Java飞机大战游戏源码深度解析与二次开发实战

引言

飞机大战作为经典的游戏类型,是学习Java游戏开发的绝佳案例。本文将深入解析一个完整的飞机大战游戏源码,并详细介绍代码重构技巧和新功能扩展方法。通过本文,您将掌握从基础游戏框架搭建到高级功能实现的完整开发流程。

1. 游戏框架设计与核心类解析

1.1 主程序入口与游戏窗口

```java

public class PlaneWar extends JFrame {

private static final int SCREEN_WIDTH = 480;

private static final int SCREEN_HEIGHT = 850;

public PlaneWar() {

setTitle("Java飞机大战 v2.0");

setSize(SCREEN_WIDTH, SCREEN_HEIGHT);

setDefaultCloseOperation(EXIT_ON_CLOSE);

setLocationRelativeTo(null);

setResizable(false);

GamePanel panel = new GamePanel();

add(panel);

addKeyListener(new GameKeyListener(panel));

setVisible(true);

new Thread(panel).start(); // 启动游戏线程

}

public static void main(String[] args) {

SwingUtilities.invokeLater(PlaneWar::new);

}

}

```

1.2 游戏主面板与双缓冲技术

```java

public class GamePanel extends JPanel implements Runnable {

private BufferedImage buffer;

private Graphics2D graphics;

private PlayerPlane player;

private List enemies;

private List bullets;

private boolean gameRunning = true;

private int score = 0;

private int gameLevel = 1;

public GamePanel() {

setPreferredSize(new Dimension(PlaneWar.SCREEN_WIDTH, PlaneWar.SCREEN_HEIGHT));

buffer = new BufferedImage(PlaneWar.SCREEN_WIDTH, PlaneWar.SCREEN_HEIGHT,

BufferedImage.TYPE_INT_RGB);

graphics = buffer.createGraphics();

initializeGame();

}

private void initializeGame() {

player = new PlayerPlane(PlaneWar.SCREEN_WIDTH / 2,

PlaneWar.SCREEN_HEIGHT - 100);

enemies = Collections.synchronizedList(new ArrayList<>());

bullets = Collections.synchronizedList(new ArrayList<>());

spawnEnemies(); // 初始化敌人

}

@Override

protected void paintComponent(Graphics g) {

super.paintComponent(g);

// 双缓冲绘制

renderGame();

g.drawImage(buffer, 0, 0, null);

}

private void renderGame() {

// 绘制背景

graphics.setColor(Color.BLACK);

graphics.fillRect(0, 0, getWidth(), getHeight());

// 绘制游戏对象

player.draw(graphics);

synchronized (enemies) {

enemies.forEach(enemy -> enemy.draw(graphics));

}

synchronized (bullets) {

bullets.forEach(bullet -> bullet.draw(graphics));

}

// 绘制UI

drawUI(graphics);

}

}

```

2. 游戏对象建模与设计模式应用

2.1 游戏对象基类设计

```java

public abstract class GameObject {

protected int x, y;

protected int width, height;

protected int speed;

protected boolean alive = true;

protected BufferedImage image;

public GameObject(int x, int y, int width, int height) {

this.x = x;

this.y = y;

this.width = width;

this.height = height;

}

public abstract void update();

public abstract void draw(Graphics2D g);

public Rectangle getBounds() {

return new Rectangle(x, y, width, height);

}

public boolean isColliding(GameObject other) {

return getBounds().intersects(other.getBounds());

}

// Getter和Setter方法

public int getX() { return x; }

public void setX(int x) { this.x = x; }

// ... 其他getter/setter

}

