小游戏盒子
小游戏盒子

小游戏盒子

各种有趣小游戏的大集合
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小游戏盒子
小游戏盒子
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一个游戏,数十种小游戏集合,好好享受小游戏带来的乐趣吧!
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3岁以上;无需网络;付费下载
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111MB
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5
更新日期
2021-09-13
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广州游指网络科技有限公司
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欢乐扎水果|欧币小游戏今日欢乐上线,快来闯关赢大礼呀

今日上线轻松闯三关福/利/驾/到奖品赢回家奔/走/相/告上线啦上线啦上线啦经过程序猿小哥哥夜以继日/加班加点风雨兼程/不辞辛苦的付出欧币小游戏—欢乐扎水果今日上线啦激动的心 颤抖的手快把礼品都带走最低仅需30欧币/次轻松闯三关欢乐礼包赢回家▲快乐扎水果:操作示意视频今日礼品神秘礼品持续更新中……敬请关注温馨提示:本游戏专供欧币商城用户福利和娱乐使用,一经发现违规舞弊行为,将取消游戏资格!祝大家玩的愉快Good luck今日TODAY'STOPICS话题# 姐妹们想要什么礼品?#快快在文末留言吧说不定福利欧会帮你实现小愿望哦留言被精选将获赠66欧币哦您的专属客服已上线美容护肤、健康养生、产品售后为您提供一站式解决方案

10个经典好用的破冰小游戏,速收!

01:毕加索目的:考沟通能力时间:10~20分钟材料:笔和纸内容:1、组长先预备数张画了圆形的纸。最好有多张。2、每两人配对比赛。3、开始前,每一组合背对背而坐。4、在指定时间内,一人负责讲圆形,另一人则负责画圆。画圆的人,只可听不可问,也不可让讲的人看到。5、时间到,就看谁画得快而准。6、 也可对换角色。备注:1、 这游戏可看到各人不同的沟通问题。2、 组长可在游戏后,讲解沟通的艺术和重要。02:波涛汹涌目的:让气球停留在空中,激发欢乐时间:5~10分钟材料:气球多个内容:(组长说:“如果你心中有气,顶在胸口会好辛苦,我们为别人赶走这气好吗?”)1、每人一个不同颜色的气球。2、每人抛高自己的气球,并尽力让气球停留在空中,同时尝试打下别人的气球。3、气球跌在地上的人即被淘汰。4、气球保持在空中最久的人便算赢。5、组长总结:“好啦!大家都出了气!”03:谁是密友?目的:了解谁是好朋友内容:1、大家围圈站,一人站在中间。2、组长问:“当你想找人倾诉时,在这个小组中,你会找谁?”此时,所有人便要闭上眼睛。3、站在中间的人,就要走到他心中的密友前。当他说“OK”时,大家便可睁开眼睛。4、站在中间的人要分享他为何选这人?被选的也请分享他的感受,没有被选者如有不满,可提出抗议。(备注:组长需有心理准备,随时有机会要处理冲突。)变化:请站在中间的人闭眼,请大家按自己与他的适当距离而站。请他看看这距离适合吗?是否如他所指望的?(可能有些他以为很友好的,却站得很远。)04:喜怒哀乐目的:增加欢乐气氛,也可带出非语言沟通的限制时间:20~30分钟材料:字条内容:1、先选出5~6人进行“传表情”,其他人在旁作观众。2、“传表情”的组员一行直排向前望,可坐也可站立,但不可以回头望。3、主持人把表情字条如“怒火中烧”,“风情万种”等让最后的组员抽出一张。准备好后,并以任何方法传达字条的内容,不可发出声音。4、“表情”一直传到最前面一位,主持人把答案表让他选择,看看能否猜中所传表情的真正意思。5、进行一、二次后,在旁观者中选出另一组人,继续游戏。注意:1、在这游戏中,每人都应有机会做旁观者及传表情者,因传表情的过程往往令旁观者捧腹大笑。2、最好选一位活泼调皮的组员作为第一位传表情的人。05:对对碰目的:合作、沟通时间:10~15分钟材料:音乐内容:1、众人围坐一个大圈,留一张空椅。2、音乐开始,坐在空椅左右边的两个人,要立刻起身去拉一个人来坐在那空椅上。3、被带走的人留下空位,两旁的人就要起身拉人。4、音乐停止,还在走着的人便算输。(变化:被请走的人可以要两人回答些问题才跟他们走。)06:一元几角目的:训练思想敏捷、随机应变时间:5~10分钟内容:1、男组员价值是5角,女组员是1元。2、主持人说出一个数目,男女组员依数目自由组合。例如:3元,就是3女、2女2男或6男了。3、每次尽快说不同的数目,组员要迅速成组。4、入不到组的,就为输。变化:男女的价钱可随意调转的。例如:男是1元,女是5角。07:同舟共济目的:锻炼耐力时间:10~15分钟材料:每队一张报纸、预备数张报纸做后备之用、领队用的哨子。内容:1、组员以平均人数分队,每队约三至四人。每队分派一张报纸,将报纸铺在地上。2、领队信号开始,所有队员一齐站到报纸上,不可弄破报纸,就另要一张补充,继续游戏。3、全体队员能够长时间两脚都站在报纸上是胜利者。08:画肖像目的:留意别人的指示时间:10~15分钟材料:纸、笔(粗)内容:1、把小组分为三至四组,各组派一个为代表。2、代表人蒙眼。3、右手拿笔,站在画纸前。4、每组由组长挑选一人做“模特儿”,但不让代表知道是谁。5、依组员的描述画“模特儿”的肖像。完成后,由组长决定名次。09:彼此搭配目的:互相配搭材料:蒙眼的毛巾内容:1、四人一组,分别是“脑”、“眼”、“手”和“口”。2、规则:“脑”只能发号司令,“眼”只能做动作,“手”只能作动作,“口”只能说话或饮食。除了当眼睛的一位,其他的人都要蒙眼。3、带领者讲出一个动作,例如:吹气球、吃香蕉、涂口红等,各组员便要各按职份合作完成。10:我笑你哭目的:打破隔膜,轻松玩乐时间:5~10分钟内容:1、全组围成一个圆圈。2、带领者转向右边的组员,做一个搞笑的面部表情,这组员依样做给下一位组员看。但如果该组员转回左边扮演一悲痛的表情,左边的组员就要改变方向,向左传表情如此类推,直至有组员输了为止。可重复玩多次。(本文完)

