python实现五子棋程序


Posted in Python onApril 24, 2020

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:

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持三水点靠木。

Python 相关文章推荐
python两种遍历字典(dict)的方法比较
May 29 Python
用Python制作在地图上模拟瘟疫扩散的Gif图
Mar 31 Python
用Python编写分析Python程序性能的工具的教程
Apr 01 Python
Python中用于检查英文字母大写的isupper()方法
May 19 Python
Diango + uwsgi + nginx项目部署的全过程(可外网访问)
Apr 22 Python
Python实现简单的文本相似度分析操作详解
Jun 16 Python
Flask-WTF表单的使用方法
Jul 12 Python
python 使用pdfminer3k 读取PDF文档的例子
Aug 27 Python
python等差数列求和公式前 100 项的和实例
Feb 25 Python
Scrapy 配置动态代理IP的实现
Sep 28 Python
python实现MySQL指定表增量同步数据到clickhouse的脚本
Feb 26 Python
Python os和os.path模块详情
Apr 02 Python
opencv python 图片读取与显示图片窗口未响应问题的解决
Apr 24 #Python
jupyter notebook oepncv 显示一张图像的实现
Apr 24 #Python
不到20行实现Python代码即可制作精美证件照
Apr 24 #Python
python 画条形图(柱状图)实例
Apr 24 #Python
python模拟哔哩哔哩滑块登入验证的实现
Apr 24 #Python
200行python代码实现贪吃蛇游戏
Apr 24 #Python
python Canny边缘检测算法的实现
Apr 24 #Python
You might like
PHP实现限制IP访问及提交次数的方法详解
2017/07/17 PHP
php设计模式之工厂方法模式分析【星际争霸游戏案例】
2020/01/23 PHP
tp5.1 框架数据库-数据集操作实例分析
2020/05/26 PHP
JavaScript 类的定义和引用 JavaScript高级培训 自定义对象
2010/04/27 Javascript
javascript函数中的arguments参数
2010/08/01 Javascript
jQuery选择器源码解读(七):elementMatcher函数
2015/03/31 Javascript
jQuery右侧选项卡焦点图片轮播特效代码分享
2015/09/05 Javascript
原生js仿jquery一些常用方法(必看篇)
2016/09/20 Javascript
JS实现微信摇一摇原理解析
2017/07/22 Javascript
Webpack 服务器端代码打包的示例代码
2017/09/19 Javascript
vue-cli3.0实现一个多页面应用的历奇经历记录总结
2020/03/16 Javascript
Laravel 如何在blade文件中使用Vue组件的示例代码
2020/06/28 Javascript
手写Vue2.0 数据劫持的示例
2021/03/04 Vue.js
[00:32]2018DOTA2亚洲邀请赛出场——LGD
2018/04/04 DOTA
python使用chardet判断字符串编码的方法
2015/03/13 Python
Python smallseg分词用法实例分析
2015/05/28 Python
Python中对元组和列表按条件进行排序的方法示例
2015/11/10 Python
详解Python中的Descriptor描述符类
2016/06/14 Python
简单了解Python3里的一些新特性
2019/07/13 Python
python处理excel绘制雷达图
2019/10/18 Python
英国邮购活的植物主要供应商:Gardening Direct
2019/01/28 全球购物
幼儿教师思想汇报
2014/01/10 职场文书
消防安全责任书
2014/04/14 职场文书
倡议书范文
2014/04/16 职场文书
禁止酒驾标语
2014/06/25 职场文书
踏青活动策划方案
2014/08/19 职场文书
岗位竞聘报告范文
2014/11/06 职场文书
技术股东合作协议书
2014/12/02 职场文书
2015年毕业生个人自荐书
2015/03/24 职场文书
2015年教师业务工作总结
2015/05/26 职场文书
观看建国大业观后感
2015/06/01 职场文书
导游词之河姆渡遗址博物馆
2019/10/10 职场文书
python自动化操作之动态验证码、滑动验证码的降噪和识别
2021/08/30 Python
人物搭配车车超萌联名预备中 【咒术迴战】 ⨯ 【天竺鼠车车】 展开合作
2022/04/11 日漫
Python Flask实现进度条
2022/05/11 Python
MyBatis在注解上使用动态SQL方式(@select使用if)
2022/07/07 Java/Android