```

2.2 玩家飞机类实现

```java

public class PlayerPlane extends GameObject {

private static final int DEFAULT_SPEED = 5;

private int lives = 3;

private int firePower = 1;

private long lastFireTime = 0;

private final long FIRE_INTERVAL = 200; // 发射间隔(毫秒)

public PlayerPlane(int x, int y) {

super(x, y, 50, 70);

this.speed = DEFAULT_SPEED;

loadImage();

}

private void loadImage() {

try {

image = ImageIO.read(getClass().getResource("/images/player.png"));

} catch (IOException e) {

// 备用绘制方案

System.err.println("无法加载玩家飞机图片");

}

}

@Override

public void update() {

// 边界检测

x = Math.max(0, Math.min(PlaneWar.SCREEN_WIDTH - width, x));

y = Math.max(0, Math.min(PlaneWar.SCREEN_HEIGHT - height, y));

}

public void move(int dx, int dy) {

x += dx speed;

y += dy speed;

}

public List<Bullet> fire() {

long currentTime = System.currentTimeMillis();

if (currentTime - lastFireTime < FIRE_INTERVAL) {

return Collections.emptyList();

}

lastFireTime = currentTime;

List<Bullet> newBullets = new ArrayList<>();

// 根据火力等级创建不同数量的子弹

int bulletX = x + width / 2 - 2; // 居中发射

newBullets.add(new Bullet(bulletX, y, firePower));

if (firePower >= 2) {

newBullets.add(new Bullet(bulletX - 15, y, firePower));

newBullets.add(new Bullet(bulletX + 15, y, firePower));

}

if (firePower >= 3) {

newBullets.add(new Bullet(bulletX - 30, y + 10, firePower));

newBullets.add(new Bullet(bulletX + 30, y + 10, firePower));

}

return newBullets;

}

@Override

public void draw(Graphics2D g) {

if (image != null) {

g.drawImage(image, x, y, width, height, null);

} else {

// 备用图形绘制

g.setColor(Color.CYAN);

g.fillRect(x, y, width, height);

}

}

public void takeDamage() {

lives--;

if (lives <= 0) {

alive = false;

}

}

public void upgradeWeapon() {

firePower = Math.min(firePower + 1, 3);

}

}

```

3. 敌机系统与对象池模式优化

3.1 敌机工厂类设计

```java

public class EnemyFactory {

private static final Random random = new Random();

public enum EnemyType {

SMALL, MEDIUM, BOSS

}

public static Enemy createEnemy(EnemyType type, int level) {

int x = random.nextInt(PlaneWar.SCREEN_WIDTH - 50);

int y = -50; // 从屏幕上方出现

switch (type) {

case SMALL:

return new SmallEnemy(x, y, 1 + level / 3);

case MEDIUM:

return new MediumEnemy(x, y, 2 + level / 2);

case BOSS:

return new BossEnemy(x, y, 5 + level);

default:

return new SmallEnemy(x, y, 1);

}

}

public static Enemy createRandomEnemy(int level) {

EnemyType[] types = EnemyType.values();

EnemyType type = types[random.nextInt(types.length - 1)]; // 暂时排除BOSS

// 根据关卡调整出现概率

if (level % 5 == 0 && random.nextDouble() < 0.3) {

type = EnemyType.BOSS;

}

return createEnemy(type, level);

}

}

```

3.2 对象池优化内存管理

```java

public class ObjectPool {

private final Supplier creator;

private final Consumer resetter;

private final Queue pool;

private final int maxSize;

public ObjectPool(Supplier<T> creator, Consumer<T> resetter, int maxSize) {

this.creator = creator;

this.resetter = resetter;

this.pool = new LinkedList<>();

this.maxSize = maxSize;

}

public T borrowObject() {

T obj = pool.poll();

if (obj == null) {

obj = creator.get();

}

return obj;

}

public void returnObject(T obj) {

if (pool.size() < maxSize) {

resetter.accept(obj);

pool.offer(obj);

}

}

public void preload(int count) {

for (int i = 0; i < Math.min(count, maxSize); i++) {

pool.offer(creator.get());

}

}

}

// 在GamePanel中使用对象池

public class GamePanel extends JPanel {

private ObjectPool bulletPool;

private ObjectPool enemyPool;

private void initializePools() {

bulletPool = new ObjectPool<>(

() -> new Bullet(0, 0, 1),

bullet -> {

bullet.setAlive(false);

bullet.setX(0);

bullet.setY(0);

},

100

);

enemyPool = new ObjectPool<>(

() -> EnemyFactory.createRandomEnemy(gameLevel),

enemy -> enemy.setAlive(false),

50

);

bulletPool.preload(50);

enemyPool.preload(20);

}

}

