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用matlab編寫的俄羅斯方塊小游戲.doc

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用matlab編寫的俄羅斯方塊小游戲.doc

用matlab編寫的俄羅斯方塊小游戲 function RussiaBlock( varargin )if nargin = 0 OldHandle = findobj( Type, figure, Tag, RussiaBlock ) ; if ishandle( OldHandle ) delete( OldHandle ) ; end FigureHandle = figure( Name, 俄羅斯方塊MATLAB版, Tag, RussiaBlock, NumberTitle, off,. Menubar, none, DoubleBuffer, on, Resize, off, visible, on,. KeyPressFcn, RussiaBlock( KeyPress_Callback, gcbo ),. HelpFcn, helpdlg(幫不了你- -!,不好意思),. CloseRequestFcn, RussiaBlock( CloseFigure_Callback, gcbo ) ) ; generate_FigureContent( FigureHandle ) ; init_FigureContent( FigureHandle ) ; set( FigureHandle, Visible, on ) ; elseif ischar( varargin1 ) feval( varargin: ) ; end% -function generate_FigureContent( FigureHandle )TabSpace = 30 ;BlockWidth = 20 ;BlockHeight = 20 ;FigureWidth = BlockWidth * (12 + 1) + TabSpace * 7;FigureHeight = 500 ;set( FigureHandle, Position, 0 0 FigureWidth FigureHeight ) ;movegui( FigureHandle, center ) ;% 創(chuàng)建菜單BeginMenu = uimenu( FigureHandle, Label, 開始 ) ;StartMenu = uimenu( BeginMenu, Label, 開始新游戲, Accelerator, N,. Callback, RussiaBlock( StartNewGame_Callback, gcbo );SaveMenu = uimenu( BeginMenu, Label, 保存, Accelerator, S, Enable, off,. Separator, on, Cal, RussiaBlock( SaveGame_Callback, gcbo ) );LoadMenu = uimenu( BeginMenu, Label, 讀取, Accelerator, L, Enable, off,. Cal, RussiaBlock( LoadGame_Callback, gcbo ) );QuitMenu = uimenu( BeginMenu, Label, 退出, Accelerator, Q, Separator, on, Cal, close(gcf);OperationMenu = uimenu( FigureHandle, Label, 功能 );BoardConfigMenu = uimenu( OperationMenu, label, 鍵盤設(shè)置, Enable, off,. Cal, RussiaBlock( BoardConfig_Callback, gcbo ) );FigureConfigMenu = uimenu( OperationMenu, label, 界面設(shè)置, Enable, off,. Cal, RussiaBlock( FigureConfig_Callback, gcbo ) );HighScoreMenu = uimenu( OperationMenu, label, 最高記錄, Separator, on,. Cal, RussiaBlock( HighScore_Callback, gcbo ), Enable, off );GameLevelMenu = uimenu( OperationMenu, Label, 游戲難度,. Cal,RussiaBlock( GameLevel_Callback, gcbo ) );HelpMenu = uimenu( FigureHandle, Label, 幫助 );AboutMenu = uimenu( HelpMenu, Label, 關(guān)于此軟件, Cal, helpdlg(俄羅斯方塊MATLAB版,關(guān)于此軟件);HelpDlgMenu = uimenu( HelpMenu, Label, 游戲幫助, Separator, on, Cal, helpdlg(幫不了你- -!,不好意思) );% 創(chuàng)建工具條,圖標可以用imread從圖片讀取,但圖片不要太大BeginTool = uipushtool( ToolTipString, 開始, CData, rand(16,16,3), Tag, BeginTool,. ClickedCallback, RussiaBlock( StartNewGame_Callback, gcbo ) ) ;PauseTool = uitoggletool( ToolTipString, 暫停, Tag, PauseTool, Tag, PauseTool,. CData, reshape( repmat( 1 1 0, 16, 16), 16,16,3 ),. ClickedCallback, RussiaBlock( PauseGame_Callback, gcbo ) ) ;% 創(chuàng)建游戲窗口MainWindowXPos = TabSpace;MainWindowYPos = TabSpace;MainWindowWidth = BlockWidth * 12 ; MainWindowHeight = BlockHeight * 22 ;MainWindowPosition = MainWindowXPos MainWindowYPos MainWindowWidth MainWindowHeight ;% 定義游戲窗口的右鍵菜單AxesContextMenu = uicontextmenu( Tag, uicontextmenu ) ;uimenu( AxesContextMenu, Label, 設(shè)置窗口顏色, Cal, RussiaBlock( WindowColor_Callback, gcbo ) )uimenu( AxesContextMenu, Label, 設(shè)置背景圖片, Cal, RussiaBlock( WindowPicture_Callback, gcbo ) )uimenu( AxesContextMenu, Label, 設(shè)置方塊顏色, Cal, RussiaBlock( BlockColor_Callback, gcbo ) )uimenu( AxesContextMenu, Label, 恢復(fù)默認, Cal, RussiaBlock( Default_Callback, gcbo ) )MainAxes = axes( Units, pixels, Pos, MainWindowPosition, XTick, , YTick, XTickLabel, ,. YTickLabel, , Box, on, Tag, MainAxes, UicontextMenu, AxesContextMenu,. XLim, 0 MainWindowWidth, YLim, 0 MainWindowHeight ) ;hold on;% 創(chuàng)建一個窗口用于顯示下一個方塊的圖形NextBlockWndXPos = MainWindowXPos + MainWindowWidth + TabSpace ;NextBlockWndHeight = 4 * TabSpace + BlockHeight ;NextBlockWndYPos = MainWindowYPos + MainWindowHeight - NextBlockWndHeight ;NextBlockWndWidth = TabSpace * 4 + BlockWidth ;NextBlockWndPosition = NextBlockWndXPos NextBlockWndYPos NextBlockWndWidth NextBlockWndHeight ;NextBlockAxes = axes( Units, pixels, Pos, NextBlockWndPosition, XTick, , YTick,. XTickLabel, , YTickLabel, , XLim, 0 NextBlockWndWidth,. YLim, 0 NextBlockWndHeight, . Box, on, Tag, NextBlockAxes, Color, 0.85 0.85 0.85 ) ;% 創(chuàng)建一組控件,包括(兩個文本框用于顯示當前方塊數(shù)和成績,兩個按鈕用于暫停和退出)ButtonTag = QuitButton, PauseButton, BlockNumText, ScoreText ;ButtonStyle = pushbutton, togglebutton, text, text ;FontColor = 0 0 0, 1 0 0, 0 0 1, 1 0 1 ;ButtonColor = 0.7 0.8 0.9, 0.3 1 0.3, 0.5 1 1, 0.5 1 1 ;ButtonString = 退出, 暫停, 方塊數(shù), 積分 ;ButtonCallback = close(gcf), RussiaBlock( ButtonPauseGame_Callback, gcbo ), , ;ButtonNumber = length( ButtonTag ) ;ButtonWidth = NextBlockWndWidth ;ButtonHeight = 50 ;ButtonXPos = NextBlockWndXPos ;ButtonYPos = MainWindowYPos + TabSpace ;ButtonPosition = ButtonXPos ButtonYPos ButtonWidth ButtonHeight ;ButtonTabSpace = (NextBlockWndYPos - 2 * TabSpace - ButtonHeight * ButtonNumber) / ButtonNumber ;for num = 1: ButtonNumber TempButtonPosition = ButtonPosition ; TempButtonPosition(2) = ButtonPosition(2) + (num - 1) * (ButtonTabSpace + ButtonHeight); if findstr( ButtonStylenum, button ) TempButtonPosition(1) = TempButtonPosition(1) + 10 ; TempButtonPosition(2) = TempButtonPosition(2) + 5 ; TempButtonPosition(3) = TempButtonPosition(3) - 10 * 2 ; TempButtonPosition(4) = TempButtonPosition(4) - 5 * 2 ; else TempButtonPosition(1) = TempButtonPosition(1) - 10 ; TempButtonPosition(2) = TempButtonPosition(2) - 5 ; TempButtonPosition(3) = TempButtonPosition(3) + 10 * 2; TempButtonPosition(4) = TempButtonPosition(4) + 5 * 2 ; end ButtonHandle = uicontrol( Tag, ButtonTagnum, Style, ButtonStylenum, Pos, TempButtonPosition,. Foregroundcolor, FontColornum, Backgroundcolor, ButtonColornum,. Fontsize, 