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情感营销的十大案例_前端刚毕业开多少工资_千锋教育出来好找工作吗_百度有刷排名软件

时间:2025/7/12 5:37:51来源:https://blog.csdn.net/weixin_45169583/article/details/143047146 浏览次数:0次
情感营销的十大案例_前端刚毕业开多少工资_千锋教育出来好找工作吗_百度有刷排名软件

项目

模块划分

        推箱子游戏

                地图初始化        热键控制        推箱子控制        游戏结束

地图初始化

        坐标系(650,650)

地图表示:

        使用二维数组

        游戏道具展示(墙 箱子 箱子目的地 小人 地板)

        判断游戏结果

        控制小人前进

道具表示:

        墙:0 , 地板:1 箱子目的地:2 小人:3 箱子:4  箱子命中目标 5

初始化整张题图 和  道具

#include <iostream>
#include <graphics.h>
#include <windows.h>
using namespace std;#define SCREEN_WIDTH 960 // 屏幕宽度
#define SCREEN_HEIGHT 768 // 屏幕高度
#define RATIO 61 // 图片缩放比例
#define LINE 9 // 行
#define COL 12 // 列
#define START_X 100 // 起始坐标X
#define START_Y 150 // 起始坐标Y
IMAGE images[6]; // 图片数组
int map[LINE][COL] = { // 地图数组{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},{0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},{0, 1, 4, 1, 0, 2, 1, 0, 2, 1, 0, 0},{0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0},{0, 1, 0, 2, 0, 1, 1, 4, 1, 1, 1, 0},{0, 1, 1, 1, 0, 3, 1, 1, 1, 4, 1, 0},{0, 1, 2, 1, 1, 4, 1, 1, 1, 1, 1, 0},{0, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 0},{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
};
void init_graphs() { // 初始化图形IMAGE bg_img;initgraph(SCREEN_WIDTH, SCREEN_HEIGHT);loadimage(&bg_img, _T("E:\\c++file\\推箱子游戏资源\\blackground.bmp"), SCREEN_WIDTH, SCREEN_HEIGHT, true);putimage(0, 0, &bg_img);
}
void init_images() { // 初始化图片loadimage(&images[0], _T("E:\\c++file\\推箱子游戏资源\\wall.bmp"), RATIO, RATIO, true);loadimage(&images[1], _T("E:\\c++file\\推箱子游戏资源\\floor.bmp"), RATIO, RATIO, true);loadimage(&images[2], _T("E:\\c++file\\推箱子游戏资源\\des.bmp"), RATIO, RATIO, true);loadimage(&images[3], _T("E:\\c++file\\推箱子游戏资源\\man.bmp"), RATIO, RATIO, true);loadimage(&images[4], _T("E:\\c++file\\推箱子游戏资源\\box.bmp"), RATIO, RATIO, true);loadimage(&images[5], _T("E:\\c++file\\推箱子游戏资源\\box.bmp"), RATIO, RATIO, true);// 地图绘制for (int i = 0; i < LINE; i++)for (int j = 0; j < COL; j++)putimage(START_X + j * RATIO, START_Y + i * RATIO, &images[map[i][j]]);// 这里需要解释下 为什么 START_X + j * RATIO, START_Y + i * RATIO// 这两个值是根据地图数组的大小计算出来的,因为地图数组的大小是12行9列,每个格子的大小是61*61,所以// 起始坐标X是100,起始坐标Y是150,然后加上i行j列的坐标乘以61,就得到了每个格子的坐标。
}
int main() {init_graphs();init_images();system("pause");return 0;
}