```

4. 碰撞检测系统优化

4.1 空间分割碰撞检测

```java

public class CollisionSystem {

private static final int GRID_SIZE = 100;

private Map > grid;

public CollisionSystem() {

grid = new HashMap<>();

}

public void addObject(GameObject obj) {

String key = getGridKey(obj.getX(), obj.getY());

grid.computeIfAbsent(key, k -> new ArrayList<>()).add(obj);

}

public void detectCollisions(List<GameObject> objects) {

grid.clear();

// 将对象分配到网格中

objects.forEach(this::addObject);

// 只检查相邻网格中的碰撞

for (List<GameObject> cellObjects : grid.values()) {

for (int i = 0; i < cellObjects.size(); i++) {

for (int j = i + 1; j < cellObjects.size(); j++) {

GameObject obj1 = cellObjects.get(i);

GameObject obj2 = cellObjects.get(j);

if (obj1.isColliding(obj2)) {

handleCollision(obj1, obj2);

}

}

}

}

}

private String getGridKey(int x, int y) {

int gridX = x / GRID_SIZE;

int gridY = y / GRID_SIZE;

return gridX + "," + gridY;

}

private void handleCollision(GameObject obj1, GameObject obj2) {

// 处理不同类型的碰撞

if ((obj1 instanceof Bullet && obj2 instanceof Enemy) ||

(obj1 instanceof Enemy && obj2 instanceof Bullet)) {

Bullet bullet = obj1 instanceof Bullet ? (Bullet) obj1 : (Bullet) obj2;

Enemy enemy = obj1 instanceof Enemy ? (Enemy) obj1 : (Enemy) obj2;

if (bullet.isPlayerBullet()) {

enemy.takeDamage(bullet.getDamage());

bullet.setAlive(false);

}

}

}

}

```

5. 游戏状态管理与场景切换

5.1 状态模式实现游戏状态管理

```java

public interface GameState {

void update(GamePanel panel);

void render(GamePanel panel, Graphics2D g);

void handleInput(KeyEvent e, GamePanel panel);

}

public class PlayingState implements GameState {

@Override

public void update(GamePanel panel) {

panel.updateGameObjects();

panel.checkCollisions();

panel.spawnEnemies();

    if (!panel.getPlayer().isAlive()) {

panel.setState(new GameOverState());

}

}

@Override

public void render(GamePanel panel, Graphics2D g) {

panel.renderGameObjects(g);

panel.drawHUD(g);

}

@Override

public void handleInput(KeyEvent e, GamePanel panel) {

// 处理游戏中的输入

}

}

public class GameOverState implements GameState {

private long gameOverTime;

public GameOverState() {

this.gameOverTime = System.currentTimeMillis();

}

@Override

public void update(GamePanel panel) {

if (System.currentTimeMillis() - gameOverTime > 3000) {

// 3秒后返回菜单

panel.setState(new MenuState());

}

}

@Override

public void render(GamePanel panel, Graphics2D g) {

panel.renderGameObjects(g);

drawGameOverScreen(g, panel);

}

private void drawGameOverScreen(Graphics2D g, GamePanel panel) {

g.setColor(new Color(0, 0, 0, 128));

g.fillRect(0, 0, panel.getWidth(), panel.getHeight());

g.setColor(Color.WHITE);

g.setFont(new Font("Arial", Font.BOLD, 36));

String gameOver = "游戏结束";

int textWidth = g.getFontMetrics().stringWidth(gameOver);

g.drawString(gameOver, (panel.getWidth() - textWidth) / 2, panel.getHeight() / 2);

g.setFont(new Font("Arial", Font.PLAIN, 24));

String score = "最终得分: " + panel.getScore();

textWidth = g.getFontMetrics().stringWidth(score);

g.drawString(score, (panel.getWidth() - textWidth) / 2, panel.getHeight() / 2 + 50);

}

@Override

public void handleInput(KeyEvent e, GamePanel panel) {

if (e.getKeyCode() == KeyEvent.VK_ENTER) {

panel.initializeGame();

panel.setState(new PlayingState());

}

}

}

