欧美bbbwbbbw肥妇,免费乱码人妻系列日韩,一级黄片

基于Pygame中Pygame模塊的大戰(zhàn)外星人實(shí)戰(zhàn)

 更新時間:2021年12月17日 11:58:16   作者:abandon the past  
本文主要介紹了基于Pygame中Pygame模塊的大戰(zhàn)外星人實(shí)戰(zhàn),文中通過示例代碼介紹的非常詳細(xì),具有一定的參考價值,感興趣的小伙伴們可以參考一下

一,引言

開發(fā)環(huán)境:Pycharm

操作系統(tǒng):Windows 10

Pyhon版本:3.9.9

需要自行安裝Pygame 3(必須)和Python(必須)。

由于多次引用背景參數(shù),建議不要更改文中的背景參數(shù)。本文中的圖片用的是相對引用的方式,如果和我圖片位置放置不同的話需要設(shè)置絕對引用。

二,主要內(nèi)容

主要代碼片段:

import sys
import pygame  # 調(diào)用pygame
from settings import Settings  # 背景和一些必要值
from ship import Ship           # 飛船個人設(shè)置
import game_function as gf  # 移動和發(fā)射
 
# 把整個給gf 并不是按照調(diào)用類的方式用的
from pygame.sprite import Group
from game_stats import GameStats
from Button import Button
from Scoreboard import Scoreboard
def run_game():
    pygame.init()
    ai_settings = Settings()
    pygame.display.set_caption('飛機(jī)大戰(zhàn)1')
    stats = GameStats(ai_settings)
    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
    play_button = Button(ai_settings, screen, 'game')
    sb = Scoreboard(ai_settings, screen, stats)
    ship = Ship(ai_settings, screen)
    bullets_left = Group()
    bullets_down = Group()
    bullets_right = Group()
    bullets = Group()
    aliens = Group()
    gf.create_fleet(ai_settings, screen ,ship,aliens)
    while True:
        gf.check_events(ai_settings, stats, play_button,screen,ship,  aliens,bullets,bullets_left,bullets_right,
                        bullets_down)
        if stats.game_active:
            ship.update()   # 這句很重要必須要調(diào)用ship里的判斷
            gf.update_bullets(sb,screen,stats, ship ,ai_settings,aliens, bullets,bullets_left,bullets_right,bullets_down) #####
            gf.update_aliens(ai_settings, aliens ,stats, screen, ship ,bullets,bullets_down,bullets_left,bullets_right)
        gf.update_screen(ai_settings, screen, stats,ship,aliens, bullets,bullets_left,bullets_right,bullets_down,play_button
                  ,sb)
 
run_game()

關(guān)于外星飛船的一些調(diào)用:

import pygame
import sys
from pygame.sprite import Sprite
class Alien(Sprite):
    def __init__(self,ai_settings, screen):
        super(Alien, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings
        self.image = pygame.image.load('外星飛船.png')
        self.rect = self.image.get_rect()
 
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height
 
        self.x = float(self.rect.x)  # 外星人所在位置
 
    def check_edges(self): # 檢測飛船是否碰到墻壁
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right:
            return True
        elif self.rect.left <= 0:
            return True
 
    def update(self):
        self.x += (self.ai_settings.alien_speed_factor*self.ai_settings.fleet_direction)
        self.rect.x = self.x
 
 
    def blitme(self):
 
        self.screen.blit(self.image, self.rect)

關(guān)于子彈的一些配置(這里只是向前方向的子彈)?其余各個方向的子彈也是基于這個略改:

import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
    def __init__(self, ai_settings, screen, ship):
        super(Bullet, self).__init__()  # pygame2.7需要這么寫
        self.screen = screen
 
        self.rect = pygame.Rect(0,0,ai_settings.bullet_width, ai_settings.bullet_height)
 
 
        self.rect.centerx = ship.rect.centerx
        self.rect.top = ship.rect.top  # 子彈的初始位置
 
 
 
        self.y = float(self.rect.y)    # 記錄子彈輸出的位置
 
        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor
 
    def update(self):
        self.y -= self.speed_factor # 讓子彈持續(xù)往上飛
        self.rect.y = self.y
    def draw_bullet(self):
        pygame.draw.rect(self.screen, self.color, self.rect)

