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Python開發(fā)之城堡保衛(wèi)戰(zhàn)游戲的實現(xiàn)

 更新時間:2023年01月14日 11:51:25   作者:DY.memory  
這篇文章主要為大家詳細(xì)介紹了如何利用Python編寫一個簡單的城堡保衛(wèi)戰(zhàn)游戲,本文用到了os文件讀寫,pygame模塊以及面向?qū)ο笏枷?,感興趣的可以了解一下

實現(xiàn)功能

1:敵人的綿綿不斷的前進,拿著各種各樣的武器(叉子,斧頭,寶劍),揮動武器攻擊我方城堡,對我方城堡造成傷害!

2:我方城堡發(fā)現(xiàn)敵人可手動點擊鼠標(biāo)左鍵來發(fā)起子彈攻擊,對日人造成致命傷害,讓其死亡!

3:完備的數(shù)據(jù)顯示,攻擊敵人獲取金幣,累計得分,當(dāng)前管卡的級別,我方城堡生命值的顯示等等,擊殺敵人獲取的金幣可以兌換額外屬性來裝備回復(fù)加強我方堡壘!

4:項目的布局界面優(yōu)美干凈,結(jié)合添加的純音樂游戲背景和攻擊音效以及實時的動畫顯示(如我方城堡的外觀會隨著我方城堡生命值的降低而發(fā)生改變,也就是變得會破敗一些等等)以此讓項目更加具有可玩性!

5:拿該項目練手或者作為一個python簡單的課程設(shè)計也是一個可以的選擇!

6:項目總代碼700行左右

用到的編程知識

python基礎(chǔ),os文件讀寫,pygame模塊以及面向?qū)ο笏枷耄?/p>

代碼如下

enemy.py類文件(100行代碼左右)

import pygame

class Enemy(pygame.sprite.Sprite):
   def __init__(self, health, animation_list, x, y, speed):
      pygame.sprite.Sprite.__init__(self)
      self.alive = True
      self.speed = speed
      self.health = health
      self.last_attack = pygame.time.get_ticks()
      self.attack_cooldown = 1000
      self.animation_list = animation_list
      self.frame_index = 0
      self.action = 0#0: walk, 1: attack, 2: death
      self.update_time = pygame.time.get_ticks()

      #select starting image
      self.image = self.animation_list[self.action][self.frame_index]
      self.rect = pygame.Rect(0, 0, 25, 40)
      self.rect.center = (x, y)


   def update(self, surface, target, bullet_group):
      if self.alive:
         #check for collision with bullets
         if pygame.sprite.spritecollide(self, bullet_group, True):
            #lower enemy health
            self.health -= 25

         #check if enemy has reached the castle
         if self.rect.right > target.rect.left:
            self.update_action(1)

         #move enemy
         if self.action == 0:
            #update rectangle position
            self.rect.x += self.speed

         #attack
         if self.action == 1:
            #check if enough time has passed since last attack
            if pygame.time.get_ticks() - self.last_attack > self.attack_cooldown:
               target.health -= 25
               if target.health < 0:
                  target.health = 0
               self.last_attack = pygame.time.get_ticks()


         #check if health has dropped to zero
         if self.health <= 0:
            target.money += 100
            target.score += 100
            self.update_action(2)#death
            self.alive = False

      self.update_animation()

      #draw image on screen
      surface.blit(self.image, (self.rect.x - 10, self.rect.y - 15))


   def update_animation(self):
      #define animation cooldown
      ANIMATION_COOLDOWN = 50
      #update image depending on current action
      self.image = self.animation_list[self.action][self.frame_index]
      #check if enough time has passed since the last update
      if pygame.time.get_ticks() - self.update_time > ANIMATION_COOLDOWN:
         self.update_time = pygame.time.get_ticks()
         self.frame_index += 1
      #if the animation has run out then reset back to the start
      if self.frame_index >= len(self.animation_list[self.action]):
         if self.action == 2:
            self.frame_index = len(self.animation_list[self.action]) - 1
         else:
            self.frame_index = 0


   def update_action(self, new_action):
      #check if the new action is different to the previous one
      if new_action != self.action:
         self.action = new_action
         #update the animation settings
         self.frame_index = 0
         self.update_date = pygame.time.get_ticks()

castle.py類文件(500行代碼左右)

# 導(dǎo)入庫
import pygame
import math
import os
import sys
import random
import button
from pygame import mixer
# 初始化pygame
pygame.init()

