ----- 動畫-------
else:
# 發(fā)現(xiàn)不能處理在空地上的情況 于是使用 try & except 來解決!然后加入了幸運(yùn)事件功能!
# 后來發(fā)現(xiàn) try except 弊端太大 找不到錯誤的根源 換為if else嵌套。。
whichone = self.dice_value % 4
if whichone == 0:
self.caishen = 1
textLine2 = '遇到了財(cái)神!'
textLine3 = '免一次過路費(fèi)!'
if whichone == 1:
self.shuaishen = 1
textLine2 = '遇到了衰神!'
textLine3 = '過路費(fèi)加倍一次!'
if whichone == 2:
self.tudishen = 1
textLine2 = '遇到了土地神!'
textLine3 = '強(qiáng)占一次房子!'
if whichone == 3:
self.pohuaishen = 1
textLine3 = '摧毀路過的房子!'
textLine2 = '遇到了破壞神!'
textLine0 = self.name +'扔出了' +'%d'% self.dice_value + '點(diǎn)!'
textLine1 = '來到了運(yùn)氣地點(diǎn)!'
self.showText = [textLine0,textLine1,textLine2,textLine3]
class Building(): # 好像所有功能都在Player類里實(shí)現(xiàn)了=_=
def __init__(self,name,price,payment,location):
self.name = name
self.price = price
self.payment = payment
self.location = location
self.wasBought = False # 是否被購買
self.builtRoom = 0 # 小房子建造的數(shù)目
self.owner = 'no'
# 帶透明度的繪圖方法 by turtle 2333
def blit_alpha(target,source,location,opacity):
x = location[0]
y = location[1]
temp = pygame.Surface((source.get_width(),source.get_height())).convert()
temp.blit(target , (-x , -y))
temp.blit(source,(0,0))
temp.set_alpha(opacity)
target.blit(temp,location)
########################主函數(shù)#########################
def main():
pygame.init()
clock = pygame.time.Clock()
# 初始化屏幕
size = (1270,768)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("理工大大富翁 - made by 王璞劼")
# 讀取字體以及有關(guān)數(shù)據(jù)
textColorInMessageBox = (141,146,152)
white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
font = pygame.font.Font('resource\\font\\myfont.ttf',30)
# 讀取資源
backgroud = pygame.image.load("resource\\pic\\GameMap.png")
chess = pygame.image.load("resource\\pic\\chess.png")
chess_com = pygame.image.load("resource\\pic\\chess1.png")
bigdice_image = pygame.image.load("resource\\pic\\dice.png").convert_alpha()
dice_1 = pygame.image.load("resource\\pic\\dice_1.png")
dice_2 = pygame.image.load("resource\\pic\\dice_2.png")
dice_3 = pygame.image.load("resource\\pic\\dice_3.png")
dice_4 = pygame.image.load("resource\\pic\\dice_4.png")
dice_5 = pygame.image.load("resource\\pic\\dice_5.png")
dice_6 = pygame.image.load("resource\\pic\\dice_6.png")
dices = [dice_1,dice_2,dice_3,dice_4,dice_5,dice_6]
yes = pygame.image.load("resource\\pic\\yes.png")
yes2 = pygame.image.load("resource\\pic\\yes2.png")
no = pygame.image.load("resource\\pic\\no.png")
no2 = pygame.image.load("resource\\pic\\no2.png")
GameStart = pygame.image.load("resource\\pic\\GameStart.png")
StartGameButton = pygame.image.load("resource\\pic\\StartGameButton.png").convert_alpha()
turnover = pygame.image.load("resource\\pic\\turnover.png")
turnover2 = pygame.image.load("resource\\pic\\turnover2.png")
shuaishen = pygame.image.load("resource\\pic\\shuaishen.png").convert_alpha()
tudishen = pygame.image.load("resource\\pic\\tudishen.png").convert_alpha()
caishen = pygame.image.load("resource\\pic\\caishen.png").convert_alpha()