關(guān)于可操控飛船的一些設(shè)置(如果要改變背景的長寬比,需要改變飛船的重置位置):

import pygame
 
class Ship():
 
    def __init__(self, ai_settings, screen):
 
            self.screen = screen
 
            self.ai_settings = ai_settings
 
            self.image = pygame.image.load('小飛機(jī).png')
            self.rect = self.image.get_rect()
            self.screen_rect = screen.get_rect()
 
 
            self.rect.bottom = self.screen_rect.bottom
            self.rect.centerx = self.screen_rect.centerx  # x
            # self.rect.centery = self.screen_rect.centery  # y
 
 
            self.centerx = float(self.rect.centerx)
            self.centery = float(self.rect.centery)
            # 記錄飛機(jī)中心點(diǎn)
 
            self.moving_right = False
            self.moving_left = False
            self.moving_up = False
            self.moving_down = False
 
 
    def update(self):
        if self.moving_right and self.rect.right < self.screen_rect.right:   #小于屏幕右側(cè)
            self.centerx += self.ai_settings.ship_speed_factor
        if self.moving_left and self.rect.left > 0: # 大于屏幕左側(cè)0
            self.centerx -= self.ai_settings.ship_speed_factor
        if self.moving_up and self.rect.top > self.screen_rect.top: # 大于屏幕頂部0
            self.centery -= self.ai_settings.ship_speed_factor
        if self.moving_down and self.rect.bottom < self.screen_rect.bottom:   #小于屏幕底部
            self.centery += self.ai_settings.ship_speed_factor
 
 
        self.rect.centerx = self.centerx
        self.rect.centery = self.centery
    def center_ship(self): # 讓飛船居中
        self.centery = self.screen_rect.bottom-70
        self.centerx = self.screen_rect.centerx
 
 
 
    def blitme(self):
        self.screen.blit(self.image, self.rect)

關(guān)于一些基本的文件設(shè)置和背景設(shè)置:

import pygame
import sys
 
class Settings():
    def __init__(self):
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230, 230, 230)
        # 飛船的速度:
 
        self.ship_limit = 3
 
        # 子彈設(shè)置
        self.bullet_width = 3
        self.bullet_height = 15
        self.bullet_color = (60, 60, 60)
 
 
        self.bullets_allowed = 3  # 限制子彈的數(shù)量
 
 
        self.fleet_drop_speed = 8
 
        self.score_scale = 2
        self.speedup_scale = 1.1
        self.initialize_dynamic_settings()
    def initialize_dynamic_settings(self):
        self.ship_speed_factor = 1.5
        self.bullet_speed_factor = 1  # 子彈的速度
        self.alien_speed_factor = 1    # 飛船速度
        self.fleet_direction = 1    # 方向參數(shù)
        self.alien_points = 50
 
    def increase_speed(self):
        self.ship_speed_factor *= self.speedup_scale
        self.bullet_speed_factor *= self.speedup_scale
        self.alien_speed_factor *= self.speedup_scale
        self.alien_points = int(self.alien_points * self.score_scale)
        print(self.alien_points)

關(guān)于按鍵的一些設(shè)置(這部分我將子彈向下向左向右發(fā)射的按鍵也加入進(jìn)去,如不需要請自行刪減):

import sys
import pygame
from time import sleep  #  時間?休眠?
from bullet import Bullet
from bulletRIGHT import BulletRight
from bulletDOWN import BulletDown
from bulletLEFT import BulletLeft
from alien import Alien
 
 
def check_keydown_events(event,ai_settings, screen,ship, bullets,bullets_left,bullets_right,bullets_down):
    if event.key == pygame.K_d:
        ship.moving_right = True
    elif event.key == pygame.K_a:
        ship.moving_left = True
    elif event.key == pygame.K_w:
        ship.moving_up = True
    elif event.key == pygame.K_q:   # p鍵退出
        sys.exit()
    elif event.key == pygame.K_s:
        ship.moving_down = True
    elif event.key == pygame.K_UP:
        fire_bullet(ai_settings, screen, ship, bullets)
    elif event.key == pygame.K_DOWN:
        fire_bullet_down(ai_settings, screen, ship,bullets_down)
    elif event.key == pygame.K_LEFT:
        fire_bullet_left(ai_settings, screen, ship,bullets_left)
    elif event.key == pygame.K_RIGHT:
        fire_bullet_right(ai_settings, screen, ship,bullets_right)
 