# 定義游戲窗口高度和寬度
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
# 加載背景音樂
pygame.mixer.music.load("sound/bjmusic.WAV")
pygame.mixer.music.set_volume(0.3)
jump_fx = pygame.mixer.Sound("sound/bullet.wav")
jump_fx.set_volume(0.5)

# 創(chuàng)建游戲窗口
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("城堡防衛(wèi)戰(zhàn)")

clock = pygame.time.Clock()
FPS = 60

# 定義游戲變量
level = 1
high_score = 0
level_difficulty = 0
target_difficulty = 1000
DIFFICULTY_MULTIPLIER = 1.1
game_over = False
next_level = False
ENEMY_TIMER = 1000
last_enemy = pygame.time.get_ticks()
enemies_alive = 0
max_towers = 4
TOWER_COST = 5000
# 定義炮塔位置的列表
tower_positions = [
[SCREEN_WIDTH - 250, SCREEN_HEIGHT - 200],
[SCREEN_WIDTH - 200, SCREEN_HEIGHT - 150],
[SCREEN_WIDTH - 150, SCREEN_HEIGHT - 150],
[SCREEN_WIDTH - 100, SCREEN_HEIGHT - 150]
]

# 加載最高分
if os.path.exists('socre.txt'):
    with open('socre.txt', 'r') as file:
        high_score = int(file.read())

# 定義顏色
WHITE = (255, 255, 255)
GREY = (100, 100, 100)

# 定義字體
font = pygame.font.SysFont('華文彩云', 30)
font_60 = pygame.font.SysFont('華文行楷', 60)

# 加載圖片
bg = pygame.image.load('img/bg.png').convert_alpha()
# 城堡
castle_img_100 = pygame.image.load('img/castle/castle_100.png').convert_alpha()
castle_img_50 = pygame.image.load('img/castle/castle_50.png').convert_alpha()
castle_img_25 = pygame.image.load('img/castle/castle_25.png').convert_alpha()

# 炮塔
tower_img_100 = pygame.image.load('img/tower/tower_100.png').convert_alpha()
tower_img_50 = pygame.image.load('img/tower/tower_50.png').convert_alpha()
tower_img_25 = pygame.image.load('img/tower/tower_25.png').convert_alpha()

# 子彈圖像
bullet_img = pygame.image.load('img/bullet.png').convert_alpha()
b_w = bullet_img.get_width()
b_h = bullet_img.get_height()
bullet_img = pygame.transform.scale(bullet_img, (int(b_w * 0.075), int(b_h * 0.075)))

# 創(chuàng)建敵人類
class Enemy(pygame.sprite.Sprite):
    def __init__(self, health, animation_list, x, y, speed):
        super().__init__()
        self.alive = True
        self.speed = speed
        self.health = health
        self.last_attack = pygame.time.get_ticks()
        self.attack_cooldown = 1000
        self.animation_list = animation_list
        self.frame_index = 0
        self.action = 0
        self.update_time = pygame.time.get_ticks()
        # 選擇動畫開始的圖片
        self.image = self.animation_list[self.action][self.frame_index]
        self.rect = pygame.Rect(0, 0, 25, 40)
        self.rect.center = (x, y)

    def update(self, surface, target, bullet_group):
        if self.alive:
            # 檢查敵人與子彈的碰撞
            if pygame.sprite.spritecollide(self, bullet_group, True):
                # 減少健康
                self.health -= 25
            # 檢查敵人是否已經(jīng)到達城堡
            if self.rect.right > target.rect.left:
                self.update_action(1)
            # 移動敵人
            if self.action == 0:
                self.rect.x += 1
            # 攻擊城堡
            if self.action == 1:
                # 檢測冷卻時間
                if pygame.time.get_ticks() - self.last_attack > self.attack_cooldown:
                    target.health -= 25
                    if target.health < 0:
                        target.health = 0
                    self.last_attack = pygame.time.get_ticks()
            # 檢查敵人血條是否為0
            if self.health <= 0:
                target.money += 100
                target.score += 100
                self.update_action(2)
                self.alive = False
        # 調(diào)用更新動畫
        self.update_animation()
        # 繪制敵人
        # pygame.draw.rect(surface, (255, 255, 255), self.rect, 1)
        surface.blit(self.image, (self.rect.x - 10, self.rect.y - 15))

    def update_animation(self):
        # 定義動畫冷卻時間
        ANIMATION_COOLDOWN = 50
        # 根據(jù)選擇的冬瓜更新幀
        self.image = self.animation_list[self.action][self.frame_index]
        # 判斷多久更新一次幀
        if pygame.time.get_ticks() - self.update_time > ANIMATION_COOLDOWN:
            self.update_time = pygame.time.get_ticks()
            self.frame_index += 1
        # 檢查幀數(shù)不能超過最大幀數(shù)
        if self.frame_index >= len(self.animation_list[self.action]):
            if self.action == 2:
                self.frame_index = len(self.animation_list[self.action]) - 1
            else:
                self.frame_index = 0
    def update_action(self, new_action):
        # 檢查新動作與上一個動作是否相同
        if new_action != self.action:
            self.action = new_action
            # 更新動畫重置
            self.frame_index = 0
            self.update_time = pygame.time.get_ticks()