用Python写了一个空洞机甲小游戏

先来看看效果图:由于项目代码过多,这里只给出部分代码。图片素材和源码的下载链接在文章结尾,大家自行下载即可。import pygame,sysimport timeimport randompygame.initpygame.mixer.initFRAM_PER_SECONDS=7clock =pygame.time.ClockWIDTH=1290HEIGHT=715load_img_x=1290/2-376/2load_img_y=715/2-224/2load_animate=Falsecheck=1 #关卡--标志pause=False#加载动画及音效font = pygame.font.SysFont(None,50,True)# 字体 True 打开抗锯齿load_music=pygame.mixer.Sound("music/11046.wav")start_music=pygame.mixer.Sound("music/战斗背景音效.wav")back_music=pygame.mixer.Sound("music/BGM_1 (1)_02.wav")green_jn=pygame.mixer.Sound("music/敌人技能.wav")green_attack_music=pygame.mixer.Sound("music/怪叫.wav")player_hit_music=pygame.mixer.Sound("music/机甲受伤.wav")walk_music=pygame.mixer.Sound("music/机器走路.wav")jump_music=pygame.mixer.Sound("music/弹跳.wav")diren_die_music=pygame.mixer.Sound("music/坦克爆炸.wav")jn_music=pygame.mixer.Sound("music/激光声游戏喷射_1_3.wav")attack_music=pygame.mixer.Sound("music/敌人普攻_01_1.wav")check_music=pygame.mixer.Sound("music/升级或者获得奖励.wav")feiti_music=pygame.mixer.Sound("music/机器故障.wav")game_over_music=pygame.mixer.Sound("music/我一定会回来的.wav")life_add_music=pygame.mixer.Sound("music/加血.wav")player_hit_music.set_volume(0.5)check_music.set_volume(0.2)green_attack_music.set_volume(0.1)back_music.set_volume(0)jn_music.set_volume(1)start_music.set_volume(0.5)load_music.set_volume(1)#出始地图map_img=pygame.image.load("map_img/left.jpg")start_back=pygame.image.load("load_img/start_back2.png")set_font = pygame.font.SysFont("KaiTi", 47)# load_music.playscreen=pygame.display.set_mode((WIDTH,HEIGHT),pygame.FULLSCREEN)# screen=pygame.display.set_mode((WIDTH,HEIGHT))# screen.fill((16,16,16))screen.blit(start_back,(0,0))pygame.display.set_caption("空 洞 机 甲 - - - - - ( 河软空洞传奇工作室 版权所有 Copyright @ 2020 ) 感 谢 支 持")pygame.display.set_icon(start_back)load_image= #开始动画列表load_count=1 #开始动画加载start_flag=False#是否开始start_music.play(-1)#游戏开始音效for pic_num in range(1,30):if pic_num<10:load_image+=(pygame.image.load("./load_img/jz00"+str(pic_num)+".png"),)elif pic_num>9:load_image+=(pygame.image.load("./load_img/jz0"+str(pic_num)+".png"),)class walk_sound:def __init__(self,src):self.sound=pygame.mixer.Sound(src)self.sound.set_volume(1)def music_play(self):self.sound.playdef music_stop(self):self.sound.stop#关卡动画class check_fun(object):check_list = for pic_num in range(1, 13):check_list+=(pygame.image.load("./right_check/箭头" + str(pic_num) + ".png"),)def __init__(self):self.check_count=1def draw(self,screen):if self.check_count>=12:self.check_count=1if self.check_count:screen.blit(self.check_list[self.check_count],(1100,290))self.check_count+=1#机甲玩家角色class