欧美bbbwbbbw肥妇,免费乱码人妻系列日韩,一级黄片

C#實(shí)現(xiàn)飛行棋(Winform)

 更新時(shí)間:2020年02月06日 09:03:24   作者:擱°淺  
這篇文章主要為大家詳細(xì)介紹了基于Winform框架的飛行棋,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

本文實(shí)例為大家分享了C#實(shí)現(xiàn)飛行棋的具體代碼,供大家參考,具體內(nèi)容如下

基于Winform框架寫的
不足之處請(qǐng)大佬指教

using System;
using System.Drawing;
using System.Windows.Forms;

namespace 飛行棋
{
 public partial class Form1 : Form
 {
  public Form1()
  {
   InitializeComponent();
  }
  //創(chuàng)建一個(gè)數(shù)組裝游戲地板
  int[] mapList = new int[390];
  //創(chuàng)建裝圖片的數(shù)組
  PictureBox[] mappic = new PictureBox[390];
  //創(chuàng)建路的數(shù)組
  int[] road = new int[100];
  //創(chuàng)建地圖 
  Panel map = new Panel();
  int size = 30;
  //創(chuàng)建骰子
  PictureBox dice = new PictureBox();
  //初始位置的停放區(qū)域紅色的
  Panel plan1 = new Panel();
  //初始位置的停放區(qū)域綠色的
  Panel plan2 = new Panel();
  private void Form1_Load(object sender, EventArgs e)
  {
   this.Size = new Size(1200, 600);
   this.FormBorderStyle = FormBorderStyle.FixedSingle;
   this.Location = new Point(250, 100);
   this.BackColor = Color.Wheat;
   map.Size = new Size(30*size, 13*size);
   map.BorderStyle = BorderStyle.FixedSingle;
   map.Location = new Point(40,160);
   this.Controls.Add(map);
   //顯示圖片的方法
   Init();

   
   plan1.Size = new Size(100, 100);
   plan1.Location = new Point(map.Left, map.Top - 120);
   plan1.BackgroundImage = Image.FromFile("../../img/circle.png");
   plan1.BackgroundImageLayout = ImageLayout.Stretch;
   this.Controls.Add(plan1);
   
   plan2.Size = new Size(100, 100);
   plan2.Location = new Point(map.Left+120 ,map.Top - 120);
   plan2.BackgroundImage = Image.FromFile("../../img/circle.png");
   plan2.BackgroundImageLayout = ImageLayout.Stretch;
   this.Controls.Add(plan2);

   PictureBox redPlayer = new PictureBox();
   redPlayer.Size = new Size(80, 80);
   redPlayer.Image = Image.FromFile("../../img/red.png");
   redPlayer.Location = new Point(10, 10);
   redPlayer.SizeMode = PictureBoxSizeMode.StretchImage;
   plan1.Controls.Add(redPlayer);

   PictureBox greenPlayer = new PictureBox();
   greenPlayer.Size = new Size(80, 80);
   greenPlayer.Image = Image.FromFile("../../img/green.png");
   greenPlayer.Location = new Point(10, 10);
   greenPlayer.SizeMode = PictureBoxSizeMode.StretchImage;
   plan2.Controls.Add(greenPlayer);

   //創(chuàng)建對(duì)話框
   tall.Size = new Size(200, 500);
   tall.Location = new Point(map.Right + 20, 50);
   tall.ReadOnly = true;
   this.Controls.Add(tall);
   //玩家一:
   name.Size = new Size(100, 30);
   name.Location = new Point(45,10);
   this.Controls.Add(name);
   //玩家二:
   names.Size = new Size(100, 30);
   names.Location = new Point(160,10 );
   this.Controls.Add(names);
   btn.Location = new Point(300,10);
   btn.Text = "開始游戲";
   btn.Size = new Size(100, 30);
   btn.BackColor = Color.Pink;
   btn.Click += Btn_Click;
   this.Controls.Add(btn);

   //骰子
   dice.Size = new Size(80, 80);
   dice.Image = Image.FromFile("../../img/roll.png");
   dice.Location = new Point(map.Right-160,map.Top-120);
   dice.SizeMode = PictureBoxSizeMode.StretchImage;
   this.Controls.Add(dice);
   dice.MouseClick += Dice_MouseClick;
   