```

6. 特效系统与粒子效果

6.1 粒子系统实现爆炸效果

```java

public class Particle {

private double x, y;

private double vx, vy;

private double life;

private final double maxLife;

private Color color;

private int size;

public Particle(double x, double y, Color color) {

this.x = x;

this.y = y;

this.color = color;

this.maxLife = Math.random() 60 + 30; // 生命周期30-90帧

this.life = maxLife;

this.size = (int)(Math.random() 5 + 2);

// 随机速度方向

double angle = Math.random() Math.PI 2;

double speed = Math.random() 3 + 1;

this.vx = Math.cos(angle) speed;

this.vy = Math.sin(angle) speed;

}

public boolean update() {

x += vx;

y += vy;

vy += 0.1; // 重力效果

life--;

return life > 0;

}

public void draw(Graphics2D g) {

float alpha = (float)(life / maxLife);

g.setColor(new Color(color.getRed()/255f, color.getGreen()/255f,

color.getBlue()/255f, alpha));

g.fillOval((int)x, (int)y, size, size);

}

}

public class ParticleSystem {

private List particles;

public ParticleSystem() {

particles = new ArrayList<>();

}

public void createExplosion(double x, double y, Color color, int count) {

for (int i = 0; i < count; i++) {

particles.add(new Particle(x, y, color));

}

}

public void update() {

Iterator<Particle> iterator = particles.iterator();

while (iterator.hasNext()) {

Particle p = iterator.next();

if (!p.update()) {

iterator.remove();

}

}

}

public void draw(Graphics2D g) {

particles.forEach(particle -> particle.draw(g));

}

}

```

7. 性能优化与最佳实践

7.1 使用Lambda表达式和Stream API优化代码

```java

public class GamePanel extends JPanel {

// 使用Stream API清理死亡对象

private void cleanupObjects() {

// 清理敌人

enemies.removeIf(enemy -> !enemy.isAlive() || enemy.getY() > getHeight());

    // 清理子弹

bullets.removeIf(bullet -> !bullet.isAlive() || bullet.getY() < -20);

// 使用并行流进行碰撞检测(大数据量时)

if (enemies.size() > 50) {

enemies.parallelStream().forEach(this::checkEnemyCollisions);

}

}

// 使用Lambda表达式进行事件处理

private void initializeEventHandlers() {

addKeyListener(new KeyAdapter() {

@Override

public void keyPressed(KeyEvent e) {

switch (e.getKeyCode()) {

case KeyEvent.VK_LEFT -> player.move(-1, 0);

case KeyEvent.VK_RIGHT -> player.move(1, 0);

case KeyEvent.VK_UP -> player.move(0, -1);

case KeyEvent.VK_DOWN -> player.move(0, 1);

case KeyEvent.VK_SPACE -> {

List<Bullet> newBullets = player.fire();

bullets.addAll(newBullets);

}

}

}

});

}

}

```

结论

通过本文的详细解析,我们不仅实现了一个功能完整的Java飞机大战游戏,还应用了多种设计模式和优化技巧。从基础的游戏框架搭建到高级的特效系统,每个环节都体现了良好的软件工程实践。

二次开发建议:

1. 添加网络功能实现多人游戏

2. 集成物理引擎实现更真实的运动效果

3. 使用OpenGL进行硬件加速渲染

4. 添加关卡编辑器和自定义关卡功能

5. 集成音频引擎增强游戏体验

希望本文能为您的游戏开发学习之路提供有价值的参考,鼓励您在此基础上进行更多创新和探索。


版权声明:本文为CSDN博主原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接和本声明。

以上就是Java飞机大战游戏源码解析与二次开发的完整内容,如果您觉得有帮助,欢迎点赞收藏!

好的,请看文章。


重读经典:《Java典型模块与项目实战大全》在云原生与AI时代的新生命

作为一名Java开发者,或许你的书架上曾有一本《Java典型模块与项目实战大全》或其类似的“实战大全”书籍。这类著作以其庞大的项目数量、覆盖从基础到企业级的完整技术栈而闻名,是无数程序员从入门到精通的“练功秘笈”。在云原生、容器化、微服务和AI大行其道的今天,我们是否还应拘泥于书中“古老”的代码?答案是否定的,但重读经典,并非为了照搬代码,而是为了萃取其设计思想,并用现代技术栈为其注入新的生命。本文将以现代视角,重新审视这份宝贵的“遗产”,探讨如何让其在新时期焕发活力。

一、 经典价值的再审视:为何它依然是基石?

