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[作品展示] Flappy bird

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发表于 2019-4-13 08:20:11 | 显示全部楼层 |阅读模式

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我用Python做了一个Flappy bird的小游戏,
源代码:
  1. # -*- coding: utf8 -*-

  2. from itertools import cycle
  3. import random
  4. import sys

  5. import pygame #将pygame库导入到python程序中
  6. from pygame.locals import * #需要引入pygame中的所有常量。


  7. FPS = 30
  8. SCREENWIDTH  = 288 #屏幕宽度
  9. SCREENHEIGHT = 512 #屏幕高度
  10. # amount by which base can maximum shift to left
  11. PIPEGAPSIZE  = 100 # gap between upper and lower part of pipe  管道上下之间的间隙
  12. BASEY        = SCREENHEIGHT * 0.79 #base那个条条所在的高度 注意以左上角为坐标起始点  所以这个高度是往下为正
  13. # image, sound and hitmask  dicts
  14. IMAGES, SOUNDS, HITMASKS = {}, {}, {} #图像,声音,撞击的文件

  15. # list of all possible players (tuple of 3 positions of flap) #三种小鸟造型
  16. PLAYERS_LIST = (
  17.     # red bird
  18.     (
  19.         'assets/sprites/redbird-upflap.png',
  20.         'assets/sprites/redbird-midflap.png',
  21.         'assets/sprites/redbird-downflap.png',
  22.     ),
  23.     # blue bird
  24.     (
  25.         # amount by which base can maximum shift to left
  26.         'assets/sprites/bluebird-upflap.png',
  27.         'assets/sprites/bluebird-midflap.png',
  28.         'assets/sprites/bluebird-downflap.png',
  29.     ),
  30.     # yellow bird
  31.     (
  32.         'assets/sprites/yellowbird-upflap.png',
  33.         'assets/sprites/yellowbird-midflap.png',
  34.         'assets/sprites/yellowbird-downflap.png',
  35.     ),
  36. )

  37. # list of backgrounds 两种背景,一种白天,一种黑夜
  38. BACKGROUNDS_LIST = (
  39.     'assets/sprites/background-day.png',
  40.     'assets/sprites/background-night.png',
  41. )

  42. # list of pipes   管道的两种颜色,一种绿色,一种红色
  43. PIPES_LIST = (
  44.     'assets/sprites/pipe-green.png',
  45.     'assets/sprites/pipe-red.png',
  46. )


  47. try:
  48.     xrange
  49. except NameError:
  50.     xrange = range


  51. def main():
  52.     global SCREEN, FPSCLOCK
  53.     pygame.init() #经过初始化以后我们就可以尽情地使用pygame了。

  54.     #使用Pygame时钟之前,必须先创建Clock对象的一个实例,
  55.     FPSCLOCK = pygame.time.Clock()#控制每个循环多长时间运行一次。这就像一个定时器在控制时间进程,指出“现在开始下一个循环”!现在开始下一个循环!……

  56.     SCREEN = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))#通常来说我们需要先创建一个窗口,方便我们与程序的交互。
  57.     pygame.display.set_caption('Flappy Bird')#设置窗口标题

  58.     # numbers sprites for score display #加载并转换图像
  59.     #在pygame中可以使用pygame.image.load()函数来加载位图 (支持jpg,png,gif,bmp,pcx,tif,tga等多种图片格式)。
  60.     #convert_alpha()方法会使用透明的方法绘制前景对象。
  61.     # 因此在加载一个有alpha通道的素材时(比如PNG TGA),需要使用convert_alpha()方法,当然普通的图片也是可以使用这个方法的,用了也不会有什么副作用。
  62.     IMAGES['numbers'] = (
  63.         pygame.image.load('assets/sprites/0.png').convert_alpha(),
  64.         pygame.image.load('assets/sprites/1.png').convert_alpha(),
  65.         pygame.image.load('assets/sprites/2.png').convert_alpha(),
  66.         pygame.image.load('assets/sprites/3.png').convert_alpha(),
  67.         pygame.image.load('assets/sprites/4.png').convert_alpha(),
  68.         pygame.image.load('assets/sprites/5.png').convert_alpha(),
  69.         pygame.image.load('assets/sprites/6.png').convert_alpha(),
  70.         pygame.image.load('assets/sprites/7.png').convert_alpha(),
  71.         pygame.image.load('assets/sprites/8.png').convert_alpha(),
  72.         pygame.image.load('assets/sprites/9.png').convert_alpha()
  73.     )