热键控制

#include <iostream>
#include <graphics.h>
#include <windows.h>
#include <conio.h>
using namespace std;#define SCREEN_WIDTH 960 // 屏幕宽度
#define SCREEN_HEIGHT 768 // 屏幕高度
#define RATIO 61 // 图片缩放比例
#define LINE 9 // 行
#define COL 12 // 列
#define START_X 100 // 起始坐标X
#define START_Y 150 // 起始坐标Y
#define KEY_UP 'w'
#define KEY_DOWN 's'
#define KEY_LEFT 'a'
#define KEY_RIGHT 'd'
#define KEY_QUIT 'q'IMAGE images[6]; // 图片数组
int map[LINE][COL] = { // 地图数组{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},{0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},{0, 1, 4, 1, 0, 2, 1, 0, 2, 1, 0, 0},{0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0},{0, 1, 0, 2, 0, 1, 1, 4, 1, 1, 1, 0},{0, 1, 1, 1, 0, 3, 1, 1, 1, 4, 1, 0},{0, 1, 2, 1, 1, 4, 1, 1, 1, 1, 1, 0},{0, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 0},{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
};void init_graphs() { // 初始化图形IMAGE bg_img;initgraph(SCREEN_WIDTH, SCREEN_HEIGHT);loadimage(&bg_img, _T("E:\\c++file\\推箱子游戏资源\\blackground.bmp"), SCREEN_WIDTH, SCREEN_HEIGHT, true);putimage(0, 0, &bg_img);
}
void init_images() { // 初始化图片loadimage(&images[0], _T("E:\\c++file\\推箱子游戏资源\\wall_right.bmp"), RATIO, RATIO, true);loadimage(&images[1], _T("E:\\c++file\\推箱子游戏资源\\floor.bmp"), RATIO, RATIO, true);loadimage(&images[2], _T("E:\\c++file\\推箱子游戏资源\\des.bmp"), RATIO, RATIO, true);loadimage(&images[3], _T("E:\\c++file\\推箱子游戏资源\\man.bmp"), RATIO, RATIO, true);loadimage(&images[4], _T("E:\\c++file\\推箱子游戏资源\\box.bmp"), RATIO, RATIO, true);loadimage(&images[5], _T("E:\\c++file\\推箱子游戏资源\\box.bmp"), RATIO, RATIO, true);// 地图绘制for (int i = 0; i < LINE; i++)for (int j = 0; j < COL; j++)putimage(START_X + j * RATIO, START_Y + i * RATIO, &images[map[i][j]]);//竖着进行排列
}
int main() {//init_graphs();//init_images();bool quit = false;do {if (_kbhit()) {char key = _getch();if (key == KEY_UP) {// 向上移动cout << "向上移动" << endl;}else if (key == KEY_DOWN) {// 向下移动cout << "向下移动" << endl;}else if (key == KEY_LEFT) {// 向左移动cout << "向左移动" << endl;}else if (key == KEY_RIGHT) {// 向右移动cout << "向右移动" << endl;}else if (key == KEY_QUIT) {// 退出游戏quit = true;cout << "退出游戏" << endl;}}} while (quit == false);system("pause");return 0;
}

推箱子控制

初级版本(可以上下左右动):

