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我在网上没有找到类似的问题。我希望 pygame 能够检测到玩家何时与另一个 Sprite 碰撞,例如箱子或其中一个怪物,但它会检测到玩家正在与它们碰撞,即使它们没有接触,还要注意这不是 100%时间,只是在某些领域他们发生了碰撞。
我的目标是让游戏检测到玩家何时触摸怪物,然后移除玩家的一把剑并杀死怪物,或者如果玩家没有剑则玩家死亡。还希望箱子在接触玩家时向 inventory[]
添加剑和 key ,但仅限一次。我做到了,但是当你靠近它时,它会打开箱子,而不是当你触摸它时,与怪物一样。
这里是the folder with all the images I am using .
这是我的代码:
# TODO NOTES
# 1. create a title screen
# 2. put all walls into game
# 3. make it so you win when you beat all monsters
import pygame, sys, time
import random
import os
from pygame.locals import *
pygame.init()
pygame.font.init()
display_width = 800
display_height = 600
gameDisplay = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('Welcome to G\'s game')
clock = pygame.time.Clock()
#def text_objects(text, font):
# textSurface = font.render(text, True, (0, 0, 0))
# return textSurface, textSurface.get_rect()
#def message_display(text):
# largeText = pygame.font.Font('freesansbold.ttf', 25)
# TextSurf, TextRect = text_objects(text, largeText)
# TextRect.center = ((display_width-600),(display_height-200))
#gameDisplay.blit(TextSurf, TextRect)
#myfont = pygame.font.SysFont('ariel', 50)
#textsurface = myfont.render('Welcome to \n G\'s game', False, (0, 0, 0))
# TODO NOTES
# 1. create a title screen
# 2. put all walls into game
# 3. make it so you win when you beat all monsters
import pygame, sys, time
import random
import os
from pygame.locals import *
pygame.init()
pygame.font.init()
display_width = 800
display_height = 600
gameDisplay = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('Welcome to G\'s game')
clock = pygame.time.Clock()
#def text_objects(text, font):
# textSurface = font.render(text, True, (0, 0, 0))
# return textSurface, textSurface.get_rect()
#def message_display(text):
# largeText = pygame.font.Font('freesansbold.ttf', 25)
# TextSurf, TextRect = text_objects(text, largeText)
# TextRect.center = ((display_width-600),(display_height-200))
#gameDisplay.blit(TextSurf, TextRect)
#myfont = pygame.font.SysFont('ariel', 50)
#textsurface = myfont.render('Welcome to \n G\'s game', False, (0, 0, 0))
#Initial Values
len_sprt_x = 21
len_sprt_y = 32 #sprite size
sprt_rect_x = 5
sprt_rect_y = 160 #where to find first sprite on sheet
SPRT_RECT_X=0
SPRT_RECT_Y=0
#This is where the sprite is found on the sheet
LEN_SPRT_X=100
LEN_SPRT_Y=100
#This is the length of the sprite
screen = pygame.display.set_mode((20, 30)) #Create the screen
sheet = pygame.image.load('/Users/***/Downloads/3KvKpwY.png') #Load the sheet
sheet_chests = pygame.image.load("/Users/GrantSmith/***/154057568119963649.png")
monsters = pygame.image.load("/Users/GrantSmith/***/Typhon_Monster-Sire_Sprite.png")
draw_monsters = pygame.transform.scale(monsters, (55, 45))
sheet.set_clip(pygame.Rect(sprt_rect_x, sprt_rect_y, len_sprt_x, len_sprt_y)) #Locate the sprite you want
sheet_chests.set_clip(pygame.Rect(32, 8, 34, 33))
draw_me2 = sheet_chests.subsurface(sheet_chests.get_clip())
draw_me = sheet.subsurface(sheet.get_clip()) #Extract the sprite you want
direction = "none"
def text_objects(text, font): #dont need this anymore
textSurface = font.render(text, True, (0, 0, 0))
return textSurface, textSurface.get_rect()
def game_intro(): #dont need this anymore
intro = True
while intro:
gameDisplay.fill(WHITE)
largeText = pygame.font.SysFont('ariel', 50)
TextSurf, TextRect = text_objects("Welcome to Grant\'s game", largeText)
TextRect.center = ((display_width / 2), (display_height / 2))
gameDisplay.blit(TextSurf, TextRect)
pygame.display.update()
time.sleep(5)
intro = False
class EasyChest(pygame.sprite.Sprite):
def __init__(self, x, y):
""" Constructor for the wall that the player can run into. """
# Call the parent's constructor
super().__init__()
self.image = pygame.image.load("/Users/***/Downloads/154057568119963649.png")
self.rect = self.image.get_rect()
self.rect.x = x # 425
self.rect.y = y # 327
self.rect.topleft = self.rect.x, self.rect.y