16, String, ButtonStringnum, Cal, ButtonCallbacknum ) ; if findstr( ButtonStylenum, text ) set( ButtonHandle, Max, 2 ) ; end if findstr( ButtonTagnum, PauseButton ) set( ButtonHandle, Enable, inactive, ButtonDownFcn, ButtonCallbacknum, Cal, ) ; endendMainBlockAxes = axes( Units, pixels, Pos, MainWindowPosition, XTick, , YTick, XTickLabel, ,. YTickLabel, , Box, on, Tag, MainBlockAxes, Hittest, off,. XLim, 0 MainWindowWidth, YLim, 0 MainWindowHeight, Color, none ) ;line( Visible, on, Tag, BlockHandle, Markersize, 18, Parent, MainBlockAxes, HitTest, off,. Marker, s, MarkerEdgeColor, k, XData, nan, YData, nan, LineStyle, none ) ;line( Visible, off, Tag, TempBlock, Markersize, 18, Parent, MainBlockAxes, HitTest, off,. Marker, s, MarkerEdgeColor, k, XData, 130, YData, 30, LineStyle, none ) ;line( Visible, off, Tag, NextBlock, Markersize, 18, Parent, NextBlockAxes, HitTest, off,. Marker, s, MarkerEdgeColor, k, XData, 30, YData, 30, LineStyle, none ) ;setappdata( FigureHandle, XLim, 0 MainWindowWidth )setappdata( FigureHandle, YLim, 0 MainWindowHeight )handles = guihandles( FigureHandle ) ;guidata( FigureHandle, handles ) ;% -function init_FigureContent( FigureHandle )handles = guidata( FigureHandle ) ;ColorInfo = ;try ColorInfo = load(ColorInfo.mat) ; catch endif isempty( ColorInfo ) ColorInfo.BlockColor = GetDefaultBlockColor ; ColorInfo.MainAxesColor = GetDefaultMainAxesColor ; ColorInfo.MainAxesImage.ImageData = ;endset( handles.MainAxes, Color, ColorInfo.MainAxesColor ) ;if isempty( ColorInfo.MainAxesImage.ImageData ) ImageHandle = image( ColorInfo.MainAxesImage.ImageData, Parent, handles.MainAxes ) ; set( ImageHandle, ColorInfo.MainAxesImage.Property ) ; setappdata( FigureHandle, ImageData, ColorInfo.MainAxesImage.ImageData ) ;endset( handles.BlockHandle, MarkerFaceColor, ColorInfo.BlockColor ) ;set( handles.TempBlock, MarkerFaceColor, ColorInfo.BlockColor ) ;set( handles.NextBlock, MarkerFaceColor, ColorInfo.BlockColor ) ;setappdata( FigureHandle, BlockColor, ColorInfo.BlockColor ) ;% -function StartNewGame_Callback( h, StartType )handles = guidata( h ) ;global PauseTimeif nargin = 1 StartType = NewStart ; setappdata( handles.RussiaBlock, BlockNumber, 0 ) ; set( handles.BlockNumText, String, 方塊數(shù),0 ) ; setappdata( handles.RussiaBlock, CurrentScore, 0 ) ; set( handles.ScoreText, String, 積分,0 ) ; set( handles.BlockHandle, XData, nan, YData, nan ) ; set( handles.TempBlock, XData, nan, YData, nan ) ; TextHandle = findobj( Parent, handles.MainBlockAxes, Type, text ) ; delete( TextHandle ) ;elseendset( handles.NextBlock, Visible, on ) ;set( handles.TempBlock, Visible, on ) ;set( handles.PauseTool, State, off ) ;set( handles.PauseButton, Value, 0 ) ;YLim = get( handles.MainAxes, YLim ) ;while( ishandle( h ) ) TotalYData = get( handles.BlockHandle, YData ) ; if any( TotalYData >= YLim(2) ) % Game over text( 20, 200, GameOver, Parent, handles.MainBlockAxes,. FontSize, 30, Color, r, FontAngle, italic ) ; break; end if length( TotalYData ) >= 4 TotalXData = get( handles.BlockHandle, XData ) ; LastBlockYData = TotalYData( end - 3: end ) ; LastBlockYData = unique( LastBlockYData ) ; CompleteLine = ; UsefulIndex = ; for num = 1: length( LastBlockYData ) YData, Index = find( TotalYData = LastBlockYData(num) ) ; if length( YData ) = 12 CompleteLine = CompleteLine, LastBlockYData(num) ; UsefulIndex = UsefulIndex, Index ; end end if isempty( CompleteLine ) TotalXData( UsefulIndex ) = ; TotalYData( UsefulIndex ) = ; LineNumber = length( CompleteLine ) ; ScoreArray = 100 300 600 1000 ; NewScore = ScoreArray(LineNumber) ; CurrentScore = getappdata( handles.RussiaBlock, CurrentScore ) ; TextString = get( handles.ScoreText, String ) ; TextString2 = CurrentScore + NewScore ; set( handles.ScoreText, String, TextString ) ; setappdata( handles.RussiaBlock, CurrentScore, CurrentScore + NewScore ) ; UpdateGameLevel( handles.RussiaBlock, CurrentScore + NewScore ) ; % 處理需要下移的方塊 for num = LineNumber : -1 : 1 YData, Index = find( TotalYData > LastBlockYData(num) ) ; TotalYData(Index) = TotalYData(Index) - 20 ; end end set( handles.BlockHandle, XData, TotalXData, YData, TotalYData ) ; end BlockNumber = getappdata( handles.RussiaBlock, BlockNumber ) ; TextString = get( handles.BlockNumText, String ) ; TextString2 = BlockNumber + 1 ; set( handles.BlockNumText, String, TextString ) ; setappdata( handles.RussiaBlock, BlockNumber, BlockNumber + 1 ) ; GameLevel = getappdata( handles.RussiaBlock, GameLevel ) ; if isempty( GameLevel ) PauseTime = 0.3 ; else PauseTime = ceil( 20 / GameLevel ) / 100 ; end TempBlockPos.LeftStep = 0 ; TempBlockPos.DownStep = 0 ; setappdata( handles.RussiaBlock, TempBlockPos, TempBlockPos ) ; Status = 1; BlockXArray,BlockYArray = Com_GetBlock( h ) ; set( handles.TempBlock, XData, BlockXArray, YData, BlockYArray ) ; while( Status & ishandle( h ) ) if(PauseTime) = 0 pause( PauseTime ) end Status = test_MoveBlock( h, Down ) ; endend% -function KeyPress_Callback( h )handles = guidata( h ) ;PauseState = get( handles.PauseTool, State ) ;if strcmp( PauseState, on ) returnendBoardConfig = getappdata( handles.RussiaBlock, BoardConfig ) ;if isempty( BoardConfig ) Left = leftarrow ; Right = rightarrow ; Down = downarrow ; Change = uparrow ; Drop = space ;else Left = BoardConfig.Left ; Right = BoardConfig.Right ; Down = BoardConfig.Down ; Change = BoardConfig.Change ; Drop = BoardConfig.Drop ;endCurrentKey = get( handles.RussiaBlock, CurrentKey ) ;switch CurrentKey case Left test_MoveBlock( h, Left ) ; case Right test_MoveBlock( h, Right ) ; case Down test_MoveBlock( h, Down ) ; case Change test_MoveBlock( h, Change ) ; case Drop test_MoveBlock( h, Drop ) ; otherwise return ;end% -function WindowColor_Callback( h )handles = guidata( h ) ;CurrentColor = get( handles.MainAxes, Color ) ;NewColor = uisetcolor( CurrentColor, 請選擇窗口顏色 ) ;if length( NewColor ) = 0 return;else set( handles.MainAxes, Color, NewColor ) ;end% -function WindowPicture_Callback( h )handles = guidata( h ) ;PictureFile, Path = uigetfile( *.jpg; *.bmp,請選擇圖片 );if isnumeric( PictureFile ) return ;else % if length( PictureFile ) > 31 % errordlg( 文件名過長,讀取失敗 ) ; % end try Picture = imread( Path, PictureFile ) ; for num = 1: size( Picture, 3 ) ValidPicture(:, :, num) = flipud( Picture(:,:,num) ) ; end AxesXLim = get( handles.MainAxes, XLim ) ; AxesYLim = get( handles.MainAxes, YLim ) ; BlockHandle = findobj( handles.MainAxes, Style, line ) ; cla( BlockHandle ) ; ImageXLimit = size(Picture, 2) ; ImageYLimit = size(Picture, 1) ; if diff( AxesXLim ) < size(Picture, 2) | diff( AxesYLim ) < size(Picture, 1) % 超出坐標軸范圍,壓縮顯示 XScale = diff( AxesXLim ) / size(Picture, 2) ; YScale = diff( AxesYLim ) / size(Picture, 1) ; % 取較小比例壓縮 Scale = min( XScale, YScale ) ; ImageXLimit = size(Picture, 2) * Scale ; ImageYLimit = size(Picture, 1) * Scale ; end ImageXData(1) = AxesXLim(1) + (diff( AxesXLim ) - ImageXLimit) / 2 + 1; ImageXData(2) = ImageXData(1) + ImageXLimit - 1; ImageYData(1) = AxesYLim(1) + (diff( AxesYLim ) - ImageYLimit) / 2 + 1; ImageYData(2) = ImageYData(1) + ImageYLimit - 1; image( ValidPicture, Parent, handles.MainAxes, Hittest, off, . XData,ImageXData,YData,ImageYData, Tag, MainImage ); setappdata( handles.RussiaBlock, ImageData, ValidPicture ) ; catch ErrorString = sprintf( 讀取圖片失敗,錯誤信息為:n,lasterr ) ; errordlg( ErrorString ) ; endend% -function BlockColor_Callback( h )handles = guidata( h ) ;CurrentColor = getappdata( handles.RussiaBlock, BlockColor ) ;if isempty( CurrentColor ) CurrentColor = GetDefaultBlockColor ; setappdata( handles.RussiaBlock, BlockColor, CurrentColor ) ;endNewColor = uisetcolor( CurrentColor, 請選擇方塊顏色 ) ;if length( NewColor ) = 0 return;else setappdata( handles.RussiaBlock, BlockColor, NewColor ) ; set( handles.BlockHandle, MarkerFaceColor, NewColor ) ; set( handles.TempBlock, MarkerFaceColor, NewColor ) ; set( handles.NextBlock, MarkerFaceColor, NewColor ) ;end% -function Default_Callback( h )handles = guidata( h ) ;BlockColor = GetDefaultBlockColor ;AxesColor = GetDefaultMainAxesColor ;set( handles.MainAxes, Color, AxesColor ) ;set( handles.BlockHandle, MarkerFaceColor, BlockColor ) ;set( handles.TempBlock, MarkerFaceColor, BlockColor ) ;set( handles.NextBlock, MarkerFaceColor, BlockColor ) ;% -function PauseGame_Callback( h )handles = guidata( h ) ;ToolStart = get( handles.PauseTool, State ) ;if