《Java典型模块与项目实战大全》的核心价值在于其系统性的知识体系构建。它通过37个实战项目,清晰地勾勒出一条Java开发者成长的路径:

  1. 基础巩固:从Swing图形界面、文件操作到多线程编程,这些是Java语言的根基。尽管Swing已非主流,但其事件驱动模型的思想与现代前端框架(如Vue/React)的组件化思维一脉相承。
  2. Web入门:经典的JSP/Servlet + JDBC项目是理解B/S架构、MVC模式(Model1和Model2)的最佳教材。虽然现在已是Spring Boot的天下,但不懂Servlet,就无法深刻理解Spring MVC如何封装和简化了Web开发。
  3. 企业级技术:书中涉及的EJB、JMS、Web Service等项目,是理解分布式、事务、异步消息等企业级概念的钥匙。这些概念是当今微服务架构(如Spring Cloud)的理论基础。

这本书的价值并非过时,而是其内在的设计模式、架构思想和问题解决思路,这些是超越具体技术版本的永恒财富。

二、 从“项目实战”到“架构演进”:用现代技术重构经典

我们不应满足于运行通书中的代码,而应思考:如果今天用最新的技术栈重新实现这些项目,该怎么做? 这才是高质量的“实战”演练。

范例一:从“图书管理系统”到“云原生微服务”

  • 经典实现:可能是一个单体的War包,使用JSP展示页面,JDBC直连数据库。
  • 现代重构
    • 架构升级:拆分为微服务架构。使用Spring Boot构建“用户服务”、“图书服务”、“借阅服务”等独立模块,通过Spring Cloud Alibaba(Nacos服务发现、Sentinel流量防护)进行治理。
    • 数据持久化:用Spring Data JPAMyBatis-Plus 替代原生JDBC,极大提升开发效率。考虑引入缓存(Redis)提升查询性能。
    • 部署与运维:将应用容器化(编写Dockerfile),使用Kubernetes进行编排和弹性伸缩。配置文件外部化到Nacos或Apollo,实现不同环境的一键切换。
    • 前端分离:前后端彻底分离,后端提供RESTful API,前端由Vue 3或React 18构建,通过网关(如Spring Cloud Gateway)统一接入。

范例二:从“在线聊天室”到“实时交互应用”

  • 经典实现:可能基于Java Socket或多线程,功能简单。
  • 现代重构
    • 技术选型:采用WebSocket协议实现全双工通信。直接使用Spring框架对WebSocket的封装(如@ServerEndpoint)或更高级的Netty框架来构建高性能的通信核心。
    • 功能增强:集成LLM大语言模型API(如百度文心、ChatGPT),将聊天室升级为“AI智能助手”,实现智能问答、内容摘要等高级功能。这体现了将传统项目与AI能力结合的现代思路。
    • 可扩展性:当单机性能成为瓶颈时,引入消息队列(RabbitMQ/Kafka)来解耦和削峰,使用Redis Pub/Sub实现多实例间的消息广播,轻松实现横向扩展。

三、 超越代码:现代开发者必备的配套技能

书中项目主要聚焦于业务代码实现。而今天的Java开发者,必须掌握一整套工程化工具链,这才是“高质量项目”的保障。

  1. 版本控制与协作Git 是绝对主流。掌握特性分支工作流(如Git Flow)、提交规范,并熟练使用Gitee或GitHub进行团队协作。
  2. 依赖管理与构建MavenGradle 已成为项目标配。理解依赖传递、冲突解决和多模块构建是现代项目结构的基础。
  3. 持续集成/持续部署:在Jenkins、GitLab CI或GitHub Actions中编写Pipeline脚本,实现代码提交后自动进行编译、测试、打包和部署,这是云原生时代的交付标准。
  4. API文档管理:用Swagger/OpenAPI 3.0替代手写文档,实现接口文档与代码的同步更新。

结语

《Java典型模块与项目实战大全》是一座富矿,但我们需要用新的工具去开采。它的价值不在于提供可复用的代码,而在于提供了一个个完整的“问题域”和经典的解决方案蓝图。我们的任务,就是站在这个巨人的肩膀上,运用Spring Boot、微服务、Docker、Kubernetes以及AI等现代利器和思维,对这些蓝图进行“现代化改装”。

