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Pygame坦克大戰(zhàn)游戲開發(fā)實戰(zhàn)詳解代碼

 更新時間:2022年02月17日 16:25:56   作者:顧木子吖  
《坦克大戰(zhàn)》以二戰(zhàn)坦克為題材,既保留了射擊類游戲的操作性,也改進了射擊類游戲太過于復雜難玩的高門檻特點,集休閑與競技于一身。經(jīng)典再度襲來,流暢的畫面,瘋狂的戰(zhàn)斗,讓玩家再次進入瘋狂坦克的世界。玩家的目標是控制坦克躲避危險,消滅掉所有的敵人即可進入下一關(guān)

導語

哈嘍!哈嘍——我是木木子

今天來升級下之前寫的坦克大戰(zhàn)游戲嘛,哈哈哈 其實也不算是修改,就是稍微的調(diào)試一下!??

因為之前寫的界面都是英文的 ,有的小伙伴兒英文一點兒都不會的可能看著別扭,今天來一款中

文版的給大家嘛!

俗話說的好:“雨露均沾”。哈哈哈.jpg

小簡介:

《坦克大戰(zhàn)》,1985年由日本開發(fā)商南夢宮(Namco)開發(fā),是第一款可以雙打的紅白機游戲。

當時使用的還是小霸王。

很多小朋友以學習的名義買了以后偷偷打的打游戲還被家長發(fā)現(xiàn)了有 沒得!

《坦克大戰(zhàn)》紅白機原版共有35關(guān),每一關(guān)的地形和障礙都不同。圖為原版坦克大戰(zhàn)最后一關(guān),你

有沒有打通關(guān)過?(小聲bb,我這個游戲水平可能達不到?。?/p>

正文?

1)游戲規(guī)則:

游戲過程是這樣的,玩家操作坦克消滅電腦控制的坦克,并保護自己基地?;貓D標是一只傲嬌的張著翅膀的老鷹。小時候自

己失手把飛鷹轟成燒雞的慘案經(jīng)常發(fā)生。

雙打的時候,為了看誰刷得分高,都爭著打坦克,大本營的老鷹被烤熟了都不管。。

坦克大戰(zhàn)中的寶貝有戰(zhàn)車、星星、時鐘等,小編當時最喜歡的是時鐘,敵不能動我能動的感覺妙極了。圖中的坦克圖標吃了是

可以加一條命的,當時為了搶寶貝都搶先把隊友的坦克打暈。。。

2)環(huán)境安裝

Python3、Pycharm、Pygame、以及自帶或自定義的模塊。

pip install +模塊名 或pip install -i https://pypi.douban.com/simple/ +模塊名

3)代碼演示??

(之前不是寫過的嘛,今天的話就是修改下的,這種小游戲代碼肯定都很多的,所以這里直接貼主程序了。

需要完整的打包好的代碼跟素材哪些的話 直接滴滴我即可或者看我主頁左側(cè)哪里有源碼基地的哈?。?/p>

主程序:

import pygame
from pygame.locals import *
import sys
import scene
import bullet
import food
import tanks
import home
 
# 開始界面顯示
def show_start_interface(screen, width, height):
    tfont = pygame.font.Font('./font/simkai.ttf', width // 4)
    cfont = pygame.font.Font('./font/simkai.ttf', width // 20)
    title = tfont.render(u'坦克大戰(zhàn)', True, (255, 0, 0))
    content1 = cfont.render(u'按1鍵進入單人游戲', True, (0, 244, 222))
    content2 = cfont.render(u'按2鍵進入雙人人游戲', True, (0, 0, 255))
    #顯示字體pygame.font.Font.render(text文本, antialias是否抗鋸齒, color顏色, background=None)
    trect = title.get_rect()
    # 默認title左上角的坐標是 (0, 0)
    trect.midtop = (width / 2, height / 5)
    crect1 = content1.get_rect()
    crect1.midtop = (width / 2, height / 1.8)
    crect2 = content2.get_rect()
    crect2.midtop = (width / 2, height / 1.6)
    screen.blit(title, trect)
    screen.blit(content1, crect1)
    screen.blit(content2, crect2)
    # 在指定位置繪制指定文字對象
    pygame.display.update()
    # 更新界面
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_1:
                    return 1
                if event.key == pygame.K_2:
                    return 2
 