 
def check_keyup_events(event, ship):
    if event.key == pygame.K_d:
        ship.moving_right = False
    elif event.key == pygame.K_a:
        ship.moving_left = False
    elif event.key == pygame.K_w:
        ship.moving_up = False
    elif event.key == pygame.K_s:
        ship.moving_down = False
 
def check_events(ai_settings, stats, play_button,screen,ship,  aliens,bullets,bullets_left,bullets_right,bullets_down):
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        elif event.type == pygame.KEYDOWN: # 注意這個位置是type并不是key
            check_keydown_events(event,ai_settings, screen,ship, bullets,bullets_left,bullets_right,bullets_down)
        elif event.type == pygame.KEYUP:
            check_keyup_events(event, ship)
        elif event.type == pygame.MOUSEBUTTONDOWN:
            mouse_x, mouse_y = pygame.mouse.get_pos()
            check_play_button(ai_settings, screen, stats, ship, aliens, bullets, bullets_left, bullets_right,
                              bullets_down,
                              play_button, mouse_x, mouse_y)
def check_play_button(ai_settings,screen,stats,ship,aliens, bullets,bullets_left,bullets_right,bullets_down,
                      play_button, mouse_x,mouse_y):
    # if play_button.rect.collidepoint(mouse_x, mouse_y):
    button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    if button_clicked and not stats.game_active:
 
        ai_settings.initialize_dynamic_settings()   # 重置速度
 
        pygame.mouse.set_visible(False)  # 隱藏光標(biāo)
 
        stats.reset_stats()
        stats.game_active = True
 
        aliens.empty()
        bullets.empty()
        bullets_down.empty()
        bullets_left.empty()
        bullets_right.empty()
 
        create_fleet(ai_settings,screen,ship,aliens)
        ship.center_ship()
 
 
def update_bullets(sb,screen,stats, ship ,ai_settings,aliens, bullets,bullets_left,bullets_right,bullets_down):
    bullets.update()
 
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
    check_bullets_alien_collisions(sb,screen,stats, ship ,ai_settings,aliens, bullets,bullets_left,bullets_right,bullets_down)
def check_bullets_alien_collisions(sb,screen,stats, ship ,ai_settings,aliens, bullets,bullets_left,bullets_right,bullets_down):
        # print(len(bullets))  # 此句顯示未刪除的子彈數(shù)量以確保前幾句正確刪除子彈
        collections = pygame.sprite.groupcollide(bullets, aliens,True,True ) # 子彈與外星飛船同歸于盡
        if collections:
            stats.score += ai_settings.alien_points
            sb.prep_score()
            sb.prep_level()
        if len(aliens) == 0: # 如果外星人被打光重置外星人
            bullets.empty()
            ai_settings.increase_speed()
            stats.level += 1
            sb.prep_level()
            create_fleet(ai_settings, screen, ship ,aliens)
 
 
        bullets_down.update()
 
        for bullet_down in bullets_down.copy():
            if bullet_down.rect.top >= ai_settings.screen_height:
                bullets_down.remove(bullet_down)
        print(len(bullets_down))  # 此句顯示未刪除的子彈數(shù)量以確保前幾句正確刪除子彈
        collections = pygame.sprite.groupcollide(bullets_down, aliens, True, True)
        if collections:
            stats.score += ai_settings.alien_points
            sb.prep_score()
 