这个过程,才是真正意义上的“实战演练”,它能让你不仅知其然(如何做),更知其所以然(为何这样演变),从而在技术飞速迭代的洪流中,建立起自己坚实而深邃的架构理解力。这,或许才是对经典著作最好的致敬与传承。


```java

public class IsInstanceDemo {

public static void main(String[] args) {

Object obj = "Hello World";

Number num = Integer.valueOf(42);

    // 使用isInstance进行类型检查

System.out.println("obj是String类型: " + String.class.isInstance(obj));

System.out.println("obj是Integer类型: " + Integer.class.isInstance(obj));

System.out.println("num是Number类型: " + Number.class.isInstance(num));

System.out.println("num是Double类型: " + Double.class.isInstance(num));

// 与instanceof操作符对比

System.out.println("obj instanceof String: " + (obj instanceof String));

System.out.println("num instanceof Number: " + (num instanceof Number));

}

@IgnoreAuth

@PostMapping(value = "/login")

public R login(String username, String password, String captcha, HttpServletRequest request) {

UsersEntity user = userService.selectOne(new EntityWrapper<UsersEntity>().eq("username", username));

if(user==null || !user.getPassword().equals(password)) {

return R.error("账号或密码不正确");

}

String token = tokenService.generateToken(user.getId(),username, "users", user.getRole());

return R.ok().put("token", token);

}

@Override

public String generateToken(Long userid,String username, String tableName, String role) {

TokenEntity tokenEntity = this.selectOne(new EntityWrapper<TokenEntity>().eq("userid", userid).eq("role", role));

String token = CommonUtil.getRandomString(32);

Calendar cal = Calendar.getInstance();

cal.setTime(new Date());

cal.add(Calendar.HOUR_OF_DAY, 1);

if(tokenEntity!=null) {

tokenEntity.setToken(token);

tokenEntity.setExpiratedtime(cal.getTime());

this.updateById(tokenEntity);

} else {

this.insert(new TokenEntity(userid,username, tableName, role, token, cal.getTime()));

}

return token;

}

/**

* 权限(Token)验证

*/

@Component

public class AuthorizationInterceptor implements HandlerInterceptor {

public static final String LOGIN_TOKEN_KEY = "Token";

@Autowired

private TokenService tokenService;

@Override

public boolean preHandle(HttpServletRequest request, HttpServletResponse response, Object handler) throws Exception {

//支持跨域请求

response.setHeader("Access-Control-Allow-Methods", "POST, GET, OPTIONS, DELETE");

response.setHeader("Access-Control-Max-Age", "3600");

response.setHeader("Access-Control-Allow-Credentials", "true");

response.setHeader("Access-Control-Allow-Headers", "x-requested-with,request-source,Token, Origin,imgType, Content-Type, cache-control,postman-token,Cookie, Accept,authorization");

response.setHeader("Access-Control-Allow-Origin", request.getHeader("Origin"));

// 跨域时会首先发送一个OPTIONS请求,这里我们给OPTIONS请求直接返回正常状态

if (request.getMethod().equals(RequestMethod.OPTIONS.name())) {

response.setStatus(HttpStatus.OK.value());

return false;

}

IgnoreAuth annotation;

if (handler instanceof HandlerMethod) {

annotation = ((HandlerMethod) handler).getMethodAnnotation(IgnoreAuth.class);

} else {

return true;

}

//从header中获取token

String token = request.getHeader(LOGIN_TOKEN_KEY);

/**

* 不需要验证权限的方法直接放过

*/

if(annotation!=null) {

return true;

}

TokenEntity tokenEntity = null;

if(StringUtils.isNotBlank(token)) {

tokenEntity = tokenService.getTokenEntity(token);

}

if(tokenEntity != null) {

request.getSession().setAttribute("userId", tokenEntity.getUserid());

request.getSession().setAttribute("role", tokenEntity.getRole());

request.getSession().setAttribute("tableName", tokenEntity.getTablename());

request.getSession().setAttribute("username", tokenEntity.getUsername());

return true;

}

PrintWriter writer = null;

response.setCharacterEncoding("UTF-8");

response.setContentType("application/json; charset=utf-8");

try {

writer = response.getWriter();

writer.print(JSONObject.toJSONString(R.error(401, "请先登录")));

} finally {

if(writer != null){

writer.close();

}

}

// throw new EIException("请先登录", 401);

return false;

}

}

文章来源:https://blog.csdn.net/2509_93884217/article/details/153726021

技术支持:https://blog.csdn.net/2509_93862745/article/details/153719929

参考资料:https://blog.csdn.net/2509_93840300/article/details/153675344

文章来源①:https://blog.csdn.net/2509_93864009/article/details/153621512

技术支持②:https://blog.csdn.net/2509_93841531/article/details/153578986

参考资料③:https://blog.csdn.net/2509_93884111/article/details/153731307

Logo

有“AI”的1024 = 2048,欢迎大家加入2048 AI社区

更多推荐