 
# 結(jié)束界面顯示
def show_end_interface(screen, width, height, is_win):
    bg_img = pygame.image.load("./images/others/background.png")
    screen.blit(bg_img, (0, 0))
    if is_win:
        font = pygame.font.Font('./font/simkai.ttf', width // 10)
        content = font.render(u'恭喜通關(guān)!', True, (255, 0, 0))
        rect = content.get_rect()
        rect.midtop = (width / 2, height / 2)
        screen.blit(content, rect)
    else:
        fail_img = pygame.image.load("./images/others/gameover.png")
        rect = fail_img.get_rect()
        rect.midtop = (width / 2, height / 2)
        screen.blit(fail_img, rect)
    pygame.display.update()
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
 
 
# 關(guān)卡切換
def show_switch_stage(screen, width, height, stage):
    bg_img = pygame.image.load("./images/others/background.png")
    screen.blit(bg_img, (0, 0))
    font = pygame.font.Font('./font/simkai.ttf', width // 10)
    content = font.render(u'第%d關(guān)' % stage, True, (0, 255, 0))
    rect = content.get_rect()
    rect.midtop = (width / 2, height / 2)
    screen.blit(content, rect)
    pygame.display.update()
    delay_event = pygame.constants.USEREVENT
    pygame.time.set_timer(delay_event, 1000)
    #定時器延時
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            if event.type == delay_event:
                return
 