 
 
        bullets_left.update()
 
        for bullet_left in bullets_left.copy():
            if bullet_left.rect.right <= 0:
                bullets_left.remove(bullet_left)
        # print(len(bullets_left))  # 此句顯示未刪除的子彈數(shù)量以確保前幾句正確刪除子彈
        collections = pygame.sprite.groupcollide(bullets_left, aliens, True, True)
        if collections:
            stats.score += ai_settings.alien_points
            sb.prep_score()
 
 
        bullets_right.update()
 
 
        for bullet_right in bullets_right.copy():
            if bullet_right.rect.left >= ai_settings.screen_width:
                bullets_right.remove(bullet_right)
        # print(len(bullets_right))  # 此句顯示未刪除的子彈數(shù)量以確保前幾句正確刪除子彈
        collections = pygame.sprite.groupcollide(bullets_right, aliens, True, True)
        if collections:
            stats.score += ai_settings.alien_points
            sb.prep_score()
 
 
def update_screen(ai_settings, screen, stats,ship,aliens, bullets,bullets_left,bullets_right,bullets_down,play_button
                  ,sb):  # 顯示
    screen.fill(ai_settings.bg_color)
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    for bullet in bullets_right.sprites():
        bullet.draw_bullet()
    for bullet in bullets_left.sprites():
        bullet.draw_bullet()
    for bullet in bullets_down.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)
    sb.show_score()
    if not stats.game_active:
        play_button.draw_button()
    pygame.display.flip()
 
 
 
def create_fleet(ai_settings, screen ,ship,aliens):
    alien = Alien(ai_settings, screen)
    number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
    number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
 
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            create_alien(ai_settings, screen, aliens , alien_number, row_number)
 
def get_number_aliens_x(ai_settings, alien_width):             # 外星飛船數(shù)量
    available_space_x = ai_settings.screen_width - 1* alien_width
    number_alien_x = int(available_space_x / (2 * alien_width))
    return number_alien_x
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
    alien = Alien(ai_settings, screen)
    alien_width = alien.rect.width
    alien.x = alien_width + 2*alien_width * alien_number
    alien.rect.x = alien.x
    alien.rect.y = alien.rect.height + 2*alien.rect.height*row_number
    aliens.add(alien)
 
def get_number_rows(ai_settings, ship_height, alien_height):  # 計算可容納多少外星人
    available_space_y = (ai_settings.screen_height - (3*alien_height) - ship_height )
    number_rows = int(available_space_y/(2*alien_height))
    return number_rows
 
 
 
 
def check_fleet_edges(ai_settings, aliens):
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break
def change_fleet_direction(ai_settings, aliens):
    for alien in aliens.sprites():
        alien.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1   # 將移動距離變?yōu)樨?fù)
def ship_hit(ai_settings, stats, screen, ship , aliens , bullets,bullets_down,bullets_left,bullets_right): # 響應(yīng)外星人撞擊飛船
    if stats.ships_left > 0:
 
 
        stats.ships_left -= 1  # 將ship_left減1
 
    # 清空外星人列表和子彈列表
        aliens.empty()
        bullets.empty()
        bullets_down.empty()
        bullets_left.empty()
        bullets_right.empty()
 
        create_fleet(ai_settings, screen , ship , aliens)  # 重置飛船和外星人
        ship.center_ship()
 
 
 
        sleep(0.5)  # 暫停
    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)
 
 
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            ship_hit(ai_settings, stats,screen, ship, aliens,bullets)
            break
 
 
def update_aliens(ai_settings, aliens ,stats, screen, ship ,bullets,bullets_down,bullets_left,bullets_right): # 更新外星飛船的位置
    check_fleet_edges(ai_settings, aliens)
    aliens.update()
    if pygame.sprite.spritecollideany(ship, aliens):
        print('GG')
        ship_hit(ai_settings, stats, screen, ship , aliens , bullets,bullets_down,bullets_left,bullets_right)
 
 
 
def fire_bullet(ai_settings, screen, ship, bullets):  # 前方子彈
    if len(bullets) < ai_settings.bullets_allowed:  # 已經(jīng)產(chǎn)生的子彈少于設(shè)置的數(shù)時發(fā)射才有效果
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)  #
 
 
 
 
def fire_bullet_down(ai_settings, screen, ship,bullets_down): # 后方子彈
    if len(bullets_down) < ai_settings.bullets_allowed:  # 已經(jīng)產(chǎn)生的子彈少于設(shè)置的數(shù)時發(fā)射才有效果
        new_bullet_down = BulletDown(ai_settings, screen, ship)
        bullets_down.add(new_bullet_down)  #
 