   
  }

  private void Btn_Click(object sender, EventArgs e)
  {

   //創(chuàng)建初始的彈框
   Tall(string.Format("請(qǐng)兩人投擲骰子,{0}先手,點(diǎn)大的先走",name.Text));
   
   playName[0] = name.Text;
   playName[1] = names.Text;
   tall.Focus();
  }

  TextBox name = new TextBox();
  TextBox names = new TextBox();
  Button btn = new Button();
  
  //創(chuàng)鍵記錄的對(duì)話框
  RichTextBox tall = new RichTextBox();
  //創(chuàng)建隨機(jī)
  Random r = new Random();
  // 輪流投擲骰子 0代表紅方 1代表綠方
  bool[] playStart = new bool[2] { true, false };
  //記錄雙方當(dāng)前的位置
  int[] playPosition = new int[2] { -1, -1 };
  int[] playStand = new int[2] { -1, -1 };
  // 記錄骰子的點(diǎn)數(shù)
  int[] shaizi = new int[2];
  string[] playName = new string[2];
  //數(shù)組存儲(chǔ)點(diǎn)數(shù)
  int[] num = new int[2] ;
  //1.輪流投擲篩子決定誰先出門
  private void Dice_MouseClick(object sender, MouseEventArgs e)
  {
   PlayDice();
   PlayGame();


  }
  private void PlayDice()
  {
   //紅方投擲 紅方為true 投擲完之后變?yōu)閒alse 綠方投擲
   if (playStart[0])
   {
    shaizi[0] = r.Next(1,7);
    Tall(String.Format("{1}投擲出{0}點(diǎn)", shaizi[0],playName[0]));
    playStart[0] = !playStart[0];

   }
   else
   {
    playStart[0] = !playStart[0];
   }
   //綠方投擲 綠方為false 綠方投擲完之后變?yōu)閠rue .輪到紅方投擲
   if (playStart[1])
   {
    shaizi[1] = r.Next(1, 7);
    Tall(String.Format("{1}投擲出{0}點(diǎn)", shaizi[1],playName[1]));
    playStart[1] = !playStart[1];

   }
   else
   {
    playStart[1] = !playStart[1];
   }
  }
  //決定游戲誰先手
  private void OutDoor()
  {
   //紅方為true 綠方為false的時(shí)候一回合完了 一回合完之后對(duì)應(yīng)的骰子數(shù)都不為0
   if (playStart[0]&&!playStart[1]&&(shaizi[0]!=0||shaizi[1]!=0))
   {
    if (shaizi[0] == shaizi[1])
    {
     Tall("雙方點(diǎn)數(shù)相同,請(qǐng)重新投擲");
    }
    else
    {
     //第二回合
     st = false;
     if (shaizi[0] > shaizi[1])
     {
      Tall(String.Format("{0}點(diǎn)數(shù)較大,先行一步,{0}投擲",name.Text));
      playStart[0] = true;
      playStart[1] = false;

     }
     if (shaizi[0] < shaizi[1])
     {
      Tall(String.Format("{0}點(diǎn)數(shù)較大,先行一步,{0}投擲", names.Text));
      playStart[0] = false;
      playStart[1] = true;
     }
    }
   }

  }


  bool st = true;
  //控制游戲誰先走
  private void PlayGame()
  {
   //判斷游戲剛開始時(shí)候比點(diǎn)數(shù)先行
   if (st == true)
   {
    OutDoor();
    //都為false的時(shí)候綠方投擲
    if (!playStart[0]&&playStart[1])
    {
     Tall(string.Format("請(qǐng){0}投擲",names.Text));
    }//都為true的時(shí)候紅方投擲
    else if(playStart[0]&&!playStart[1])
    {
     Tall(string.Format("請(qǐng){0}投擲!",name.Text));
    }
   }
   else
   {
    if (playStart[0] && !playStart[1])//如果綠方大, 綠方為true
    {
     PlayReturn(1);
    }//紅方
    else if (!playStart[0] && playStart[1])
    {
     PlayReturn(0);
    } 
   }