 
def main():
    pygame.init()
    pygame.mixer.init()
    screen = pygame.display.set_mode((630, 630))
    pygame.display.set_caption('坦克大戰(zhàn)')
    bg_img = pygame.image.load('./images/others/background.png')
    # 加載音效
    add_sound = pygame.mixer.Sound("./audios/add.wav")
    add_sound.set_volume(1)
    bang_sound = pygame.mixer.Sound("./audios/bang.wav")
    bang_sound.set_volume(1)
    blast_sound = pygame.mixer.Sound("./audios/blast.wav")
    blast_sound.set_volume(1)
    fire_sound = pygame.mixer.Sound("./audios/fire.wav")
    fire_sound.set_volume(1)
    Gunfire_sound = pygame.mixer.Sound("./audios/Gunfire.wav")
    Gunfire_sound.set_volume(1)
    hit_sound = pygame.mixer.Sound("./audios/hit.wav")
    hit_sound.set_volume(1)
    start_sound = pygame.mixer.Sound("./audios/start.wav")
    start_sound.set_volume(1)
    # 開始界面
    num_player = show_start_interface(screen, 630, 630)
    # 播放游戲開始的音樂
    start_sound.play()
    # 關(guān)卡
    stage = 0
    num_stage = 2
    # 游戲是否結(jié)束
    is_gameover = False
    # 時鐘
    clock = pygame.time.Clock()
    # 主循環(huán)
    while not is_gameover:
        # 關(guān)卡
        stage += 1
        if stage > num_stage:
            break
        show_switch_stage(screen, 630, 630, stage)
        # 該關(guān)卡坦克總數(shù)量
        enemytanks_total = min(stage * 18, 80)
        # 場上存在的敵方坦克總數(shù)量
        enemytanks_now = 0
        # 場上可以存在的敵方坦克總數(shù)量
        enemytanks_now_max = min(max(stage * 2, 4), 8)
        # 精靈組,獨立運行的動畫組
        tanksGroup = pygame.sprite.Group()
        mytanksGroup = pygame.sprite.Group()
        enemytanksGroup = pygame.sprite.Group()
        bulletsGroup = pygame.sprite.Group()
        mybulletsGroup = pygame.sprite.Group()
        enemybulletsGroup = pygame.sprite.Group()
        myfoodsGroup = pygame.sprite.Group()
        # 自定義事件
        # 	-生成敵方坦克事件
        genEnemyEvent = pygame.constants.USEREVENT
        pygame.time.set_timer(genEnemyEvent, 100)
        # 	-敵方坦克靜止恢復事件
        recoverEnemyEvent = pygame.constants.USEREVENT
        pygame.time.set_timer(recoverEnemyEvent, 8000)
        # 	-我方坦克無敵恢復事件
        noprotectMytankEvent = pygame.constants.USEREVENT
        pygame.time.set_timer(noprotectMytankEvent, 8000)
        # 關(guān)卡地圖
        map_stage = scene.Map(stage)
        # 我方坦克
        tank_player1 = tanks.myTank(1)
        tanksGroup.add(tank_player1)
        mytanksGroup.add(tank_player1)
        if num_player > 1:
            tank_player2 = tanks.myTank(2)
            tanksGroup.add(tank_player2)
            mytanksGroup.add(tank_player2)
        is_switch_tank = True
        player1_moving = False
        player2_moving = False
        # 為了輪胎的動畫效果
        time = 0
        # 敵方坦克
        for i in range(0, 3):
            if enemytanks_total > 0:
                enemytank = tanks.enemyTank(i)
                tanksGroup.add(enemytank)
                enemytanksGroup.add(enemytank)
                enemytanks_now += 1
                enemytanks_total -= 1
        # 大本營
        myhome = home.Home()
        # 出場特效
        appearance_img = pygame.image.load("./images/others/appear.png").convert_alpha()
        appearances = []
        appearances.append(appearance_img.subsurface((0, 0), (48, 48)))
        appearances.append(appearance_img.subsurface((48, 0), (48, 48)))
        appearances.append(appearance_img.subsurface((96, 0), (48, 48)))
        # 關(guān)卡主循環(huán)
        while True:
            if is_gameover is True:
                break
            if enemytanks_total < 1 and enemytanks_now < 1:
                is_gameover = False
                break
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit()
                if event.type == genEnemyEvent:
                    if enemytanks_total > 0:
                        if enemytanks_now < enemytanks_now_max:
                            enemytank = tanks.enemyTank()
                            if not pygame.sprite.spritecollide(enemytank, tanksGroup, False, None):
                                tanksGroup.add(enemytank)
                                enemytanksGroup.add(enemytank)
                                enemytanks_now += 1
                                enemytanks_total -= 1
                if event.type == recoverEnemyEvent:
                    for each in enemytanksGroup:
                        each.can_move = True
                if event.type == noprotectMytankEvent:
                    for each in mytanksGroup:
                        mytanksGroup.protected = False
            # 檢查用戶鍵盤操作
            key_pressed = pygame.key.get_pressed()
            # 玩家一
            # WSAD -> 上下左右
            # 空格鍵射擊
            if key_pressed[pygame.K_w]:
                tanksGroup.remove(tank_player1)
                tank_player1.move_up(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                tanksGroup.add(tank_player1)
                player1_moving = True
            elif key_pressed[pygame.K_s]:
                tanksGroup.remove(tank_player1)
                tank_player1.move_down(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                tanksGroup.add(tank_player1)
                player1_moving = True
            elif key_pressed[pygame.K_a]:
                tanksGroup.remove(tank_player1)
                tank_player1.move_left(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                tanksGroup.add(tank_player1)
                player1_moving = True
            elif key_pressed[pygame.K_d]:
                tanksGroup.remove(tank_player1)
                tank_player1.move_right(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                tanksGroup.add(tank_player1)
                player1_moving = True
            elif key_pressed[pygame.K_SPACE]:
                if not tank_player1.bullet.being:
                    fire_sound.play()
                    tank_player1.shoot()
            # 玩家二
            # ↑↓←→ -> 上下左右
            # 小鍵盤0鍵射擊
            if num_player > 1:
                if key_pressed[pygame.K_UP]:
                    tanksGroup.remove(tank_player2)
                    tank_player2.move_up(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                    tanksGroup.add(tank_player2)
                    player2_moving = True
                elif key_pressed[pygame.K_DOWN]:
                    tanksGroup.remove(tank_player2)
                    tank_player2.move_down(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                    tanksGroup.add(tank_player2)