 
 
 
def fire_bullet_left(ai_settings, screen, ship,bullets_left): # 左方子彈
    if len(bullets_left) < ai_settings.bullets_allowed:  # 已經(jīng)產(chǎn)生的子彈少于設(shè)置的數(shù)時發(fā)射才有效果
        new_bullet_left = BulletLeft(ai_settings, screen, ship)
        bullets_left.add(new_bullet_left)  #
 
 
 
 
def fire_bullet_right(ai_settings, screen, ship,bullets_right):  # 右方子彈
    if len(bullets_right) < ai_settings.bullets_allowed:  # 已經(jīng)產(chǎn)生的子彈少于設(shè)置的數(shù)時發(fā)射才有效果
        new_bullet_right = BulletRight(ai_settings, screen, ship)
        bullets_right.add(new_bullet_right)  #

關(guān)于字體和開始按鍵的一些設(shè)置:

import pygame.font
class Button():
    def __init__(self, ai_settings, screen ,msg):
        self.screen = screen
        self.screen_rect = screen.get_rect()
 
        self.width, self.height = 200,50
        self.button_color = (28, 136 ,121)
        self.text_color = (255, 255, 255)
        self.font = pygame.font.SysFont(None, 48)
 
        self.rect = pygame.Rect(0,0, self.width,self.height)
        self.rect.center = self.screen_rect.center
 
        self.prep_msg(msg)
    def prep_msg(self,msg):
        self.msg_image = self.font.render(msg,True,self.text_color,self.button_color)
        self.msg_image_rect = self.msg_image.get_rect()  # 關(guān)于字的一些設(shè)置
        self.msg_image_rect.center = self.rect.center
    def draw_button(self):
        self.screen.fill(self.button_color,self.rect)
        self.screen.blit(self.msg_image, self.msg_image_rect)

一些分?jǐn)?shù)顯示和等級顯示代碼:

from settings import Settings
from ship import Ship
class GameStats():
    def __init__(self, ai_settings):
        self.ai_settings = ai_settings
        self.reset_stats()
        self.game_active = False
    def reset_stats(self):
        self.ships_left = self.ai_settings.ship_limit
        self.score = 0
        self.level = 1

關(guān)于等級難度提升的一些設(shè)置:

import pygame.font  # 字體
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
    def __init__(self,ai_settings, screen, stats):
        self.screen = screen
        self.screen_rect = screen.get_rect()
        self.ai_settings = ai_settings
        self.stats = stats
 
        self.text_color = (30, 30, 30)
        self.font = pygame.font.SysFont(None, 48)
 
        self.prep_score()
        self.prep_level()  # 等級
 
    def prep_level(self):
        level_str = str(self.stats.level)
        self.level_image = self.font.render(level_str, True, self.text_color,self.ai_settings.bg_color)
        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_score(self):
        rounded_score = int(round(self.stats.score, -1))
        score_str = "{:,}".format(rounded_score)
        self.score_image = self.font.render(score_str, True, self.text_color,self.ai_settings.bg_color)
        self.score_rect = self.score_image.get_rect()
        self.score_rect.right = self.screen_rect.right - 20
        self.score_rect.top = 20
    def show_score(self):
        self.screen.blit(self.score_image, self.score_rect)
        self.screen.blit(self.level_image, self.level_rect)

效果展示:

開始狀態(tài):

點(diǎn)擊Game進(jìn)行開始(開始后鼠標(biāo)自動消失)

點(diǎn)擊上下左右鍵發(fā)射子彈(設(shè)置屏幕同一方向只能存在三顆)

消滅飛船后難度提升 (死亡三次后從新開始成績清空)

?游戲介紹:

按game進(jìn)行游戲,游戲開始后鼠標(biāo)自動消失,用WSED來控制飛船飛行方向,用上下左右箭頭來控制子彈設(shè)計方向。外星人會以S型的飛行方式向玩家飛來,當(dāng)外星人碰到玩家玩家就會損失一條命,玩家飛船共三條命,外星人碰到玩家后玩家位置和外星人位置就會重置,分?jǐn)?shù)不會重置,當(dāng)外星人沖過玩家到達(dá)下方玩家也會被判定丟失一條命然后位置重置。每消滅一個外星人右上角就會進(jìn)行積分,當(dāng)把框中的外星人全部消滅,外星人重新刷新。外星人速度和能力會以兩倍的實(shí)力增長,玩家受到的分?jǐn)?shù)獎勵也會增加,當(dāng)玩家三條命都丟失時游戲結(jié)束。

到此這篇關(guān)于基于Pygame中Pygame模塊的大戰(zhàn)外星人實(shí)戰(zhàn)的文章就介紹到這了,更多相關(guān)Pygame 大戰(zhàn)外星人內(nèi)容請搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!