  74.     # game over sprite  游戏结束显示的图像
  75.     IMAGES['gameover'] = pygame.image.load('assets/sprites/gameover.png').convert_alpha()
  76.     # message sprite for welcome screen  欢迎界面显示的图像
  77.     IMAGES['message'] = pygame.image.load('assets/sprites/message.png').convert_alpha()
  78.     # base (ground) sprite  始终显示的base图像
  79.     IMAGES['base'] = pygame.image.load('assets/sprites/base.png').convert_alpha()

  80.     # sounds
  81.     # WAV版 OGG版是指游戏的音频格式
  82.     # WAV版是属于游戏原版
  83.     # OGG是大大们通过转换器把音频格式的WAV改成OGG,这样游戏的配置提高要求使游戏本身的体积而缩小节省了空间。
  84.     #可以看一下同一个音频 ogg版的是比wav版的文件小很多
  85.     if 'win' in sys.platform: #判断当前系统平台 来设置声音文件后缀
  86.         soundExt = '.wav'
  87.     else:
  88.         soundExt = '.ogg'

  89.     # 音效:pygame.mixer
  90.     # sound = pygame.mixer.Sound('/home/liumin/love.wav')使用指定文件名载入一个音频文件,并创建一个Sound对象。 音频文件可以是wav,ogg等格式。
  91.     # 音频文件的内容会被全部载入到内存中。
  92.     SOUNDS['die']    = pygame.mixer.Sound('assets/audio/die' + soundExt)
  93.     SOUNDS['hit']    = pygame.mixer.Sound('assets/audio/hit' + soundExt)
  94.     SOUNDS['point']  = pygame.mixer.Sound('assets/audio/point' + soundExt)
  95.     SOUNDS['swoosh'] = pygame.mixer.Sound('assets/audio/swoosh' + soundExt)
  96.     SOUNDS['wing']   = pygame.mixer.Sound('assets/audio/wing' + soundExt)

  97.     while True:
  98.         # select random background sprites  加载随机背景  (白天或者黑夜)
  99.         randBg = random.randint(0, len(BACKGROUNDS_LIST) - 1)#随机选择0或者1
  100.         IMAGES['background'] = pygame.image.load(BACKGROUNDS_LIST[randBg]).convert()#加载随机背景

  101.         # select random player sprites 加载随机角色 (红色、蓝色、黄色小鸟)
  102.         randPlayer = random.randint(0, len(PLAYERS_LIST) - 1)
  103.         IMAGES['player'] = (
  104.             pygame.image.load(PLAYERS_LIST[randPlayer][0]).convert_alpha(),
  105.             pygame.image.load(PLAYERS_LIST[randPlayer][1]).convert_alpha(),
  106.             pygame.image.load(PLAYERS_LIST[randPlayer][2]).convert_alpha(),
  107.         )

  108.         # select random pipe sprites 加载随机管道样式
  109.         pipeindex = random.randint(0, len(PIPES_LIST) - 1)
  110.         IMAGES['pipe'] = (
  111.             pygame.transform.rotate(
  112.                 pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(), 180),#旋转180度
  113.             pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(),
  114.         )#一个上面的管道 一个下面的管道

  115.         # hismask for pipes #得到管道的边界mask
  116.         HITMASKS['pipe'] = (
  117.             getHitmask(IMAGES['pipe'][0]),
  118.             getHitmask(IMAGES['pipe'][1]),
  119.         )

  120.         # hitmask for player #得到player的边界mask
  121.         HITMASKS['player'] = (
  122.             getHitmask(IMAGES['player'][0]),
  123.             getHitmask(IMAGES['player'][1]),
  124.             getHitmask(IMAGES['player'][2]),
  125.         )