                    player2_moving = True
                elif key_pressed[pygame.K_LEFT]:
                    tanksGroup.remove(tank_player2)
                    tank_player2.move_left(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                    tanksGroup.add(tank_player2)
                    player2_moving = True
                elif key_pressed[pygame.K_RIGHT]:
                    tanksGroup.remove(tank_player2)
                    tank_player2.move_right(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                    tanksGroup.add(tank_player2)
                    player2_moving = True
                elif key_pressed[pygame.K_KP0]:
                    if not tank_player2.bullet.being:
                        fire_sound.play()
                        tank_player2.shoot()
            # 背景
            screen.blit(bg_img, (0, 0))
            # 石頭墻
            for each in map_stage.brickGroup:
                screen.blit(each.brick, each.rect)
            # 鋼墻
            for each in map_stage.ironGroup:
                screen.blit(each.iron, each.rect)
            # 冰
            for each in map_stage.iceGroup:
                screen.blit(each.ice, each.rect)
            # 河流
            for each in map_stage.riverGroup:
                screen.blit(each.river, each.rect)
            # 樹
            for each in map_stage.treeGroup:
                screen.blit(each.tree, each.rect)
            time += 1
            if time == 5:
                time = 0
                is_switch_tank = not is_switch_tank
            # 我方坦克
            if tank_player1 in mytanksGroup:
                if is_switch_tank and player1_moving:
                    screen.blit(tank_player1.tank_0, (tank_player1.rect.left, tank_player1.rect.top))
                    player1_moving = False
                else:
                    screen.blit(tank_player1.tank_1, (tank_player1.rect.left, tank_player1.rect.top))
                if tank_player1.protected:
                    screen.blit(tank_player1.protected_mask1, (tank_player1.rect.left, tank_player1.rect.top))
            if num_player > 1:
                if tank_player2 in mytanksGroup:
                    if is_switch_tank and player2_moving:
                        screen.blit(tank_player2.tank_0, (tank_player2.rect.left, tank_player2.rect.top))
                        player1_moving = False
                    else:
                        screen.blit(tank_player2.tank_1, (tank_player2.rect.left, tank_player2.rect.top))
                    if tank_player2.protected:
                        screen.blit(tank_player1.protected_mask1, (tank_player2.rect.left, tank_player2.rect.top))
            # 敵方坦克
            for each in enemytanksGroup:
                # 出生特效
                if each.born:
                    if each.times > 0:
                        each.times -= 1
                        if each.times <= 10:
                            screen.blit(appearances[2], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 20:
                            screen.blit(appearances[1], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 30:
                            screen.blit(appearances[0], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 40:
                            screen.blit(appearances[2], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 50:
                            screen.blit(appearances[1], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 60:
                            screen.blit(appearances[0], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 70:
                            screen.blit(appearances[2], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 80:
                            screen.blit(appearances[1], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 90:
                            screen.blit(appearances[0], (3 + each.x * 12 * 24, 3))
                    else:
                        each.born = False
                else:
                    if is_switch_tank:
                        screen.blit(each.tank_0, (each.rect.left, each.rect.top))
                    else:
                        screen.blit(each.tank_1, (each.rect.left, each.rect.top))
                    if each.can_move:
                        tanksGroup.remove(each)
                        each.move(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                        tanksGroup.add(each)
            # 我方子彈
            for tank_player in mytanksGroup:
                if tank_player.bullet.being:
                    tank_player.bullet.move()
                    screen.blit(tank_player.bullet.bullet, tank_player.bullet.rect)
                    # 子彈碰撞敵方子彈
                    for each in enemybulletsGroup:
                        if each.being:
                            if pygame.sprite.collide_rect(tank_player.bullet, each):
                                tank_player.bullet.being = False
                                each.being = False
                                enemybulletsGroup.remove(each)
                                break
                        else:
                            enemybulletsGroup.remove(each)
                    # 子彈碰撞敵方坦克
                    for each in enemytanksGroup:
                        if each.being:
                            if pygame.sprite.collide_rect(tank_player.bullet, each):
                                if each.is_red == True:
                                    myfood = food.Food()
                                    myfood.generate()
                                    myfoodsGroup.add(myfood)
                                    each.is_red = False
                                each.blood -= 1
                                each.color -= 1
                                if each.blood < 0:
                                    bang_sound.play()
                                    each.being = False
                                    enemytanksGroup.remove(each)
                                    enemytanks_now -= 1
                                    tanksGroup.remove(each)
                                else:
                                    each.reload()
                                tank_player.bullet.being = False
                                break
                        else:
                            enemytanksGroup.remove(each)
                            tanksGroup.remove(each)