Player(object):flc_list= #机甲o技能列表lizi_list = #粒子特效1 列表lizi2_list = #粒子特效2 列表lizi3_list = #粒子特效3 列表walk_right = #机甲 向左走列表walk_left = #机甲 向左走列表jn_list = #机甲i技能列表jump_list = #机甲跳跃技能列表hit_list = #机甲受伤列表attack_list_one= #近攻 第一段 列表attack_list_two = #近攻 第二段列表attack_list_three = #近攻 第三段列表life_list= #机甲受伤 列表die_list= #机甲 血量 列表all_tuple=stand_list = HP_tuple=cd_tuple=level_tuple=for pic_num in range(1,13):level_tuple+=(pygame.image.load("./Update/"+str(pic_num)+".png"),)for pic_num in range(1,17):all_tuple+=(pygame.image.load("./jn/BIG/1 ("+str(pic_num)+").png"),)for pic_num in range(1,12):cd_tuple+=(pygame.image.load("./cd/cd"+str(pic_num)+".png"),)HP_tuple+=(pygame.image.load("./HP/"+str(pic_num)+".png"),)for pic_num in range(1,65):die_list+=(pygame.image.load("./die/die ("+str(pic_num)+").png"),)for pic_num in range(1,33):flc_list+=(pygame.image.load("./jn/flc ("+str(pic_num)+").png"),)for pic_num in range(1,49):lizi_list+=(pygame.image.load("./fire/"+str(pic_num)+".png"),)for pic_num in range(1,34):lizi2_list+=(pygame.image.load("./huohua/"+str(pic_num)+".png"),)for pic_num in range(1,81):lizi3_list+=(pygame.image.load("./huohua2/"+str(pic_num)+".png"),)for pic_num in range(1,5):life_list+=(pygame.image.load("./hit/ss (1).png"),)life_list+=(pygame.image.load("./hit/ss (2).png"),)walk_right+=(pygame.image.load("./walk/walk ("+str(pic_num)+").png"),)for pic_num in range(12,0,-1):walk_left+=(pygame.image.load("./walk/walk ("+str(pic_num)+").png"),)for pic_num in range(1, 25):stand_list+=(pygame.image.load("./stand/stand (" + str(pic_num) + ").png"),)for pic_num in range(1,41):jn_list+=(pygame.image.load("./jn/jn ("+str(pic_num)+").png"),)for pic_num in range(1,39):jump_list+=(pygame.image.load("./jump/jump ("+str(pic_num)+").png"),)for pic_num in range(1,48):hit_list+=(pygame.image.load("./hit/jd ("+str(pic_num)+").png"),)for pic_num in range(1,14):attack_list_one+=(pygame.image.load("./attack/1attack ("+str(pic_num)+").png"),)for pic_num in range(1,7):attack_list_two+=(pygame.image.load("./attack/2attack ("+str(pic_num)+").png"),)attack_list_three+=(pygame.image.load("./attack/3attack ("+str(pic_num)+").png"),)def __init__(self,x,y,width,height):self.x=xself.y=yself.width=widthself.height=heightself.speed=1self.left=Falseself.right=Trueself.stand=Trueself.jump=Falseself.i=Falseself.hit=Falseself.attack=0self.stand_count=1#站立的图片索引self.walk_count=1#步行的图片索引self.jump_count=1#跳跃的图片索引self.jn_count=1#技能i的图片索引self.hit_count=1#受伤的图片索引self.attack_Bool=Falseself.attack_one_count = 1#一段普攻的图片索引self.attack_two_count = 1 # 二段普攻的图片索引self.attack_three_count = 1 # 三段普攻的图片索引self.life=100self.t=10self.hit_box = (self.x, self.y, self.width, self.height) # 碰撞框的位置 大小变量self.kill_enemy=0self.life_remove_bool=Falseself.life_count=0self.lizi_count=1self.lizi2_count = 1self.flc_count=0self.lizi3_count=1self.HP_count=0self.cd_count=0self.all_count=0self.cd=Falseself.levelAdd=Falseself.level=1self.flc=Falseself.die=Falseself.all=Falseself.die_count=0self.level_count=0self.HP_img=pygame.image.load("./HP/电池.png")self.skill_img = pygame.image.load("./HP/skill_num.png")self.player_img = pygame.image.load("./HP/head.png")self.win_bool=Falseself.lifeAdd=Falseself.all_lenth=50def draw(self,screen):if self.all_count>=16:self.all_count=0self.all=Falseself.all_lenth=50if player.all_count>14:U_Testing(enemylist)U_Testing(enemylist2)U_Testing(enemylist3)U_Testing(enemylist4)if self.cd_count>=11:self.cd_count=0self.cd=Falseif self.HP_count == 2:life_add_music.playif self.HP_count>=16:life_add_music.stopself.HP_count=0self.lifeAdd = Falseif self.level_count==2:life_add_music.playif self.level_count>=12:life_add_music.stopself.level_count=0self.levelAdd = Falseif self.lizi_count>=48:self.lizi_count=1if self.lizi2_count>=33:self.lizi2_count=1if self.lizi3_count>=80:self.lizi3_count=1if self.lizi2_count:screen.blit(self.lizi2_list[self.lizi2_count], (-100, 500))screen.blit(self.lizi2_list[self.lizi2_count], (200, 500))screen.blit(self.lizi2_list[self.lizi2_count], (500, 500))screen.blit(self.lizi2_list[self.lizi2_count], (800, 500))screen.blit(self.lizi2_list[self.lizi2_count], (1100, 500))self.lizi2_count += 1# if self.lizi3_count:# screen.blit(self.lizi3_list[self.lizi3_count], (-100, -120))# screen.blit(self.lizi3_list[self.lizi3_count], (200, -200))# screen.blit(self.lizi3_list[self.lizi3_count], (500, -120))# screen.blit(self.lizi3_list[self.lizi3_count], (800, -200))# screen.blit(self.lizi3_list[self.lizi3_count], (1100, -120))# self.lizi3_count += 1if self.lizi_count:screen.blit(self.lizi_list[self.lizi_count], (-100, 600))screen.blit(self.lizi_list[self.lizi_count], (200, 550))screen.blit(self.lizi_list[self.lizi_count], (500, 600))screen.blit(self.lizi_list[self.lizi_count], (800, 550))screen.blit(self.lizi_list[self.lizi_count], (1100, 600))self.lizi_count+=1if self.die_count >=64:self.die_count=0self.life=100self.kill_enemy=0self.die = Falseself.stand = Truereturnif self.stand_count>=24:self.stand_count=1if self.flc_count>=32:self.flc_count=0self.flc=Falseif self.life_count>=8:self.life_count=0self.life_remove_bool=Falseif self.attack_one_count>=13:self.attack_one_count=1self.stand=Trueself.attack_Bool = Falseif self.attack_two_count>=6:self.attack_two_count=1self.stand = Trueself.attack_Bool = Falseif