  126.         movementInfo = showWelcomeAnimation()#返回'playery'(player所在位置),'basex'(base图像所在位置) 'playerIndexGen'(飞行姿势index)
  127.         crashInfo = mainGame(movementInfo)
  128.         showGameOverScreen(crashInfo)


  129. def showWelcomeAnimation():
  130.     """Shows welcome screen animation of flappy bird"""
  131.     # index of player to blit on screen
  132.     playerIndex = 0
  133.     playerIndexGen = cycle([0, 1, 2, 1])
  134.     # iterator used to change playerIndex after every 5th iteration
  135.     loopIter = 0

  136.     #player所在位置
  137.     playerx = int(SCREENWIDTH * 0.2)
  138.     playery = int((SCREENHEIGHT - IMAGES['player'][0].get_height()) / 2)
  139.     #欢迎图像所在位置
  140.     messagex = int((SCREENWIDTH - IMAGES['message'].get_width()) / 2)
  141.     messagey = int(SCREENHEIGHT * 0.12)

  142.     basex = 0
  143.     # amount by which base can maximum shift to left 可以最大限度地向左移动的距离
  144.     baseShift = IMAGES['base'].get_width() - IMAGES['background'].get_width()

  145.     # player shm for up-down motion on welcome screen 角色在欢迎屏幕上进行上下移动
  146.     playerShmVals = {'val': 0, 'dir': 1}

  147.     while True:
  148.         for event in pygame.event.get():#使用pygame.event.get()来处理所有的事件,
  149.             if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):#如果 quit 或者 按键之后又按下esc,就结束游戏
  150.                 pygame.quit()
  151.                 sys.exit()
  152.             if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_UP):#如果按键之后点击或者按下↑
  153.                 # make first flap sound and return values for mainGame
  154.                 SOUNDS['wing'].play()#播放飞的特效声音
  155.                 return {#返回初始位置  进入maingame
  156.                     'playery': playery + playerShmVals['val'],
  157.                     'basex': basex,
  158.                     'playerIndexGen': playerIndexGen,
  159.                 }

  160.         # adjust playery, playerIndex, basex
  161.         if (loopIter + 1) % 5 == 0:
  162.             playerIndex = next(playerIndexGen)#获得匹配元素集合中每个元素紧邻的同胞元素 调整飞行姿势图片
  163.         loopIter = (loopIter + 1) % 30
  164.         basex = -((-basex + 4) % baseShift)
  165.         playerShm(playerShmVals)

  166.         # draw sprites
  167.         #screen.blit(space, (0,0))可以绘制位图 第一个参数是加载完成的位图,第二个参数是绘制的起始坐标。
  168.         SCREEN.blit(IMAGES['background'], (0,0))
  169.         SCREEN.blit(IMAGES['player'][playerIndex],
  170.                     (playerx, playery + playerShmVals['val']))
  171.         SCREEN.blit(IMAGES['message'], (messagex, messagey))
  172.         SCREEN.blit(IMAGES['base'], (basex, BASEY))

  173.         pygame.display.update()#更新整个窗口
  174.         FPSCLOCK.tick(FPS)#循环应该多长时间运行一次


  175. def mainGame(movementInfo):
  176.     score = playerIndex = loopIter = 0#初始得分以及初始player的姿态以及迭代次数都为0
  177.     playerIndexGen = movementInfo['playerIndexGen']#得到飞行姿势
  178.     playerx, playery = int(SCREENWIDTH * 0.2), movementInfo['playery']#player所在位置

  179.     basex = movementInfo['basex']#base图像所在位置
  180.     baseShift = IMAGES['base'].get_width() - IMAGES['background'].get_width()

  181.     # get 2 new pipes to add to upperPipes lowerPipes list
  182.     newPipe1 = getRandomPipe()
  183.     newPipe2 = getRandomPipe()

  184.     # list of upper pipes
  185.     upperPipes = [
  186.         {'x': SCREENWIDTH + 200, 'y': newPipe1[0]['y']},
  187.         {'x': SCREENWIDTH + 200 + (SCREENWIDTH / 2), 'y': newPipe2[0]['y']},
  188.     ]