相關(guān)文章

  • pygame實(shí)現(xiàn)彈球游戲

    pygame實(shí)現(xiàn)彈球游戲

    這篇文章主要為大家詳細(xì)介紹了pygame實(shí)現(xiàn)彈球游戲,文中示例代碼介紹的非常詳細(xì),具有一定的參考價值,感興趣的小伙伴們可以參考一下
    2020-04-04
  • python如何實(shí)現(xiàn)反向迭代

    python如何實(shí)現(xiàn)反向迭代

    這篇文章主要為大家詳細(xì)介紹了python如何實(shí)現(xiàn)反向迭代,進(jìn)行反向迭代,具有一定的參考價值,感興趣的小伙伴們可以參考一下
    2018-03-03
  • Pytorch實(shí)現(xiàn)邏輯回歸分類

    Pytorch實(shí)現(xiàn)邏輯回歸分類

    這篇文章主要為大家詳細(xì)介紹了Pytorch實(shí)現(xiàn)邏輯回歸分類,文中示例代碼介紹的非常詳細(xì),具有一定的參考價值,感興趣的小伙伴們可以參考一下
    2022-07-07
  • Python入門教程(四十一)Python的NumPy數(shù)組索引

    Python入門教程(四十一)Python的NumPy數(shù)組索引

    這篇文章主要介紹了Python入門教程(四十一)Python的NumPy數(shù)組索引,數(shù)組索引是指使用方括號([])來索引數(shù)組值,numpy提供了比常規(guī)的python序列更多的索引工具,除了按整數(shù)和切片索引之外,數(shù)組可以由整數(shù)數(shù)組索引、布爾索引及花式索引,需要的朋友可以參考下
    2023-05-05
  • 基于Python代碼編輯器的選用(詳解)

    基于Python代碼編輯器的選用(詳解)

    下面小編就為大家?guī)硪黄赑ython代碼編輯器的選用(詳解)。小編覺得挺不錯的,現(xiàn)在就分享給大家,也給大家做個參考。一起跟隨小編過來看看吧
    2017-09-09
  • Django models filter篩選條件詳解

    Django models filter篩選條件詳解

    這篇文章主要介紹了Django models filter篩選條件詳解,具有很好的參考價值,希望對大家有所幫助。一起跟隨小編過來看看吧
    2020-03-03
  • Python3 如何開啟自帶http服務(wù)

    Python3 如何開啟自帶http服務(wù)

    這篇文章主要介紹了Python3 開啟自帶http服務(wù)的操作方式,具有很好的參考價值,希望對大家有所幫助。如有錯誤或未考慮完全的地方,望不吝賜教
    2021-05-05
  • ?python中的元類metaclass詳情

    ?python中的元類metaclass詳情

    這篇文章主要介紹了python中的metaclass詳情,在python中的metaclass就是幫助developer實(shí)現(xiàn)元編程,更多詳細(xì)內(nèi)容需要的小伙伴可以參考一下
    2022-05-05
  • 使用Python編寫提取日志中的中文的腳本的方法

    使用Python編寫提取日志中的中文的腳本的方法

    這篇文章主要介紹了使用Python編寫提取日志中的中文的腳本的方法,該腳本包括過濾重復(fù)的字符行等功能,需要的朋友可以參考下
    2015-04-04
  • 利用Python實(shí)現(xiàn)模擬登錄知乎

    利用Python實(shí)現(xiàn)模擬登錄知乎

    這篇文章主要為大家介紹了如何利用Python實(shí)現(xiàn)模擬登陸知乎功能,文中的示例代碼講解詳細(xì),對我們學(xué)習(xí)有一定幫助,需要的可以參考一下
    2022-05-05

最新評論