  }
  /// <summary>
  /// 雙方輪流游戲
  /// </summary>
  /// 傳入?yún)?shù)index0為紅方 1為綠方
  bool[] re = new bool[2] { false, false };
  private void PlayReturn(int index)
  {
   //都沒出門
   if (playPosition[index] == -1)
   {

    switch (shaizi[index])
    {
     case 2:
     case 4:
      Tall(String.Format("{0}可以起步", playName[index]));
      playPosition[index] = 0;
      playStand[index] = 0;
      //如果兩個(gè)位置相等
      if (playPosition[1] == playPosition[0])
      {
       mappic[road[playPosition[index]]].Image = imageList1.Images[2];
      }
      else
      {
       mappic[road[playPosition[index]]].Image = imageList1.Images[index];
      }
      break;
     case 6:
      playStart[index] = true;
      playStart[1 - index] = false;
      Tall(String.Format("{0}可以起步", playName[index]));
      playPosition[index] = 0;
      playStand[index] = 0;
      if (playPosition[1] == playPosition[0])
      {
       mappic[road[playPosition[index]]].Image = imageList1.Images[2];
      }
      else
      {
       mappic[road[playPosition[index]]].Image = imageList1.Images[index];
      }
      Tall(String.Format("請(qǐng){0}投擲骰子", playName[index]));
      break;
     default:
      Tall(String.Format("很遺憾,{0}投擲出{1}點(diǎn)無法起步,輪到{2}投擲", playName[index], shaizi[index], playName[1 - index]));
      break;
    }
    if (playPosition[0] != -1)
    {
     plan1.Controls.Clear();
    }
    if (playPosition[1] != -1)
    {
     plan2.Controls.Clear();
    }
   }
   else
   {
    //改變位置之前記錄好之前的位置
    playStand[index] = playPosition[index];
    playPosition[index] += shaizi[index];
    if (playPosition[index] >= 99)
    {
     MessageBox.Show(playName[index] + "獲勝");
     playPosition[index] = 99;
     //改變圖片
     Change(index);
     return;
    }
    Tall(string.Format("{0}移動(dòng)了{(lán)1}步", playName[index], shaizi[index]));
    //改變圖片
    Change(index);

    //判斷移動(dòng)完成之后的位置是如何
    if (playPosition[index] == playPosition[1 - index])
    {
     playPosition[1 - index] = 0;
     playStand[1 - index] = playPosition[1 - index];
     Tall(String.Format("厲害!{0}精準(zhǔn)的將{1}踩回原點(diǎn),{0}當(dāng)前的位置是{2},{1}當(dāng)前的位置是{3},", playName[index], playName[1 - index], playPosition[index], playPosition[1 - index]));
     mappic[road[playPosition[index]]].Image = imageList1.Images[index];
     mappic[road[playPosition[1 - index]]].Image = imageList1.Images[1 - index];
     Tall(string.Format("{0}開始投擲", playName[1 - index]));
    }

    switch (mapList[road[playPosition[index]]])
    {
     case 1:
      Tall(string.Format("{0}安全到達(dá)!當(dāng)前位置是{1}", playName[index], playPosition[index]));
      Tall(String.Format("{0}開始投擲!", playName[1-index]));
      break;
     case 2:
      Tall(string.Format("很不幸,{0}踩中了香蕉皮,后退6步,當(dāng)前位置是{1}", playName[index], playPosition[index]));
      playStand[index] = playPosition[index];
      playPosition[index] -= 6;
      Change(index);
      /*Tall(string.Format("{0}當(dāng)前位置是{1}", playName[index], playPosition[index]));*/
      Tall(string.Format("{0}開始投擲", playName[1 - index]));
      break;
     case 3:
      Tall(String.Format("恭喜!{0}踩中時(shí)空隧道,前進(jìn)6步!當(dāng)前位置是{1}", playName[index], playPosition[index]));
      playStand[index] = playPosition[index];
      playPosition[index] += 6;
      Change(index);
      /*Tall(string.Format("{0}當(dāng)前位置是{1}", playName[index], playPosition[index]));*/
      Tall(string.Format("{0}開始投擲", playName[1 - index]));
      break;
     case 4:
      Tall(string.Format("好可惜,{0}踩中了陷阱,暫停一回合", playName[index]));
      re[index] = true;
      re[1 - index] =false;
      break;
     case 5:
      Tall(string.Format("真好,{0}踩中幸運(yùn)星,在玩一回合!當(dāng)前位置是{1}", playName[index], playPosition[index]));
      playStart[index] = true;
      playStart[1 - index] = false;
      Tall(string.Format("{0}繼續(xù)投擲!", playName[index]));
      break;
     case 6:
      Tall(string.Format("真好!{0}踩中秘籍,請(qǐng)選擇措施!當(dāng)前位置是{1}", playName[index], playPosition[index]));
      DialogResult result = MessageBox.Show("是否與對(duì)方更換位置!", "移魂大法", MessageBoxButtons.YesNo);
      if (result == DialogResult.Yes)
      {
       int temp = playPosition[index];
       playPosition[index] = playPosition[1 - index];
       playPosition[1 - index] = temp;
       playStand[index] = playPosition[index];
       playStand[1 - index] = playPosition[1 - index];
       mappic[road[playPosition[index]]].Image = imageList1.Images[index];
       mappic[road[playPosition[1 - index]]].Image = imageList1.Images[1 - index];