  189.     # list of lowerpipe
  190.     lowerPipes = [
  191.         {'x': SCREENWIDTH + 200, 'y': newPipe1[1]['y']},
  192.         {'x': SCREENWIDTH + 200 + (SCREENWIDTH / 2), 'y': newPipe2[1]['y']},
  193.     ]

  194.     pipeVelX = -4

  195.     # player velocity, max velocity, downward accleration, accleration on flap 角色速度,最大速度,向下加速度,襟翼加速度
  196.     playerVelY    =  -9   # player's velocity along Y, default same as playerFlapped
  197.     playerMaxVelY =  10   # max vel along Y, max descend speed
  198.     playerMinVelY =  -8   # min vel along Y, max ascend speed
  199.     playerAccY    =   1   # players downward accleration
  200.     playerRot     =  45   # player's rotation
  201.     playerVelRot  =   3   # angular speed
  202.     playerRotThr  =  20   # rotation threshold
  203.     playerFlapAcc =  -9   # players speed on flapping
  204.     playerFlapped = False # True when player flaps


  205.     while True:
  206.         for event in pygame.event.get():
  207.             if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
  208.                 pygame.quit()
  209.                 sys.exit()
  210.             if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_UP):
  211.                 if playery > -2 * IMAGES['player'][0].get_height():#如果点击
  212.                     playerVelY = playerFlapAcc#上升
  213.                     playerFlapped = True
  214.                     SOUNDS['wing'].play()#并播放飞行音效

  215.         # check for crash here
  216.         crashTest = checkCrash({'x': playerx, 'y': playery, 'index': playerIndex},
  217.                                upperPipes, lowerPipes)
  218.         if crashTest[0]:#如果掉在地上或者撞击到了管道,就返回结束游戏
  219.             return {
  220.                 'y': playery,
  221.                 'groundCrash': crashTest[1],
  222.                 'basex': basex,
  223.                 'upperPipes': upperPipes,
  224.                 'lowerPipes': lowerPipes,
  225.                 'score': score,
  226.                 'playerVelY': playerVelY,
  227.                 'playerRot': playerRot
  228.             }

  229.         # check for score
  230.         playerMidPos = playerx + IMAGES['player'][0].get_width() / 2
  231.         for pipe in upperPipes:
  232.             pipeMidPos = pipe['x'] + IMAGES['pipe'][0].get_width() / 2
  233.             if pipeMidPos <= playerMidPos < pipeMidPos + 4:#当角色达到管道缝隙的中间+4时,score+1,并且在此时播放得分音效
  234.                 score += 1
  235.                 SOUNDS['point'].play()

  236.         # playerIndex basex change
  237.         if (loopIter + 1) % 3 == 0:
  238.             playerIndex = next(playerIndexGen)
  239.         loopIter = (loopIter + 1) % 30
  240.         basex = -((-basex + 100) % baseShift)

  241.         # rotate the player
  242.         if playerRot > -90:
  243.             playerRot -= playerVelRot

  244.         # player's movement
  245.         if playerVelY < playerMaxVelY and not playerFlapped:
  246.             playerVelY += playerAccY
  247.         if playerFlapped:
  248.             playerFlapped = False

  249.             # more rotation to cover the threshold (calculated in visible rotation)
  250.             playerRot = 45

  251.         playerHeight = IMAGES['player'][playerIndex].get_height()
  252.         playery += min(playerVelY, BASEY - playery - playerHeight)

  253.         # move pipes to left
  254.         for uPipe, lPipe in zip(upperPipes, lowerPipes):
  255.             uPipe['x'] += pipeVelX #管道移动
  256.             lPipe['x'] += pipeVelX

  257.         # add new pipe when first pipe is about to touch left of screen
  258.         if 0 < upperPipes[0]['x'] < 5:#当第一个管道移动到屏幕左侧边缘时,生成下一个管道
  259.             newPipe = getRandomPipe()
  260.             upperPipes.append(newPipe[0])
  261.             lowerPipes.append(newPipe[1])