#include <iostream>
#include <graphics.h>
#include <windows.h>
#include <conio.h>
using namespace std;#define SCREEN_WIDTH 960 // 屏幕宽度
#define SCREEN_HEIGHT 768 // 屏幕高度
#define RATIO 61 // 图片缩放比例
#define LINE 9 // 行
#define COL 12 // 列
#define START_X 100 // 起始坐标X
#define START_Y 150 // 起始坐标Y
#define KEY_UP 'w'
#define KEY_DOWN 's'
#define KEY_LEFT 'a'
#define KEY_RIGHT 'd'
#define KEY_QUIT 'q'IMAGE images[6]; // 图片数组
int map[LINE][COL] = { // 地图数组{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},{0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},{0, 1, 4, 1, 0, 2, 1, 0, 2, 1, 0, 0},{0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0},{0, 1, 0, 2, 0, 1, 1, 4, 1, 1, 1, 0},{0, 1, 1, 1, 0, 3, 1, 1, 1, 4, 1, 0},{0, 1, 2, 1, 1, 4, 1, 1, 1, 1, 1, 0},{0, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 0},{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
};enum _DIRECTION {UP,DOWN,LEFT,RIGHT
};enum _PROPS {WALLS,FLOORS,BOX_DES,MAN,BOX,HIT,ALL
};struct _POS {int x;int y;
};struct _POS man; // 玩家位置void init_graphs() { // 初始化图形IMAGE bg_img;initgraph(SCREEN_WIDTH, SCREEN_HEIGHT);loadimage(&bg_img, _T("E:\\c++file\\推箱子游戏资源\\blackground.bmp"), SCREEN_WIDTH, SCREEN_HEIGHT, true);putimage(0, 0, &bg_img);
}
void init_images() { // 初始化图片loadimage(&images[WALLS], _T("E:\\c++file\\推箱子游戏资源\\wall_right.bmp"), RATIO, RATIO, true);loadimage(&images[FLOORS], _T("E:\\c++file\\推箱子游戏资源\\floor.bmp"), RATIO, RATIO, true);loadimage(&images[BOX_DES], _T("E:\\c++file\\推箱子游戏资源\\des.bmp"), RATIO, RATIO, true);loadimage(&images[MAN], _T("E:\\c++file\\推箱子游戏资源\\man.bmp"), RATIO, RATIO, true);loadimage(&images[BOX], _T("E:\\c++file\\推箱子游戏资源\\box.bmp"), RATIO, RATIO, true);loadimage(&images[HIT], _T("E:\\c++file\\推箱子游戏资源\\box.bmp"), RATIO, RATIO, true);// 地图绘制for (int i = 0; i < LINE; i++)for (int j = 0; j < COL; j++) {if (map[i][j] == MAN) {man.x = i;man.y = j;}putimage(START_X + j * RATIO, START_Y + i * RATIO, &images[map[i][j]]);}//竖着进行排列
}void changeMap(int line, int columns, enum _PROPS props) {map[line][columns] = props;putimage(START_X + columns * RATIO, START_Y + line * RATIO, &images[props]);
}void gameControl(enum _DIRECTION direction) {struct _POS nowPos = man;struct _POS nextPos = man;switch (direction) {case UP:nowPos.x = nowPos.x - 1;nextPos.x = nextPos.x - 2;break;case DOWN:nowPos.x = nowPos.x + 1;nextPos.x = nextPos.x + 2;break;case LEFT:nowPos.y = nowPos.y - 1;nextPos.y = nextPos.y - 2;break;case RIGHT:nowPos.y = nowPos.y + 1;nextPos.y = nextPos.y + 2;break;}if (direction == UP) {if ((man.x - 1) > 0 && map[man.x - 1][man.y] == FLOORS) {changeMap(man.x - 1, man.y, MAN);changeMap(man.x, man.y, FLOORS);man.x--;}}else if (direction == DOWN) {if ((man.x + 1) < LINE && map[man.x + 1][man.y] == FLOORS) {changeMap(man.x + 1, man.y, MAN);changeMap(man.x, man.y, FLOORS);man.x++;}}else if (direction == LEFT) {if ((man.y - 1) > 0 && map[man.x][man.y - 1] == FLOORS) {changeMap(man.x, man.y - 1, MAN);changeMap(man.x, man.y, FLOORS);man.y--;}}else {if ((man.y + 1) < COL && map[man.x][man.y + 1] == FLOORS) {changeMap(man.x, man.y + 1, MAN);changeMap(man.x, man.y, FLOORS);man.y++;}}
}
int main() {init_graphs();init_images();bool quit = false;do {if (_kbhit()) {char key = _getch();if (key == KEY_UP) {gameControl(UP);}else if (key == KEY_DOWN) {gameControl(DOWN);}else if (key == KEY_LEFT) {gameControl(LEFT);}else if (key == KEY_RIGHT) {gameControl(RIGHT);}else if (key == KEY_QUIT) {quit = true;cout << "退出游戏" << endl;}}} while (quit == false);system("pause");return 0;
}