      }
      Tall(string.Format("{0}當(dāng)前位置是{1},{2}的位置是{3}", playName[index], playPosition[index], playName[1 - index], playPosition[1 - index]));
      Tall(string.Format("{0}開始投擲。", playName[1 - index]));
      break;
     case 7:
      Tall(string.Format("幸運(yùn)!{0}獲得手槍,可選擇擊退對(duì)方3步!當(dāng)前位置是{1}", playName[index], playPosition[index]));
      DialogResult res = MessageBox.Show("是否選擇擊退對(duì)方三步!", "手槍!", MessageBoxButtons.YesNo);
      if (res == DialogResult.Yes)
      {
       playStand[1 - index] = playPosition[1 - index];
       playPosition[1 - index] -= 3;
       mappic[road[playPosition[1 - index]]].Image = imageList1.Images[1 - index];
       Change(1 - index);
      }
      /* Tall(string.Format("{0}被擊退對(duì)方3步!當(dāng)前位置是{1}", playName[1 - index], playPosition[1 - index]));*/
      Tall(string.Format("{0}開始投擲。", playName[1 - index]));
      break;
     default:
      break;
    }
    if (re[index] && !re[1 - index])
    {
     playStart[index] = true;
     playStart[1 - index] = false;
     re[index] = false;
     re[1 - index] = false;
    }

   }
  }

  private void Change( int index)
  {
   //如果移動(dòng)完之后再同一個(gè)位置
   if (playPosition[1] == playPosition[0])
   {
    mappic[road[playPosition[index]]].Image = imageList1.Images[2];
   }
   else
   {//移動(dòng)完成之后顯示對(duì)應(yīng)玩家的圖片
    mappic[road[playPosition[index]]].Image = imageList1.Images[index];
   }
   //原本位置圖片的顯示,如果兩人在同一個(gè)位置站著,并且都在路上自己離開之后,留下對(duì)方的圖片在原地在起點(diǎn)的時(shí)候
   if (playStand[0]==playStand[1]&&playStand[0]!=-1&&playStand[1]!=-1&&playPosition[1-index]==0)
   {
    mappic[road[playStand[index]]].Image = imageList1.Images[1 - index];
    mappic[road[playPosition[index]]].Image = imageList1.Images[ index];
   }
   else //如果兩人不再同一位置判斷之前的腳下是什么
   {
    switch (mapList[road[playStand[index]]])
    {
     //整個(gè)地圖的圖片
     case 0:
      mappic[road[playStand[index]]].Image = Image.FromFile("../../img/water.gif");
      break;
     //游戲區(qū)域的路
     case 1:
      mappic[road[playStand[index]]].Image = Image.FromFile("../../img/grass.png");
      break;
     case 2:
      mappic[road[playStand[index]]].Image = Image.FromFile("../../img/sk.jpg");
      break;
     case 3:
      mappic[road[playStand[index]]].Image = Image.FromFile("../../img/xj.jpg");
      break;
     case 4:
      mappic[road[playStand[index]]].Image = Image.FromFile("../../img/xianjing.jpg");
      break;
     case 5:
      mappic[road[playStand[index]]].Image = Image.FromFile("../../img/xx.jpg");
      break;
     case 6:
      mappic[road[playStand[index]]].Image = Image.FromFile("../../img/jh.jpg");
      break;
     case 7:
      mappic[road[playStand[index]]].Image = Image.FromFile("../../img/sq.jpg");
      break;
     case 10:
      mappic[road[playStand[index]]].Image = Image.FromFile("../../img/start.png");
      break;
     case 11:
      mappic[road[playStand[index]]].Image = Image.FromFile("../../img/end.bmp");
      break;
    
    }
   }
  }

  void Tall(string str)
  {
   MessageBox.Show(str);
   tall.AppendText(str+"\r\n");
  }