strcmp( ToolStart, on ) set( handles.PauseButton, Value, 1 ) ; waitfor( handles.PauseTool, State, off ) ;else set( handles.PauseButton, Value, 0 ) ;end% -function ButtonPauseGame_Callback( h )handles = guidata( h ) ;ToggleButtonValue = get( h, Value ) ;if ToggleButtonValue = 0 set( h, Value, 1 ) ; set( h, String, 繼續(xù) ) ; set( handles.PauseTool, State, on ) ; waitfor( handles.PauseTool, State, off ) ;else set( h, Value, 0 ) ; set( h, String, 暫停 ) ; set( handles.PauseTool, State, off ) ; set( handles.RussiaBlock, CurrentObject, handles.MainAxes ) ;end% -function CloseFigure_Callback( h )handles = guidata( h ) ;BlockColor = getappdata( handles.RussiaBlock, BlockColor ) ;MainAxesColor = get( handles.MainAxes, Color ) ;MainAxesImageHandle = findobj( handles.MainAxes, Type, image ) ;if isempty( MainAxesImageHandle ) MainAxesImage.Property.Tag = get( MainAxesImageHandle, Tag ); MainAxesImage.Property.Hittest = get( MainAxesImageHandle, Hittest ); MainAxesImage.Property.XData = get( MainAxesImageHandle, XData ); MainAxesImage.Property.YData = get( MainAxesImageHandle, YData ); MainAxesImage.ImageData = getappdata( handles.RussiaBlock, ImageData ) ;else MainAxesImage.ImageData = ;endsave ColorInfo.mat BlockColor MainAxesColor MainAxesImagedelete( handles.RussiaBlock ) ;% -function Color = GetDefaultBlockColorColor = 0 0 1 ;% -function Color = GetDefaultMainAxesColorColor = 1 1 1 ;% -function BlockXArray, BlockYArray = Com_GetBlock( varargin )global BlockIndex ;BlockXArray = ;BlockYArray = ;handles = guidata( varargin1 ) ;if nargin = 1 BlockArray = getappdata( handles.RussiaBlock, BlockArray ) ; BlockIndex = ceil( rand(1) * 24 ) ;else % nargin = 2 BlockIndex = varargin2 ;end switch(BlockIndex) case 1,2,3,4 % 方塊 BlockXArray = 0;0;1;1 * 20 - 10 ; BlockYArray = 0;1;1;0 * 20 - 10 ; case 5,6 % 豎長條 BlockXArray = 0;0;0;0 * 20 - 10 ; BlockYArray = -1;0;1;2 * 20 - 10 ; case 7,8 % 橫長條 BlockXArray = -1;0;1;2 * 20 - 10 ; BlockYArray = 1;1;1;1 * 20 - 10 ; case 9 % 4類T T1 BlockXArray = -1;0;1;0 * 20 - 10 ; BlockYArray = 1;1;1;0 * 20 - 10 ; case 10 % T2 BlockXArray = 0;0;1;0 * 20 - 10 ; BlockYArray = 2;1;1;0 * 20 - 10 ; case 11 % T3 BlockXArray = 0;0;1;-1 * 20 - 10 ; BlockYArray = 2;1;1;1 * 20 - 10 ; case 12 % T4 BlockXArray = 0;0;0;-1 * 20 - 10 ; BlockYArray = 2;1;0;1 * 20 - 10 ; case 13 % 8類L L1 BlockXArray = 0;0;0;1 * 20 - 10 ; BlockYArray = 1;0;-1;-1 * 20 - 10 ; case 14 % L2 BlockXArray = -1;0;1;1 * 20 - 10 ; BlockYArray = 0;0;0;1 * 20 - 10 ; case 15 % L3 BlockXArray = -1;0;0;0 * 20 - 10 ; BlockYArray = 1;1;0;-1 * 20 - 10 ; case 16 % L4 BlockXArray = -1;-1;0;1 * 20 - 10 ; BlockYArray = -1;0;0;0 * 20 - 10 ; case 17 % L5 BlockXArray = -1;0;0;0 * 20 - 10 ; BlockYArray = -1;-1;0;1 * 20 - 10 ; case 18 % L6 Bloc

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