最终版

#include <iostream>
#include <graphics.h>
#include <windows.h>
#include <conio.h>
using namespace std;#define SCREEN_WIDTH 960 // 屏幕宽度
#define SCREEN_HEIGHT 768 // 屏幕高度
#define RATIO 61 // 图片缩放比例
#define LINE 9 // 行
#define COL 12 // 列
#define START_X 100 // 起始坐标X
#define START_Y 150 // 起始坐标Y
#define KEY_UP 'w'
#define KEY_DOWN 's'
#define KEY_LEFT 'a'
#define KEY_RIGHT 'd'
#define KEY_QUIT 'q'IMAGE images[6]; // 图片数组
int map[LINE][COL] = { // 地图数组{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},{0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},{0, 1, 4, 1, 0, 2, 1, 0, 2, 1, 0, 0},{0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0},{0, 1, 0, 2, 0, 1, 1, 4, 1, 1, 1, 0},{0, 1, 1, 1, 0, 3, 1, 1, 1, 4, 1, 0},{0, 1, 2, 1, 1, 4, 1, 1, 1, 1, 1, 0},{0, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 0},{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
};enum _DIRECTION {UP,DOWN,LEFT,RIGHT
};enum _PROPS {WALLS,FLOORS,BOX_DES,MAN,BOX,HIT,ALL
};struct _POS {int x;int y;
};struct _POS man; // 玩家位置void init_graphs() { // 初始化图形IMAGE bg_img;initgraph(SCREEN_WIDTH, SCREEN_HEIGHT);loadimage(&bg_img, _T("E:\\c++file\\推箱子游戏资源\\blackground.bmp"), SCREEN_WIDTH, SCREEN_HEIGHT, true);putimage(0, 0, &bg_img);
}
void init_images() { // 初始化图片loadimage(&images[WALLS], _T("E:\\c++file\\推箱子游戏资源\\wall_right.bmp"), RATIO, RATIO, true);loadimage(&images[FLOORS], _T("E:\\c++file\\推箱子游戏资源\\floor.bmp"), RATIO, RATIO, true);loadimage(&images[BOX_DES], _T("E:\\c++file\\推箱子游戏资源\\des.bmp"), RATIO, RATIO, true);loadimage(&images[MAN], _T("E:\\c++file\\推箱子游戏资源\\man.bmp"), RATIO, RATIO, true);loadimage(&images[BOX], _T("E:\\c++file\\推箱子游戏资源\\box.bmp"), RATIO, RATIO, true);loadimage(&images[HIT], _T("E:\\c++file\\推箱子游戏资源\\box.bmp"), RATIO, RATIO, true);// 地图绘制for (int i = 0; i < LINE; i++)for (int j = 0; j < COL; j++) {if (map[i][j] == MAN) {man.x = i;man.y = j;}putimage(START_X + j * RATIO, START_Y + i * RATIO, &images[map[i][j]]);}//竖着进行排列
}void changeMap(int line, int columns, enum _PROPS props) {map[line][columns] = props;putimage(START_X + columns * RATIO, START_Y + line * RATIO, &images[props]);
}void changeMap(struct _POS pos , enum _PROPS props){map[pos.x][pos.y] = props;putimage(START_X + pos.y * RATIO, START_Y + pos.x * RATIO, &images[props]);
}bool isValid(struct _POS pos) {if (pos.x >= 0 && pos.x < LINE && pos.y >= 0 && pos.y < COL)return true;return false;
}bool isOver() {for (int i = 0; i < LINE; i++)for (int j = 0; j < COL; j++)if (map[i][j] == BOX_DES) return false;return true;
}void gameControl(enum _DIRECTION direction) {struct _POS nextPos = man;struct _POS nextnextPos = man;switch (direction) {case UP:nextPos.x--;nextnextPos.x-=2;break;case DOWN:nextPos.x++;nextnextPos.x+=2;break;case LEFT:nextPos.y-=1;nextnextPos.y-=2;break;case RIGHT:nextPos.y+=1;nextnextPos.y+=2;break;}if (isValid(nextPos) && map[nextPos.x][nextPos.y] == FLOORS) {changeMap(nextPos, MAN);changeMap(man, FLOORS);man = nextPos;}else if (isValid(nextnextPos) && map[nextPos.x][nextPos.y] == BOX) {if (map[nextnextPos.x][nextnextPos.y] == FLOORS) {changeMap(nextnextPos, BOX);changeMap(nextPos, MAN);changeMap(man, FLOORS);man = nextPos;}else if (map[nextnextPos.x][nextnextPos.y] == BOX_DES) {changeMap(nextnextPos, HIT);changeMap(nextPos, MAN);changeMap(man, FLOORS);man = nextPos;}}
}void gameOverScene() {IMAGE bg_img;initgraph(SCREEN_WIDTH, SCREEN_HEIGHT);loadimage(&bg_img, _T("E:\\c++file\\推箱子游戏资源\\blackground.bmp"), SCREEN_WIDTH, SCREEN_HEIGHT, true);putimage(0, 0, &bg_img);settextstyle(20, 0, _T("Arial"));RECT rect = { 0,0,SCREEN_WIDTH,SCREEN_HEIGHT };drawtext(_T("游戏结束"), &rect, DT_CENTER | DT_VCENTER);
}int main() {init_graphs();init_images();bool quit = false;do {if (isOver()) {quit = true;gameOverScene();}if (_kbhit()) {char key = _getch();if (key == KEY_UP) {gameControl(UP);}else if (key == KEY_DOWN) {gameControl(DOWN);}else if (key == KEY_LEFT) {gameControl(LEFT);}else if (key == KEY_RIGHT) {gameControl(RIGHT);}else if (key == KEY_QUIT) {quit = true;cout << "退出游戏" << endl;}}} while (quit == false);system("pause");return 0;
}