pohuaishen = pygame.image.load("resource\\pic\\pohuaishen.png").convert_alpha()
rollDiceSound = pygame.mixer.Sound("resource\\sound\\rolldicesound.wav")
bgm = pygame.mixer.music.load("resource\\sound\\bgm.ogg")
throwcoin = pygame.mixer.Sound("resource\\sound\\throwcoin.wav")
moneysound = pygame.mixer.Sound("resource\\sound\\moneysound.wav")
aiyo = pygame.mixer.Sound("resource\\sound\\aiyo.wav")
didong = pygame.mixer.Sound("resource\\sound\\didong.wav")
# PlayList 在對象中設(shè)置應(yīng)該播放的聲音
playList = [moneysound ,throwcoin ,aiyo]
# 各種Surface的rect
bigdice_rect = bigdice_image.get_rect()
bigdice_rect.left , bigdice_rect.top = 50 , 600
yes_rect = yes.get_rect()
yes_rect.left , yes_rect.top = 500,438
no_rect = no.get_rect()
no_rect.left , no_rect.top = 630,438
button_rect = StartGameButton.get_rect()
button_rect.left , button_rect.top = 1003,30
turnover_rect = turnover.get_rect()
turnover_rect.left , turnover_rect.top = 1035,613
# 實(shí)例化對象
players = []
computers = []
allplayers = []
player_1 = Player(chess , '玩家' , True )
player_com1 = Player(chess_com , '電腦' , False )
players.append(player_1)
computers.append(player_com1)
allplayers.append(player_1)
allplayers.append(player_com1)
presentPlayer = player_com1
# 初始化建筑物數(shù)據(jù)
gate = Building('大門',1000,200,[1,2])
fountain = Building('噴泉',2000,400,[3,4])
path = Building('小道',800,160,[5])
library = Building('圖書館',2000,400,[6,7])
kongdi1 = Building('空地',0,0,[8])
classroomTen = Building('教十',1200,240,[9,10])
classroomNine = Building('教九',1200,240,[11,12])
resOne = Building('三餐廳',800,160,[13])
resTwo = Building('二餐廳',800,160,[14])
resThree = Building('一餐廳',800,160,[15])
kongdi2 = Building('空地',0,0,[0])
buildings = [gate,fountain,path,library,classroomNine,\
classroomTen,resOne,resThree,resTwo,kongdi1,kongdi2]
# 坐標(biāo)數(shù)據(jù) 同時處理坐標(biāo)數(shù)據(jù) 使之合適
MapXYvalue = [(435.5,231.5),(509.5,231.5),(588.5,231.5),(675.5,231.5),(758.5,231.5),\
(758.5,317.0),(758.5,405.5),(758.5,484.5),(758.5,558.5),(679.5,558.5),\
(601.5,558.5),(518.5,556.5),(435.5,556.5),(435.5,479.5),(435.5,399.0),\
(435.5,315.5)
]
MapChessPosition_Player = []
MapChessPosition_Com = []
MapChessPosition_Original = []
MapChessPosition_Payment = []
MapMessageBoxPosition = (474.1 , 276.9)
YesNoMessageBoxPosition = [(500,438) , (630,438)]
StartGameButtonPosition = (1003,30)
TurnOvwrButtonPosition = (1035,613)
# 調(diào)整位置
for i in range(0,16):
MapChessPosition_Original.append((MapXYvalue[i][0]-50,MapXYvalue[i][1]-80))
MapChessPosition_Player.append((MapXYvalue[i][0]-70,MapXYvalue[i][1]-60))
MapChessPosition_Com.append((MapXYvalue[i][0]-30,MapXYvalue[i][1]-100))
MapChessPosition_Payment.append((MapXYvalue[i][0]-30,MapXYvalue[i][1]-15))
# 循環(huán)時所用的一些變量
running = True
image_alpha = 255
button_alpha = 255
half_alpha = 30
showdice = True
showYes2 = False
showNo2 = False
showYes_No = False
pressYes = False
whetherYes_NoJudge = False
gameStarted = False
showButton2 = False
# 播放背景音樂
pygame.mixer.music.play(100)