class Monster(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("/Users/***/Downloads/Typhon_Monster-Sire_Sprite.png")
self.rect = self.image.get_rect()
self.rect.x = x #175
self.rect.y = y #520
self.rect.topleft = self.rect.x, self.rect.y
class Monster2(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("/Users/***/Downloads/Typhon_Monster-Sire_Sprite.png")
self.rect = self.image.get_rect()
self.rect.x = x #330
self.rect.y = y #400
self.rect.topleft = self.rect.x, self.rect.y
class Monster3(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("/Users/***/Downloads/Typhon_Monster-Sire_Sprite.png")
self.rect = self.image.get_rect()
self.rect.x = x #285
self.rect.y = y #190
self.rect.topleft = self.rect.x, self.rect.y
inventory = []
inventory.append("sword")
class Player(pygame.sprite.Sprite):
"""Spawn a player."""
def __init__(self):
self.image = draw_me # Assign the player image.
# Assign the topleft coords of the rect.
self.rect = self.image.get_rect(topleft=(450, 685))
# The direction should be an instance attribute not a global variable.
self.direction = None
self.rect.topleft = self.rect.x, self.rect.y
def keys(self, event):
"""Control player movement."""
if event.type == pygame.KEYDOWN:
if event.key in (pygame.K_LEFT, pygame.K_a):
self.direction = "left"
self.rect.x += -steps
elif event.key in (pygame.K_RIGHT, pygame.K_d):
self.direction = "right"
self.rect.x += steps
elif event.key in (pygame.K_UP, pygame.K_w):
self.direction = "up"
self.rect.y += -steps
elif event.key in (pygame.K_DOWN, pygame.K_s):
self.direction = "down"
self.rect.y += steps
elif event.key == pygame.K_i:
print(inventory)
print(self.direction)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == ord('a'):
print('left stop')
if event.key == pygame.K_RIGHT or event.key == ord('d'):
print('right stop')
if event.key == pygame.K_UP or event.key == ord('w'):
print('up stop')
if event.key == pygame.K_DOWN or event.key == ord('s'):
print('down stop')
class Wall(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, color1):
""" Constructor for the wall that the player can run into. """
# Call the parent's constructor
super().__init__()
# Make a blue wall, of the size specified in the parameters
self.image = pygame.Surface([width, height])
self.image.fill(color1)
# Make the top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
mapwidth = 20
mapheight= 30
tilesize = 25
#define colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
TROPICBLUE = (152,245,255)
GREY = (142,142,142)
WOOD = (156,102,31)
PATH = (139,115,85)
GINGER = (255,127,0)
FACE = (238,213,183)
FACESHADE = (205,183,158)
RED1 = (165,42,42)
HAIR = 0
SKIN = 1
NOSE = 2
GRASS = 3
WATER = 4
DEEPWATER = 5
MOUTH = 6
DIRT = 7
PATH = 8
colours = {
HAIR: GINGER,
SKIN:FACE,
NOSE: FACESHADE,
GRASS: GREEN,
WATER: TROPICBLUE,
DEEPWATER: BLUE,
MOUTH: RED1,
DIRT: WOOD,
PATH: PATH
}
tilemap = [
[DEEPWATER, WATER, DIRT, DIRT, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, WATER, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, DIRT],
[DEEPWATER, WATER, WATER, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, WATER, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, DEEPWATER, WATER, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, DEEPWATER, WATER, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, DEEPWATER, WATER, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, DEEPWATER, WATER, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, DEEPWATER, WATER, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, DIRT, DIRT, DIRT, DIRT, DIRT],
[DEEPWATER, DEEPWATER, WATER, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH],
[DEEPWATER, DEEPWATER, WATER, WATER, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, PATH, PATH, PATH, PATH, PATH, PATH, PATH, PATH],
[DEEPWATER, DEEPWATER, WATER, WATER, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT, DIRT],
]
#walls = []
#for i in range(0, 35):