  //創(chuàng)建一個(gè)顯示所有圖片的方法
  void Init()
  {
   //先調(diào)用地圖的
   CreateMap();
   //在調(diào)用道具的 先有地圖再有道具
   CreateGear();
   for (int i = 0; i < mapList.Length; i++)
   {
    //創(chuàng)建圖片每循環(huán)一次創(chuàng)建一個(gè)
    PictureBox pic = new PictureBox();
    //圖片的大小等于30
    pic.Size = new Size(size, size);
    //判斷mapList索引對(duì)應(yīng)的東西
    switch (mapList[i])
    {
     //整個(gè)地圖的圖片
     case 0:
     pic.Image = Image.FromFile("../../img/water.gif");
     break;
     //游戲區(qū)域的路
     case 1:
     pic.Image = Image.FromFile("../../img/grass.png");
     break;
     case 2:
     pic.Image = Image.FromFile("../../img/sk.jpg");
     break;
     case 3:
     pic.Image = Image.FromFile("../../img/xj.jpg");
     break;
     case 4:
     pic.Image = Image.FromFile("../../img/xianjing.jpg");
     break;
     case 5:
     pic.Image = Image.FromFile("../../img/xx.jpg");
     break;
     case 6:
     pic.Image = Image.FromFile("../../img/jh.jpg");
     break;
     case 7:
     pic.Image = Image.FromFile("../../img/sq.jpg");
     break;
     case 10:
     pic.Image = Image.FromFile("../../img/start.png");
     break;
     case 11:
     pic.Image = Image.FromFile("../../img/end.bmp");
     break;

    }
    //拉伸圖片
    pic.SizeMode = PictureBoxSizeMode.StretchImage;
    mappic[i] = pic;
    //算出圖片的坐標(biāo)
    pic.Left = i % 30 * size;
    pic.Top = i / 30 * size;
    map.Controls.Add(pic);
   }
  }
  //給整個(gè)地圖添加圖片
  void CreateMap()
  {
   //調(diào)用鋪路的方法
   CreateRoad();
   for (int i = 0; i < road.Length; i++)
   {
    mapList[road[i]] = 1;
   }
   //起始圖片的索引位置
   mapList[0] = 10;
   //結(jié)束圖片對(duì)應(yīng)的索引位置
   mapList[mapList.Length - 1] = 11;
  } 
  //算出路怎么鋪
  void CreateRoad()
  {
   //111111
   //  1
   //111111
   //1
   //111111
   //第一行鋪的路30個(gè)
   for (int i = 0; i < 30; i++)
   {
    road[i] = i;
   }
   //第2個(gè)列的路
   for (int i = 30; i <= 35; i++)
   {
    road[i] = road[i - 1] + 30;
   }
   //第三個(gè)路
   for (int i = 36; i <65; i++)
   {
    road[i] = road[i - 1] - 1;
   }
   //第4列的路
   for (int i = 65; i <=70; i++)
   {
    road[i] = road[i - 1] + 30;
   }
   //第五行的數(shù)
   for (int i =71; i <100; i++)
   {
    road[i] = road[i - 1] + 1;
   }
  }

  //定義道具的數(shù)組
  int[] back = { 7, 27, 42, 62, 73, 96 };
  int[] forword = { 10, 25, 33, 65, 80, 88 };
  int[] stop = { 3, 20, 35, 50, 60, 70, 90 };
  int[] star = { 5, 28, 45, 71, 85 };
  int[] change = { 4, 55, 75, 98 };
  int[] gun = { 11, 32, 66, 83 };
  //定義一個(gè)道具放置位置的方法
  void CreateGear()
  {
   for (int i = 0; i < back.Length; i++)
   {
    //將地圖對(duì)應(yīng)的路然后將索引換成對(duì)應(yīng)的道具
    mapList[road[back[i]]] = 2;
   }
   for (int i = 0; i < forword.Length; i++)
   {
    mapList[road[forword[i]]] = 3;
   }
   for (int i = 0; i < stop.Length; i++)
   {
    mapList[road[stop[i]]] = 4;
   }
   for (int i = 0; i <star.Length; i++)
   {
    mapList[road[star[i]]] = 5;
   }
   for (int i = 0; i < change.Length; i++)
   {
    mapList[road[change[i]]] = 6;
   }
   for (int i = 0; i < gun.Length; i++)
   {
    mapList[road[gun[i]]] = 7;
   }
  }
 }
}