加了增加地图的功能

#include <iostream>
#include <graphics.h>
#include <windows.h>
#include <conio.h>
#include <fstream>
using namespace std;#define SCREEN_WIDTH 960 // 屏幕宽度
#define SCREEN_HEIGHT 768 // 屏幕高度
#define RATIO 61 // 图片缩放比例
#define LINE 9 // 行
#define COL 12 // 列
#define START_X 100 // 起始坐标X
#define START_Y 150 // 起始坐标Y
#define KEY_UP 'w'
#define KEY_DOWN 's'
#define KEY_LEFT 'a'
#define KEY_RIGHT 'd'
#define KEY_QUIT 'q'IMAGE images[6]; // 图片数组
int map[LINE][COL]; // 地图数组
string mapPath[] = {"E:\\c++file\\推箱子游戏资源\\推箱子地图1.txt" , "E:\\c++file\\推箱子游戏资源\\推箱子地图2.txt"  , "E:\\c++file\\推箱子游戏资源\\推箱子地图3.txt" };
int pathIndex = 0; // 地图索引
int pathLen = 3; // 地图总数
enum _DIRECTION {UP,DOWN,LEFT,RIGHT
};enum _PROPS {WALLS,FLOORS,BOX_DES,MAN,BOX,HIT,ALL
};struct _POS {int x;int y;
};struct _POS man; // 玩家位置void init_graphs() { // 初始化图形IMAGE bg_img;initgraph(SCREEN_WIDTH, SCREEN_HEIGHT);loadimage(&bg_img, _T("E:\\c++file\\推箱子游戏资源\\blackground.bmp"), SCREEN_WIDTH, SCREEN_HEIGHT, true);putimage(0, 0, &bg_img);
}
void init_images() { // 初始化图片loadimage(&images[WALLS], _T("E:\\c++file\\推箱子游戏资源\\wall_right.bmp"), RATIO, RATIO, true);loadimage(&images[FLOORS], _T("E:\\c++file\\推箱子游戏资源\\floor.bmp"), RATIO, RATIO, true);loadimage(&images[BOX_DES], _T("E:\\c++file\\推箱子游戏资源\\des.bmp"), RATIO, RATIO, true);loadimage(&images[MAN], _T("E:\\c++file\\推箱子游戏资源\\girl.jpg"), RATIO, RATIO, true);loadimage(&images[BOX], _T("E:\\c++file\\推箱子游戏资源\\box.bmp"), RATIO, RATIO, true);loadimage(&images[HIT], _T("E:\\c++file\\推箱子游戏资源\\box.bmp"), RATIO, RATIO, true);// 地图绘制for (int i = 0; i < LINE; i++)for (int j = 0; j < COL; j++) {if (map[i][j] == MAN) {man.x = i;man.y = j;}putimage(START_X + j * RATIO, START_Y + i * RATIO, &images[map[i][j]]);}//竖着进行排列
}void changeMap(int line, int columns, enum _PROPS props) {map[line][columns] = props;putimage(START_X + columns * RATIO, START_Y + line * RATIO, &images[props]);
}void changeMap(struct _POS pos , enum _PROPS props){map[pos.x][pos.y] = props;putimage(START_X + pos.y * RATIO, START_Y + pos.x * RATIO, &images[props]);