# 加載敵人列表
enemy_animations = []
enemy_tpyes = ['knight', 'goblin', 'purple_goblin', 'red_goblin']
enemy_health = [75, 100, 125, 150]

animation_types = ['walk', 'attack', 'death']
for enemy in enemy_tpyes:
    # 加載動畫列表
    animation_list = []
    for animation in animation_types:
        # 創(chuàng)建臨時列表
        temp_list = []
        # 定義幀數(shù)
        num_of_frames = 20
        for i in range(num_of_frames):
            img = pygame.image.load(f'img/enemies/{enemy}/{animation}/{i}.png').convert_alpha()
            e_w = img.get_width()
            e_h = img.get_height()
            img = pygame.transform.scale(img, (int(e_w * 0.2), int(e_h * 0.2)))
            temp_list.append(img)
        animation_list.append(temp_list)
    enemy_animations.append(animation_list)

#  加載按鈕圖片
repair_img = pygame.image.load('img/repair.png').convert_alpha()
armour_img = pygame.image.load('img/armour.png').convert_alpha()

# 在屏幕上輸出文本信息
def draw_text(text, font, text_color, x, y):
    img = font.render(text, True, text_color)
    screen.blit(img, (x, y))

# 定義一個顯示狀態(tài)的函數(shù)
def show_info():
    draw_text('錢數(shù):' + str(castle.money), font, GREY, 10, 10)
    draw_text('分?jǐn)?shù):' + str(castle.score), font, GREY, 180, 10)
    draw_text('最分?jǐn)?shù):' + str(high_score), font, GREY, 180, 50)
    draw_text('級別:' + str(level), font, GREY, SCREEN_WIDTH // 2, 10)
    draw_text('健康:' + str(castle.health) + "/" + str(castle.max_health), font, GREY, SCREEN_WIDTH - 230, SCREEN_HEIGHT - 50)
    draw_text('1000', font, GREY, SCREEN_WIDTH - 250, 70)
    draw_text(str(TOWER_COST), font, GREY, SCREEN_WIDTH - 150, 70)
    draw_text('500', font, GREY, SCREEN_WIDTH - 70, 70)

# 城堡類
class Castle():
    def __init__(self, image100, image50, image25,  x, y, scale):
        self.health = 1000
        self.max_health = self.health
        self.fired = False
        self.money = 0
        self.score = 0
        width = image100.get_width()
        height = image100.get_height()

        self.image100 = pygame.transform.scale(image100, (int(width * scale), int(height * scale)))
        self.image50 = pygame.transform.scale(image50, (int(width * scale), int(height * scale)))
        self.image25 = pygame.transform.scale(image25, (int(width * scale), int(height * scale)))
        self.rect = self.image100.get_rect()
        self.rect.x = x
        self.rect.y = y

    def shoot(self):
        pos = pygame.mouse.get_pos()
        x_dist = pos[0] - self.rect.midleft[0]
        y_dist = -(pos[1] - self.rect.midleft[1])
        self.angle = math.degrees(math.atan2(y_dist, x_dist))
        # 在該位置點擊鼠標(biāo)
        if pygame.mouse.get_pressed()[0] and self.fired == False and pos[1] > 70:
            self.fired = True
            bullet = Bullet(bullet_img, self.rect.midleft[0], self.rect.midleft[1], self.angle)
            bullet_group.add(bullet)
            jump_fx.play()
        # 重置鼠標(biāo)點擊
        if pygame.mouse.get_pressed()[0] == False:
            self.fired = False

    def draw(self):
        # 根據(jù)血量判斷加載那張圖片
        if self.health <= 250:
            self.image = self.image25
        elif self.health <= 500:
            self.image = self.image50
        else:
            self.image = self.image100
        screen.blit(self.image, self.rect)

    def repair(self):
        if self.money >= 1000 and self.health < self.max_health:
            self.health += 500
            self.money -= 1000
            if castle.health > castle.max_health:
                castle.health = castle.max_health
    def armour(self):
        if self.money >= 500:
            self.max_health += 250
            self.money -= 500