  262.         # remove first pipe if its out of the screen
  263.         if upperPipes[0]['x'] < -IMAGES['pipe'][0].get_width(): #当管道移动到屏幕外侧后,删除它
  264.             upperPipes.pop(0)
  265.             lowerPipes.pop(0)

  266.         # draw sprites
  267.         SCREEN.blit(IMAGES['background'], (0,0))

  268.         for uPipe, lPipe in zip(upperPipes, lowerPipes):
  269.             SCREEN.blit(IMAGES['pipe'][0], (uPipe['x'], uPipe['y']))
  270.             SCREEN.blit(IMAGES['pipe'][1], (lPipe['x'], lPipe['y']))

  271.         SCREEN.blit(IMAGES['base'], (basex, BASEY))
  272.         # print score so player overlaps the score
  273.         showScore(score) #显示得分

  274.         # Player rotation has a threshold
  275.         visibleRot = playerRotThr
  276.         if playerRot <= playerRotThr:
  277.             visibleRot = playerRot
  278.         
  279.         playerSurface = pygame.transform.rotate(IMAGES['player'][playerIndex], visibleRot)#旋转角色
  280.         SCREEN.blit(playerSurface, (playerx, playery))#显示旋转后的角色

  281.         pygame.display.update()#更新窗口
  282.         FPSCLOCK.tick(FPS)#循环应该多长时间运行一次


  283. def showGameOverScreen(crashInfo):
  284.     """crashes the player down ans shows gameover image"""
  285.     score = crashInfo['score']#获取得分
  286.     playerx = SCREENWIDTH * 0.2
  287.     playery = crashInfo['y']
  288.     playerHeight = IMAGES['player'][0].get_height()
  289.     playerVelY = crashInfo['playerVelY']
  290.     playerAccY = 2
  291.     playerRot = crashInfo['playerRot']
  292.     playerVelRot = 7

  293.     basex = crashInfo['basex']

  294.     upperPipes, lowerPipes = crashInfo['upperPipes'], crashInfo['lowerPipes']

  295.     # play hit and die sounds
  296.     SOUNDS['hit'].play()
  297.     if not crashInfo['groundCrash']:#如果没有撞击到地面,就播放die音效就可以了
  298.         SOUNDS['die'].play()

  299.     while True:
  300.         for event in pygame.event.get():
  301.             if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
  302.                 pygame.quit()
  303.                 sys.exit()
  304.             if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_UP):
  305.                 if playery + playerHeight >= BASEY - 1:
  306.                     return

  307.         # player y shift
  308.         if playery + playerHeight < BASEY - 1:
  309.             playery += min(playerVelY, BASEY - playery - playerHeight)

  310.         # player velocity change
  311.         if playerVelY < 15:
  312.             playerVelY += playerAccY

  313.         # rotate only when it's a pipe crash
  314.         if not crashInfo['groundCrash']:
  315.             if playerRot > -90:
  316.                 playerRot -= playerVelRot

  317.         # draw sprites
  318.         SCREEN.blit(IMAGES['background'], (0,0))

  319.         for uPipe, lPipe in zip(upperPipes, lowerPipes):
  320.             SCREEN.blit(IMAGES['pipe'][0], (uPipe['x'], uPipe['y']))
  321.             SCREEN.blit(IMAGES['pipe'][1], (lPipe['x'], lPipe['y']))

  322.         SCREEN.blit(IMAGES['base'], (basex, BASEY))
  323.         showScore(score)

  324.         playerSurface = pygame.transform.rotate(IMAGES['player'][1], playerRot)
  325.         SCREEN.blit(playerSurface, (playerx,playery))

  326.         FPSCLOCK.tick(FPS)
  327.         pygame.display.update()


  328. def playerShm(playerShm):
  329.     """oscillates the value of playerShm['val'] between 8 and -8"""
  330.     if abs(playerShm['val']) == 8:
  331.         playerShm['dir'] *= -1

  332.     if playerShm['dir'] == 1:
  333.          playerShm['val'] += 1
  334.     else:
  335.         playerShm['val'] -= 1