# boxes.append(Boxes())
# LETS MAKE SOME WALLS!
# "IM GOING TO BUILD A WALL!" -Pdaddy trump
#21 walls to go
wall_list = pygame.sprite.Group()
wall1 = Wall(96, 0, 5, 100, BLUE)
wall_list.add(wall1)
wall2 = Wall(96, 100, 29, 5, BLUE)
wall_list.add(wall2)
wall3 = Wall(120, 100, 5, 350, BLUE)
wall_list.add(wall3)
wall4 = Wall(120, 450, 55, 5, BLUE)
wall_list.add(wall4)
wall4 = Wall(175, 450, 5, 50, BLUE)
wall_list.add(wall4)
wall5 = Wall(150, 495, 29, 5, BLUE)
wall_list.add(wall5)
wall6 = Wall(145, 495, 5, 85, BLUE)
wall_list.add(wall6)
wall7 = Wall(145, 575, 55, 5, BLUE)
wall_list.add(wall7)
wall8 = Wall(195, 575, 5, 75, BLUE)
wall_list.add(wall8)
wall9 = Wall(195, 650, 105, 5, BLUE)
wall_list.add(wall9)
wall10 = Wall(295, 650, 5, 75, BLUE)
wall_list.add(wall10)
wall11 = Wall(295, 725, 205, 5, BLUE)
wall_list.add(wall11)
wall12 = Wall(495, 675, 5, 50, BLACK)
wall_list.add(wall12)
wall13 = Wall(374, 675, 165, 5, BLUE)
wall_list.add(wall13)
wall14 = Wall(374, 450, 5, 228, BLUE)
wall_list.add(wall14)
wall13 = Wall(374, 450, 103, 5, BLUE)
wall_list.add(wall13)
steps = 5
done = False
monster_list = pygame.sprite.Group()
chest_list = pygame.sprite.Group()
c1 = EasyChest(425, 327)
c1Open = False
chest_list.add(c1)
m1 = Monster(175, 520)
monster_list.add(m1)
m2 = Monster2(330, 400)
monster_list.add(m2)
m3 = Monster3(285, 190)
monster_list.add(m3)
p1 = Player()
offset_x = p1.rect[0] - p1.rect[0]
offset_y = p1.rect[1] - p1.rect[1]
m1Alive = True
m2Alive = True
m3Alive = True
clock = pygame.time.Clock() # A clock to limit the frame rate.
main = True
main1 = True
while main:
for event in pygame.event.get():
if event.type == pygame.QUIT:
main = False
# Pass the previous event to the player in the event loop
# (once per event not per frame).
p1.keys(event)
if pygame.sprite.spritecollide(p1, wall_list, False):
print("sprites have collided!")