}bool isValid(struct _POS pos) {if (pos.x >= 0 && pos.x < LINE && pos.y >= 0 && pos.y < COL)return true;return false;
}bool isOver() {for (int i = 0; i < LINE; i++)for (int j = 0; j < COL; j++)if (map[i][j] == BOX_DES) return false;return true;
}void gameControl(enum _DIRECTION direction) {struct _POS nextPos = man;struct _POS nextnextPos = man;switch (direction) {case UP:nextPos.x--;nextnextPos.x-=2;break;case DOWN:nextPos.x++;nextnextPos.x+=2;break;case LEFT:nextPos.y-=1;nextnextPos.y-=2;break;case RIGHT:nextPos.y+=1;nextnextPos.y+=2;break;}if (isValid(nextPos) && map[nextPos.x][nextPos.y] == FLOORS) {changeMap(nextPos, MAN);changeMap(man, FLOORS);man = nextPos;}else if (isValid(nextnextPos) && map[nextPos.x][nextPos.y] == BOX) {if (map[nextnextPos.x][nextnextPos.y] == FLOORS) {changeMap(nextnextPos, BOX);changeMap(nextPos, MAN);changeMap(man, FLOORS);man = nextPos;}else if (map[nextnextPos.x][nextnextPos.y] == BOX_DES) {changeMap(nextnextPos, HIT);changeMap(nextPos, MAN);changeMap(man, FLOORS);man = nextPos;}}
}void gameOverScene() {IMAGE bg_img;initgraph(SCREEN_WIDTH, SCREEN_HEIGHT);loadimage(&bg_img, _T("E:\\c++file\\推箱子游戏资源\\blackground.bmp"), SCREEN_WIDTH, SCREEN_HEIGHT, true);putimage(0, 0, &bg_img);settextstyle(20, 0, _T("Arial"));RECT rect = { 0,0,SCREEN_WIDTH,SCREEN_HEIGHT };drawtext(_T("游戏结束"), &rect, DT_CENTER | DT_VCENTER);
}void loadMap() {ifstream inFile(mapPath[pathIndex]);if (!inFile.is_open()) {cout << "地图文件打开失败" << endl;exit(0);}for (int i = 0; i < LINE; i++) {for (int j = 0; j < COL; j++) {inFile >> map[i][j];}}inFile.close();pathIndex++;init_graphs();init_images();
}int main() {loadMap();bool quit = false;do {if (isOver()) {if (pathIndex == pathLen) {quit = true;gameOverScene();}else {loadMap();}}if (_kbhit()) {char key = _getch();if (key == KEY_UP) {gameControl(UP);}else if (key == KEY_DOWN) {gameControl(DOWN);}else if (key == KEY_LEFT) {gameControl(LEFT);}else if (key == KEY_RIGHT) {gameControl(RIGHT);}else if (key == KEY_QUIT) {quit = true;cout << "退出游戏" << endl;}}} while (quit == false);system("pause");return 0;
}

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