#################進(jìn)入游戲循環(huán)!########################
# 循環(huán)開始!
while running:
if not gameStarted:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
# 明暗觸發(fā) 鼠標(biāo)位置判斷
if event.type == pygame.MOUSEMOTION:
if button_rect.collidepoint(event.pos):
button_alpha = 255
else:
button_alpha = 120
if event.type == pygame.MOUSEBUTTONDOWN:
if button_rect.collidepoint(event.pos): # 按下按鈕
didong.play()
gameStarted = True
screen.blit(GameStart , (0,0))
blit_alpha(screen, StartGameButton, StartGameButtonPosition, button_alpha)
if gameStarted:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
# 明暗觸發(fā) 鼠標(biāo)位置判斷
if event.type == pygame.MOUSEMOTION:
if bigdice_rect.collidepoint(event.pos):
image_alpha = 255
else:
image_alpha = 190
if event.type == pygame.MOUSEBUTTONDOWN:
if bigdice_rect.collidepoint(event.pos): # 按骰子
if presentPlayer != player_1:
rollDiceSound.play(1, 2000)
pygame.time.delay(2000)
showYes_No = player_1.move(buildings,allplayers)
whetherYes_NoJudge = showYes_No
presentPlayer = player_1
else:
presentPlayer.showText = ['還沒到你的回合!']
if turnover_rect.collidepoint(event.pos): # 按回合結(jié)束
showButton2 = True
if presentPlayer != player_com1:
showYes_No = player_com1.move(buildings,allplayers)
presentPlayer = player_com1
else:
presentPlayer.showText = ['還沒到你的回合!']
else:
showButton2 = False
# 不顯示Yes_No的時候不能點(diǎn)擊它們!
if whetherYes_NoJudge == True:
if yes_rect.collidepoint(event.pos): # 按是否
showYes2 = True
if no_rect.collidepoint(event.pos): # 按是否
showNo2 = True
if event.type == pygame.MOUSEBUTTONUP:
if turnover_rect.collidepoint(event.pos): # 按回合結(jié)束
showButton2 = False
if yes_rect.collidepoint(event.pos): # 按是否
showYes2 = False
showYes_No = False
# 只有在可以判定的時候才能算按下了是 同時將判斷條件置為空
if whetherYes_NoJudge == True:
pressYes = True
whetherYes_NoJudge = False
if no_rect.collidepoint(event.pos): # 按是否
showNo2 = False
pressYes = False
showYes_No = False
whetherYes_NoJudge = False
# 測試事件選項(xiàng)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
showYes_No = player_1.move(buildings,allplayers)
whetherYes_NoJudge = showYes_No
presentPlayer = player_1
if event.key == pygame.K_q:
showYes_No = player_com1.move(buildings,allplayers)
presentPlayer = player_com1
'''for each in allplayers:
if each.isGoingToMove == True and each.movable == True :
showYes_No = each.move(buildings,allplayers)
each.movable = False
each.isGoingToMove = False'''
'''
allisready = True
for each in allplayers:
if each.movable == True:
allisready = False
if allisready:
for each in allplayers:
each.movable = True
'''
# 購買房屋!!!!!!!!
if presentPlayer.buyaBuilding(pressYes) == True:
pressYes = False
if presentPlayer.addaHouse(pressYes) == True:
pressYes = False
#########################################################################
screen.blit( backgroud , (0,0) )
blit_alpha(screen, bigdice_image, (50, 600), image_alpha)
textPosition = [MapMessageBoxPosition[0],MapMessageBoxPosition[1]]
# 打印信息
for each in presentPlayer.showText:
text = font.render(each, True, white, textColorInMessageBox)
screen.blit(text,textPosition)
textPosition[1] += 30
# 播放行動聲音
if presentPlayer.soundPlayList != 0:
playList[presentPlayer.soundPlayList - 1].play()
presentPlayer.soundPlayList = 0
# 在位置上顯示過路費(fèi)
for i in range(1,8):
for each in buildings:
for every in each.location:
if i == every:
if each.owner == presentPlayer.name:
text = font.render('%d' % (each.payment * (each.builtRoom + 1))\
, True, red)
elif each.owner == 'no':
text = font.render('%d' % (each.payment * (each.builtRoom + 1))\
, True, white)
elif each.owner != presentPlayer.name and each.owner != 'no':