# Move the player back one step if a collision occurred.
if p1.direction == "left":
p1.rect.x += steps
elif p1.direction == "right":
p1.rect.x -= steps
elif p1.direction == "up":
p1.rect.y += steps
elif p1.direction == "down":
p1.rect.y -= steps
if pygame.sprite.spritecollide(p1, chest_list, False):
if c1Open == False:
x = 1
while x < 10:
print("You opened a chest")
x=x+1
inventory.append("sword")
inventory.append("key")
c1Open = True
if pygame.sprite.collide_rect(p1, m1):
print("You are now fighting a monster!")
if inventory.count("sword") > 0:
monster_list.remove(m1)
m1Alive = False
inventory.remove("sword")
else:
print("you died")
main = False
if pygame.sprite.collide_rect(p1, m2):
print("You are now fighting a monster!")
if inventory.count("sword") > 0:
monster_list.remove(m2)
m2Alive = False
inventory.remove("sword")
else:
print("you died")
main = False
if pygame.sprite.collide_rect(p1, m3):
print("You are now fighting a monster!")
if inventory.count("sword") > 0:
monster_list.remove(m3)
m3Alive = False
inventory.remove("sword")
else:
print("you died")
main = False
screen = pygame.display.set_mode((mapwidth * tilesize, mapheight * tilesize))
for row in range(mapheight):
for column in range(mapwidth):
backdrop1 = pygame.draw.rect(screen, colours[tilemap[row][column]],
(column * tilesize, row * tilesize, tilesize, tilesize))
backdrop = backdrop1
screen.blit(draw_me2, c1.rect)
if m1Alive == True:
screen.blit(draw_monsters, m1.rect)
if m2Alive == True:
screen.blit(draw_monsters, m2.rect)
if m3Alive == True:
screen.blit(draw_monsters, m3.rect)
wall_list.draw(screen)
# Blit the player image at the player rect.
screen.blit(p1.image, p1.rect)
# Test if the player rect moves correctly.
pygame.draw.rect(screen, (0, 0, 0), p1.rect, 1)
pygame.display.update() # Call `display.update` only once per frame.
clock.tick(60) # Limit the frame rate to 60 FPS.
最佳答案
玩了一下(双关语!):您没有设置胸部的 Sprite 宽度和高度,因此它保持图像的大小 - 99x99 像素。对 collide
的调用有效,但它会针对更大的整个图像进行检查。
如果将其显式设置为 32x32,collide
将开始按预期工作:
self.rect = self.image.get_rect()
self.rect.x = x # 425
self.rect.y = y # 327
self.rect.topleft = self.rect.x, self.rect.y
print (self.rect.width,self.rect.height)
self.rect.width = 32
self.rect.height = 32
--这里的print
显示它的大小仍然是99x99
,即图像本身的大小。 (我没有测试,但你的玩家 Sprite 可能有同样的问题,因为你以相同的方式构建它。)
要使其在您在附近时打开,请更改其 rect.x
、rect.y
、rect.width
和 rect.height
到一个更大的矩形。
Also want the chest to add a sword and key to inventory[] when touching the player but only once.
嗯,你的意思一定是相反的。您的代码打印“您打开了一个箱子”九次,但您只添加一把剑和一把 key 一次。根据您的描述,我假设您想要这个:
print("You opened a chest")
for x in range(9):
inventory.append("sword")
inventory.append("key")
或单行
inventory += ['sword','key']*9
关于python - Pygame.spritecollide() 检测 Sprite 之间的碰撞,即使它们没有接触,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/53091203/
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我在 PostGIS 和 PostgreSQL 中有一个包含 LINESTRING 列的表。我正在构建一个查询,该查询是将此表与其自身连接的结果,并且我知道每个连接的几何列(称它们为 geom),即第
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Prettier 通常在 HTML 上做得非常好,但会缩进 pre>code blocks。 我总是希望预>代码块不缩进。 似乎我应该能够在 .prettierignore 中配置它,但找不到可行的方
我已成功将 pdf 文件从 URL 加载到 Web View 。我想在触摸 webview 后获取坐标,将其数据发送到服务器,以在服务器端的该位置添加一些文本。问题是当 webview 缩放或滚动到第
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