以上就是本文的全部內(nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。

相關(guān)文章

  • C#將隱私信息(銀行賬戶,身份證號(hào)碼)中間部分特殊字符替換成*

    C#將隱私信息(銀行賬戶,身份證號(hào)碼)中間部分特殊字符替換成*

    大家在銀行交易某些業(yè)務(wù)時(shí),都可以看到無論是身份證、銀行賬號(hào)中間部分都是用*號(hào)替換的,下面這篇文章主要介紹C#將隱私信息(銀行賬戶,身份證號(hào)碼)中間部分特殊字符替換成*的相關(guān)資料,需要的朋友可以參考下
    2015-08-08
  • 一個(gè)C#開發(fā)者重溫C++的心路歷程

    一個(gè)C#開發(fā)者重溫C++的心路歷程

    作為一個(gè)C#開發(fā)為什么要重新學(xué)習(xí)C++呢?因?yàn)樵贑#在很多業(yè)務(wù)場景需要調(diào)用一些C++編寫的COM組件,如果不了解C++,那么,很容易。。。注定是要被C++同事忽悠的
    2019-05-05
  • C# 啟用事務(wù)提交多條帶參數(shù)的SQL語句實(shí)例代碼

    C# 啟用事務(wù)提交多條帶參數(shù)的SQL語句實(shí)例代碼

    這篇文章主要介紹了C# 啟用事務(wù)提交多條帶參數(shù)的SQL語句實(shí)例代碼,需要的朋友可以參考下
    2018-02-02
  • C#無限欄目分級(jí)程序代碼分享 好東西

    C#無限欄目分級(jí)程序代碼分享 好東西

    C#無限欄目分級(jí)程序代碼分享 好東西...
    2006-12-12
  • 詳解Unity使用ParticleSystem粒子系統(tǒng)模擬藥水在血管中流動(dòng)(粒子碰撞)

    詳解Unity使用ParticleSystem粒子系統(tǒng)模擬藥水在血管中流動(dòng)(粒子碰撞)

    這篇文章主要介紹了Unity使用ParticleSystem粒子系統(tǒng)模擬藥水在血管中流動(dòng)(粒子碰撞),本文給大家介紹的非常詳細(xì),對(duì)大家的學(xué)習(xí)或工作具有一定的參考借鑒價(jià)值,需要的朋友可以參考下
    2021-05-05
  • C#短消息提示窗口位置及窗口大小詳解

    C#短消息提示窗口位置及窗口大小詳解

    在我們的生活中無論是使用QQ,360安全衛(wèi)士等軟件的過程中,經(jīng)常會(huì)遇到從右下方的托盤處彈出一個(gè)消息提示窗,比如新聞,產(chǎn)品更新等內(nèi)容,下面這篇文章主要給大家介紹了關(guān)于C#短消息提示窗口位置及窗口大小的相關(guān)資料,需要的朋友可以參考下
    2022-12-12
  • C#中枚舉的特性 FlagAttribute詳解

    C#中枚舉的特性 FlagAttribute詳解

    說到FlagsAttribute,源自前幾天看到了一小段代碼,大概意思就是根據(jù)航班政策來返回哪些配送方式是否可用,根據(jù)這些是否可用來隱藏或者開啟界面的相關(guān)配送方式,不是非常明白,于是今天我們就來詳細(xì)探討下這個(gè)問題
    2018-03-03
  • C#實(shí)現(xiàn)剪切板功能

    C#實(shí)現(xiàn)剪切板功能

    這篇文章主要為大家詳細(xì)介紹了C#實(shí)現(xiàn)剪切板功能,具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下
    2017-07-07
  • Unity3d射箭小游戲?qū)崿F(xiàn)示例

    Unity3d射箭小游戲?qū)崿F(xiàn)示例

    這篇文章主要為大家介紹了Unity3d射箭小游戲?qū)崿F(xiàn)示例詳解,有需要的朋友可以借鑒參考下,希望能夠有所幫助,祝大家多多進(jìn)步,早日升職加薪
    2023-12-12
  • C#實(shí)現(xiàn)QQ聊天窗口

    C#實(shí)現(xiàn)QQ聊天窗口

    這篇文章主要為大家詳細(xì)介紹了C#實(shí)現(xiàn)QQ聊天窗口,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下
    2022-02-02

最新評(píng)論