# 炮塔類
class Tower(pygame.sprite.Sprite):
    def __init__(self, image100, image50, image25, x, y, scale):
        super().__init__()
        self.got_target = False
        self.angle = 0
        self.last_shot = pygame.time.get_ticks()
        width = image100.get_width()
        height = image100.get_height()

        self.image100 = pygame.transform.scale(image100, (int(width * scale), int(height * scale)))
        self.image50 = pygame.transform.scale(image50, (int(width * scale), int(height * scale)))
        self.image25 = pygame.transform.scale(image25, (int(width * scale), int(height * scale)))
        self.image = self.image100
        self.rect = self.image100.get_rect()
        self.rect.x = x
        self.rect.y = y
    def update(self, enemy_group):
        self.got_target = False
        for e in enemy_group:
            if e.alive:
                target_x, target_y = e.rect.midbottom
                self.got_target = True
                break
        if self.got_target:
            x_dist = target_x - self.rect.midleft[0]
            y_dist = -(target_y - self.rect.midleft[1])
            self.angle = math.degrees(math.atan2(y_dist, x_dist))
            # pygame.draw.line(screen, WHITE, (self.rect.midleft[0], self.rect.midleft[1]), (target_x, target_y))
            shot_cooldown = 1000
            # 開火
            if pygame.time.get_ticks() - self.last_shot > shot_cooldown:
                self.last_shot = pygame.time.get_ticks()
                bullet = Bullet(bullet_img, self.rect.midleft[0], self.rect.midleft[1], self.angle)
                bullet_group.add(bullet)
        # 根據(jù)城堡血量判斷加載那張圖片
        if castle.health <= 250:
            self.image = self.image25
        elif castle.health <= 500:
            self.image = self.image50
        else:
            self.image = self.image100

# 創(chuàng)建子彈類
class Bullet(pygame.sprite.Sprite):
    def __init__(self, image, x, y, angle):
        super().__init__()
        self.image = image
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.angle = math.radians(angle) # 角度轉(zhuǎn)換為弧度
        self.speed = 10
        # 根據(jù)角度計算水平和垂直的速度
        self.dx = math.cos(self.angle) * self.speed
        self.dy = -(math.sin(self.angle) * self.speed)

    def update(self):
        # 檢測子彈是否已經(jīng)超出窗口
        if self.rect.right < 0 or self.rect.left > SCREEN_WIDTH or self.rect.bottom < 0 or self.rect.top > SCREEN_HEIGHT:
            self.kill()
        # 移動子彈
        self.rect.x += self.dx
        self.rect.y += self.dy

# 創(chuàng)建十字準(zhǔn)心
class Crosshair():
    def __init__(self, scale):
        image = pygame.image.load("img/crosshair.png").convert_alpha()
        width = image.get_width()
        height = image.get_height()
        self.image = pygame.transform.scale(image, (int(width * scale), int(height * scale)))
        self.rect = self.image.get_rect()
        # 隱藏鼠標(biāo)指針
        pygame.mouse.set_visible(False)

    def draw(self):
        mx, my = pygame.mouse.get_pos()
        self.rect.center = (mx, my)
        screen.blit(self.image, self.rect)

# 創(chuàng)建城堡
castle = Castle(castle_img_100, castle_img_50, castle_img_25,  SCREEN_WIDTH - 250, SCREEN_HEIGHT - 300, 0.2)

# 實例化十字準(zhǔn)心
crosshair = Crosshair(0.025)

# 創(chuàng)建按鈕
repair_button = button.Button(SCREEN_WIDTH - 240, 10, repair_img, 0.5)
tower_button = button.Button(SCREEN_WIDTH - 130, 10, tower_img_100, 0.1)
armour_button = button.Button(SCREEN_WIDTH - 75, 10, armour_img, 1.5)

# 創(chuàng)建組
bullet_group = pygame.sprite.Group()
enemy_group = pygame.sprite.Group()
tower_group = pygame.sprite.Group()

# 穿件臨時塔
# tower = Tower(tower_img_100, tower_img_50, tower_img_25, SCREEN_WIDTH - 350, SCREEN_HEIGHT - 200, 0.2)
# tower_group.add(tower)

# 游戲循環(huán)顯示窗口
pygame.mixer.music.unpause()
pygame.mixer.music.play(-1)
run = True
while run:

    clock.tick(FPS)

    if game_over == False:

        screen.blit(bg, (0, 0))
        # 顯示城堡
        castle.draw()
        castle.shoot()