  336. def getRandomPipe():#随机生成随机高度的管道  ????????还需要看细节
  337.     """returns a randomly generated pipe"""
  338.     # y of gap between upper and lower pipe
  339.     gapY = random.randrange(0, int(BASEY * 0.6 - PIPEGAPSIZE))
  340.     gapY += int(BASEY * 0.2)
  341.     pipeHeight = IMAGES['pipe'][0].get_height()
  342.     pipeX = SCREENWIDTH + 10

  343.     return [
  344.         {'x': pipeX, 'y': gapY - pipeHeight},  # upper pipe
  345.         {'x': pipeX, 'y': gapY + PIPEGAPSIZE}, # lower pipe
  346.     ]


  347. def showScore(score):
  348.     """displays score in center of screen"""
  349.     scoreDigits = [int(x) for x in list(str(score))]
  350.     totalWidth = 0 # total width of all numbers to be printed

  351.     for digit in scoreDigits:
  352.         totalWidth += IMAGES['numbers'][digit].get_width()

  353.     Xoffset = (SCREENWIDTH - totalWidth) / 2

  354.     for digit in scoreDigits:
  355.         SCREEN.blit(IMAGES['numbers'][digit], (Xoffset, SCREENHEIGHT * 0.1))#显示得分
  356.         Xoffset += IMAGES['numbers'][digit].get_width()


  357. def checkCrash(player, upperPipes, lowerPipes):
  358.     """returns True if player collders with base or pipes."""
  359.     pi = player['index']#飞行姿势
  360.     player['w'] = IMAGES['player'][0].get_width()
  361.     player['h'] = IMAGES['player'][0].get_height()

  362.     # if player crashes into ground 掉在地上
  363.     if player['y'] + player['h'] >= BASEY - 1:
  364.         return [True, True] #返回
  365.     else:

  366.         playerRect = pygame.Rect(player['x'], player['y'],
  367.                       player['w'], player['h'])
  368.         pipeW = IMAGES['pipe'][0].get_width()
  369.         pipeH = IMAGES['pipe'][0].get_height()

  370.         for uPipe, lPipe in zip(upperPipes, lowerPipes):
  371.             # upper and lower pipe rects
  372.             uPipeRect = pygame.Rect(uPipe['x'], uPipe['y'], pipeW, pipeH)
  373.             lPipeRect = pygame.Rect(lPipe['x'], lPipe['y'], pipeW, pipeH)

  374.             # player and upper/lower pipe hitmasks
  375.             pHitMask = HITMASKS['player'][pi]
  376.             uHitmask = HITMASKS['pipe'][0]
  377.             lHitmask = HITMASKS['pipe'][1]

  378.             # if bird collided with upipe or lpipe
  379.             uCollide = pixelCollision(playerRect, uPipeRect, pHitMask, uHitmask)
  380.             lCollide = pixelCollision(playerRect, lPipeRect, pHitMask, lHitmask)

  381.             if uCollide or lCollide:#如果撞击到了上管道或者下管道 返回
  382.                 return [True, False]

  383.     return [False, False]

  384. def pixelCollision(rect1, rect2, hitmask1, hitmask2):
  385.     """Checks if two objects collide and not just their rects"""
  386.     rect = rect1.clip(rect2)#角色和管道之间重合的情况

  387.     if rect.width == 0 or rect.height == 0:#没重合就是没撞击到
  388.         return False

  389.     x1, y1 = rect.x - rect1.x, rect.y - rect1.y
  390.     x2, y2 = rect.x - rect2.x, rect.y - rect2.y

  391.     for x in xrange(rect.width):
  392.         for y in xrange(rect.height):
  393.             if hitmask1[x1+x][y1+y] and hitmask2[x2+x][y2+y]:#撞击到了
  394.                 return True
  395.     return False

  396. def getHitmask(image):
  397.     """returns a hitmask using an image's alpha."""
  398.     #得到撞击mask
  399.     mask = []
  400.     for x in xrange(image.get_width()):
  401.         mask.append([])
  402.         for y in xrange(image.get_height()):
  403.             mask[x].append(bool(image.get_at((x,y))[3]))
  404.     return mask

  405. if __name__ == '__main__':
  406.     main()
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