                    # 子彈碰撞石頭墻
                    if pygame.sprite.spritecollide(tank_player.bullet, map_stage.brickGroup, True, None):
                        tank_player.bullet.being = False
                    # 子彈碰鋼墻
                    if tank_player.bullet.stronger:
                        if pygame.sprite.spritecollide(tank_player.bullet, map_stage.ironGroup, True, None):
                            tank_player.bullet.being = False
                    else:
                        if pygame.sprite.spritecollide(tank_player.bullet, map_stage.ironGroup, False, None):
                            tank_player.bullet.being = False
                    # 子彈碰大本營
                    if pygame.sprite.collide_rect(tank_player.bullet, myhome):
                        tank_player.bullet.being = False
                        myhome.set_dead()
                        is_gameover = True
            # 敵方子彈
            for each in enemytanksGroup:
                if each.being:
                    if each.can_move and not each.bullet.being:
                        enemybulletsGroup.remove(each.bullet)
                        each.shoot()
                        enemybulletsGroup.add(each.bullet)
                    if not each.born:
                        if each.bullet.being:
                            each.bullet.move()
                            screen.blit(each.bullet.bullet, each.bullet.rect)
                            # 子彈碰撞我方坦克
                            for tank_player in mytanksGroup:
                                if pygame.sprite.collide_rect(each.bullet, tank_player):
                                    if not tank_player.protected:
                                        bang_sound.play()
                                        tank_player.life -= 1
                                        if tank_player.life < 0:
                                            mytanksGroup.remove(tank_player)
                                            tanksGroup.remove(tank_player)
                                            if len(mytanksGroup) < 1:
                                                is_gameover = True
                                        else:
                                            tank_player.reset()
                                    each.bullet.being = False
                                    enemybulletsGroup.remove(each.bullet)
                                    break
                            # 子彈碰撞石頭墻
                            if pygame.sprite.spritecollide(each.bullet, map_stage.brickGroup, True, None):
                                each.bullet.being = False
                                enemybulletsGroup.remove(each.bullet)
                            # 子彈碰鋼墻
                            if each.bullet.stronger:
                                if pygame.sprite.spritecollide(each.bullet, map_stage.ironGroup, True, None):
                                    each.bullet.being = False
                            else:
                                if pygame.sprite.spritecollide(each.bullet, map_stage.ironGroup, False, None):
                                    each.bullet.being = False
                            # 子彈碰大本營
                            if pygame.sprite.collide_rect(each.bullet, myhome):
                                each.bullet.being = False
                                myhome.set_dead()
                                is_gameover = True
                else:
                    enemytanksGroup.remove(each)
                    tanksGroup.remove(each)
            # 家
            screen.blit(myhome.home, myhome.rect)
            # 食物
            for myfood in myfoodsGroup:
                if myfood.being and myfood.time > 0:
                    screen.blit(myfood.food, myfood.rect)
                    myfood.time -= 1
                    for tank_player in mytanksGroup:
                        if pygame.sprite.collide_rect(tank_player, myfood):
                            # 消滅當前所有敵人
                            if myfood.kind == 0:
                                for _ in enemytanksGroup:
                                    bang_sound.play()
                                enemytanksGroup = pygame.sprite.Group()
                                enemytanks_total -= enemytanks_now
                                enemytanks_now = 0
                            # 敵人靜止
                            if myfood.kind == 1:
                                for each in enemytanksGroup:
                                    each.can_move = False
                            # 子彈增強
                            if myfood.kind == 2:
                                add_sound.play()
                                tank_player.bullet.stronger = True
                            # 使得大本營的墻變?yōu)殇摪?
                            if myfood.kind == 3:
                                map_stage.protect_home()
                            # 坦克獲得一段時間的保護罩
                            if myfood.kind == 4:
                                add_sound.play()
                                for tank_player in mytanksGroup:
                                    tank_player.protected = True
                            # 坦克升級
                            if myfood.kind == 5:
                                add_sound.play()
                                tank_player.up_level()
                            # 坦克生命+1
                            if myfood.kind == 6:
                                add_sound.play()
                                tank_player.life += 1
                            myfood.being = False
                            myfoodsGroup.remove(myfood)
                            break
                else:
                    myfood.being = False
                    myfoodsGroup.remove(myfood)
            pygame.display.flip()
            clock.tick(60)
    if not is_gameover:
        show_end_interface(screen, 630, 630, True)
    else:
        show_end_interface(screen, 630, 630, False)
 
 
if __name__ == '__main__':
    main()

4)效果展示

視頻展示效果——

視頻播放鏈接:https://live.csdn.net/v/embed/181068

【Pygame實戰(zhàn)】經(jīng)典的坦克大戰(zhàn)游戲,勾起童年無限回憶!

靜態(tài)截圖效果——

游戲界面:

?第一關(guān)單人游戲:

雙人第一關(guān)游戲:

總結(jié)

?好啦!中文版的坦克大戰(zhàn)都看的懂了哈,想咋玩兒咋玩兒。

?這是程序員的浪漫,這也是我們的浪漫。

到此這篇關(guān)于Pygame坦克大戰(zhàn)游戲開發(fā)實戰(zhàn)詳解代碼的文章就介紹到這了,更多相關(guān)Pygame 坦克大戰(zhàn)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!

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