        # 顯示炮塔
        tower_group.draw(screen)
        tower_group.update(enemy_group)

        # 顯示十字準(zhǔn)心
        crosshair.draw()

        # 繪制子彈到屏幕
        bullet_group.update()
        bullet_group.draw(screen)

        # 繪制敵人
        enemy_group.update(screen, castle, bullet_group)

        # 顯示詳細(xì)信息
        show_info()

        # 顯示按鈕 修理和鎧甲按鈕
        if repair_button.draw(screen):
            castle.repair()
        if tower_button.draw(screen):
            # 檢查是否有足夠的金錢來建造炮塔
            if castle.money >= TOWER_COST and len(tower_group) < max_towers:
                tower = Tower(tower_img_100,
                              tower_img_50,
                              tower_img_25,
                              tower_positions[len(tower_group)][0],
                              tower_positions[len(tower_group)][1],
                              0.2)
                tower_group.add(tower)
                # 減去消耗的金錢數(shù)
                castle.money -= TOWER_COST

        if armour_button.draw(screen):
            castle.armour()

        # 創(chuàng)建不同的敵人
        if level_difficulty < target_difficulty:
            if pygame.time.get_ticks() - last_enemy > ENEMY_TIMER:
                # 創(chuàng)建敵人實例
                e = random.randint(0, len(enemy_tpyes) - 1)
                enemy = Enemy(enemy_health[e], enemy_animations[e], -100, SCREEN_HEIGHT - 100, 1)
                enemy_group.add(enemy)
                last_enemy = pygame.time.get_ticks()
                level_difficulty += enemy_health[e]
        # 檢測是所有的的敵人都產(chǎn)生了
        if level_difficulty >= target_difficulty:
            # 檢查有多少敵人仍然是活著的
            enemies_alive = 0
            for e in enemy_group:
                if e.alive == True:
                    enemies_alive += 1
            # 檢測如果活著的敵人都被消滅了則當(dāng)前級別就完成了
            if enemies_alive == 0 and next_level == False:
                next_level = True
                level_reset_time = pygame.time.get_ticks()
        # 判斷是否進入下一關(guān)
        if next_level == True:
            draw_text('關(guān)卡已完成', font_60, WHITE, 200, 300)
            # 更新最高分
            if castle.score > high_score:
                high_score = castle.score
                with open('socre.txt', 'w') as file:
                    file.write(str(high_score))
            if pygame.time.get_ticks() - level_reset_time > 1500:
                next_level = False
                level += 1
                last_enemy = pygame.time.get_ticks()
                target_difficulty *= DIFFICULTY_MULTIPLIER
                level_difficulty = 0
                enemy_group.empty()
        # 檢查游戲是否結(jié)束
        if castle.health <= 0:
            game_over = True

    else:
        draw_text('游戲結(jié)束!', font, GREY, 300, 300)
        draw_text('按下"A"重新進入游戲', font, GREY, 250, 350)
        pygame.mouse.set_visible(True)
        key = pygame.key.get_pressed()
        if key[pygame.K_a]:
            # 重置游戲
            game_over = False
            level = 1
            target_difficulty = 1000
            level_difficulty = 0
            last_enemy = pygame.time.get_ticks()
            enemy_group.empty()
            tower_group.empty()
            castle.score = 0
            castle.health = 1000
            castle.max_health = castle.health
            castle.money = 0
            pygame.mouse.set_visible(False)



    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
            pygame.quit()
            sys.exit()
    pygame.display.update()

button.py類文件(50行代碼左右)

import pygame

# 按鈕類
class Button():
   def __init__(self, x, y, image, scale):
      width = image.get_width()
      height = image.get_height()
      self.image = pygame.transform.scale(image, (int(width * scale), int(height * scale)))
      self.rect = self.image.get_rect()
      self.rect.topleft = (x, y)
      self.clicked = False

   def draw(self, surface):
      action = False
      # 得到鼠標(biāo)的位置
      pos = pygame.mouse.get_pos()

      # 檢測鼠標(biāo)指針的碰撞
      if self.rect.collidepoint(pos):
         if pygame.mouse.get_pressed()[0] == 1 and self.clicked == False:
            self.clicked = True
            action = True

      if pygame.mouse.get_pressed()[0] == 0:
         self.clicked = False

      # 畫按鈕到屏幕上
      surface.blit(self.image, (self.rect.x, self.rect.y))

      return action

部分運行截圖

到此這篇關(guān)于Python開發(fā)之城堡保衛(wèi)戰(zhàn)游戲的實現(xiàn)的文章就介紹到這了,更多相關(guān)Python城堡保衛(wèi)戰(zhàn)游戲內(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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