text = font.render('%d' % (each.payment * (each.builtRoom + 1))\
, True, black)
screen.blit(text,MapChessPosition_Payment[i])
for i in range(9,16):
for each in buildings:
for every in each.location:
if i == every:
if each.owner == presentPlayer.name:
text = font.render('%d' % (each.payment * (each.builtRoom + 1))\
, True, red)
elif each.owner == 'no':
text = font.render('%d' % (each.payment * (each.builtRoom + 1))\
, True, white)
elif each.owner != presentPlayer.name and each.owner != 'no':
text = font.render('%d' % (each.payment * (each.builtRoom + 1))\
, True, black)
screen.blit(text,MapChessPosition_Payment[i])
# 打印金錢數(shù)和幸運(yùn)狀態(tài)
money_1 = font.render(player_1.name +'金錢:%d' % player_1.money, True, black, white)
screen.blit(money_1,(0,0))
if player_1.pohuaishen == True:
screen.blit(pohuaishen,(0,30))
else:
blit_alpha(screen, pohuaishen, (0, 30), half_alpha)
if player_1.caishen == True:
screen.blit(caishen,(55,30))
else:
blit_alpha(screen, caishen, (55, 30), half_alpha)
if player_1.shuaishen == True:
screen.blit(shuaishen,(110,30))
else:
blit_alpha(screen, shuaishen, (110, 30), half_alpha)
if player_1.tudishen == True:
screen.blit(tudishen,(165,30))
else:
blit_alpha(screen, tudishen, (165, 30), half_alpha)
money_2 = font.render(player_com1.name +'金錢:%d' % player_com1.money, True, black, white)
screen.blit(money_2,(1000,0))
if player_com1.pohuaishen == True:
screen.blit(pohuaishen,(1000,30))
else:
blit_alpha(screen, pohuaishen, (1000, 30), half_alpha)
if player_com1.caishen == True:
screen.blit(caishen,(1055,30))
else:
blit_alpha(screen, caishen, (1055, 30), half_alpha)
if player_com1.shuaishen == True:
screen.blit(shuaishen,(1110,30))
else:
blit_alpha(screen, shuaishen, (1110, 30), half_alpha)
if player_com1.tudishen == True:
screen.blit(tudishen,(1165,30))
else:
blit_alpha(screen, tudishen, (1165, 30), half_alpha)
# 放置扔出來的骰子
if player_1.dice_value != 0 and showdice:
screen.blit(dices[player_1.dice_value - 1],(70,450))
# 放置回合結(jié)束按鈕
if showButton2:
screen.blit(turnover2,TurnOvwrButtonPosition)
else:
screen.blit(turnover,TurnOvwrButtonPosition)
# 放置是否按鈕
if showYes_No == True:
screen.blit(yes , YesNoMessageBoxPosition[0])
screen.blit(no , YesNoMessageBoxPosition[1])
if showYes2 == True:
screen.blit(yes2 , YesNoMessageBoxPosition[0])
if showNo2 == True:
screen.blit(no2 , YesNoMessageBoxPosition[1])
# 放置玩家與電腦的位置 如果重合則挪位
for each in players:
for every in computers:
if each.position == every.position:
screen.blit(each.image,MapChessPosition_Player[each.position])
screen.blit(every.image,MapChessPosition_Com[every.position])
each.temp_position = True
every.temp_position = True
for each in players:
if each.temp_position == False:
screen.blit(each.image,MapChessPosition_Original[each.position])
each.temp_position = True
each.temp_position = not each.temp_position
for every in computers:
if every.temp_position == False:
screen.blit(every.image,MapChessPosition_Original[every.position])
every.temp_position = True
every.temp_position = not every.temp_position
# 輸贏判斷
for each in allplayers:
if each.money <= 0:
font = pygame.font.Font('resource\\font\\myfont.ttf',200)
loseText = font.render(each.name +'輸了!', True, red)
screen.fill(black)
screen.blit(loseText,(100,100))
font = pygame.font.Font('resource\\font\\myfont.ttf',30)
pygame.time.delay(3000)
# 畫面運(yùn)行
pygame.display.flip()
clock.tick(60) # 刷新率
# 雙擊打開運(yùn)行
if __name__ == "__main__":
main()
因?yàn)槟壳皃ython非常火,應(yīng)用非常的廣泛,是目前最火的行業(yè)之一,競爭很大,工資很高,未來發(fā)展也極好。加油加油!
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