self.attack_three_count>=11:self.attack_three_count=1self.stand = Trueself.attack_Bool = Falseif self.walk_count>=12:self.walk_count=1if self.jump_count>=38:self.jump_count=1if self.jn_count>=40:self.jn_count=1if self.hit_count>=47:self.hit_count=1if self.life_remove_bool and not self.die:screen.blit(self.life_list[self.life_count],(self.x,self.y))if self.life_count==0:player_hit_music.playelif self.life_count==5:player_hit_music.stopself.stand=Falseself.i = Falseself.j = Falseself.left=Falseself.right=Falseself.jump = Falseself.flc = Falseself.life_count+=1elif self.stand and not self.jump and not self.i and not self.flc and not self.hit and not self.attack_Bool and not self.life_remove_bool and not self.die:screen.blit(self.stand_list[self.stand_count],(self.x,self.y))self.stand_count+=1elif self.right and not self.stand and not self.jump and not self.i and not self.flc and not self.hit and not self.attack_Bool and not self.life_remove_bool and not self.die: # 如果没有站立中 并且left=True,screen.blit(self.walk_right[self.walk_count], (self.x,self.y)) # 绘制马里奥self.walk_count += 1if self.walk_count==2:walk_music.playelif self.walk_count==1:walk_music.stopelif self.left and not self.stand and not self.jump and not self.i and not self.flc and not self.hit and not self.attack_Bool and not self.life_remove_bool and not self.die: # 如果没有站立中 并且left=True,screen.blit(self.walk_left[self.walk_count], (self.x,self.y)) # 绘制马里奥self.walk_count += 1walk_music.playwalk_music.stopelif self.flc and not self.die:if self.flc_count==1:feiti_music.playif self.flc_count==20:feiti_music.stopscreen.blit(self.flc_list[self.flc_count], (self.x, self.y-120))self.flc_count += 1elif self.i and not self.die:screen.blit(self.jn_list[self.jn_count],(self.x,self.y-75))self.jn_count+=1if self.jn_count == 2:jn_music.playelif self.jn_count == 1:jn_music.stopelif self.jump and not self.attack_Bool and not self.die:screen.blit(self.jump_list[self.jump_count],(self.x,self.y-75))self.jump_count+=1if self.jump_count == 2:jump_music.playelif self.jump_count == 1:jump_music.stopelif self.attack==1 and self.attack_Bool and not self.die:screen.blit(self.attack_list_one[self.attack_one_count],(self.x,self.y))self.attack_one_count += 1if self.attack_one_count==2:attack_music.playelif self.attack_one_count==1:attack_music.stopelif self.attack==2 and self.attack_Bool and not self.die:screen.blit(self.attack_list_two[self.attack_two_count],(self.x,self.y))self.attack_two_count += 1if self.attack_two_count == 2:attack_music.playelif self.attack_two_count == 1:attack_music.stopelif self.attack==3 and self.attack_Bool and not self.die:screen.blit(self.attack_list_three[self.attack_three_count],(self.x,self.y))self.attack_three_count += 1if self.attack_three_count == 2:attack_music.playelif self.attack_three_count == 1:attack_music.stopelif self.hit and not self.die:screen.blit(self.hit_list[self.hit_count],(self.x,self.y))self.hit_count+=1elif self.die:self.life = 0self.skill = Falseself.attack = Falsescreen.blit(self.die_list[self.die_count],(self.x-100,self.y-20))self.die_count+=1self.hit_box = (self.x, self.y, self.width, self.height)if self.levelAdd:LEVAdd = font.render("LEVEL UP ", True, (255, 0, 0))screen.blit(LEVAdd, (player.x - 50, player.y - 50))screen.blit(self.level_tuple[self.level_count],(self.x-40,self.y-90))self.level_count+=1if self.lifeAdd:screen.blit(self.HP_tuple[self.HP_count],(self.x,self.y-40))self.HP_count+=1if self.all:self.all_lenth+=50screen.blit(self.all_tuple[self.all_count],(self.x+self.all_lenth,self.y+(self.height/2)-210))self.all_count+=1#是否胜利if self.kill_enemy>=7:self.win_bool=Trueelse:self.win_bool=False#敌人死亡删除def die_enemy_green:enemylist.popdef die_enemy_grey:enemylist2.popdef die_enemy_pink:enemylist3.popdef die_enemy_Boss:enemylist4.pop#BIG BOSSclass Boss(object):walk_tuple = #走路元组skill_tuple = #远攻元组attack_tuple = #近攻元组life_remove_tuple = #受伤元组die_tuple = #死亡元组arm_tuple = #胳膊元组for pic_num in range(1,13):walk_tuple += (pygame.image.load("./yellow/walk1/1 ("+str(pic_num)+").png"),)for pic_num in range(1,34):skill_tuple += (pygame.image.load("./yellow/skill/skill ("+str(pic_num)+").png"),)for pic_num in range(1,30):attack_tuple += (pygame.image.load("./yellow/attack/attack ("+str(pic_num)+").png"),)for pic_num in range(1,40):life_remove_tuple += (pygame.image.load("./yellow/hit/hit ("+str(pic_num)+").png"),)die_tuple += (pygame.image.load("./yellow/die/die ("+str(pic_num)+").png"),)for pic_num in range(1,7):arm_tuple += (pygame.image.load("./yellow/arm/arm ("+str(pic_num)+").png"),)def __init__(self,x,y,start,end):self.x = xself.y = yself.width = 149self.height = 122self.area = [start,end]self.Yarea = [390-self.height,640-self.height]self.walk_count = 0 #走路图片索引self.skill_count = 0 #远攻图片索引self.attack_count = 0 #近攻图片索引self.life_count = 0 #倒地图片索引self.die_count = 0 #逃跑图片索引self.arm_count = 0 #胳膊图片索引self.life = 0 #boss生命值self.speed = 1.5 #x轴移动速度self.speed_Y = 1.9 #y轴移动速度self.hit_box = (self.x,self.y,self.width,self.height) #碰撞检测self.die = Falseself.walk = Trueself.skill=Falseself.attack=Falseself.life_remove_bool=Falseself.Enemy_Y = 0 #保留受伤 Y轴 位置self.enemy_img = pygame.image.load("./HP/enemy_yellow.png") #生命值图标self.game_start_Bool = True #加载血条长度def draw(self,screen):global HP_img_bossglobal HP_bool_bossif self.game_start_Bool:self.life+=0.5if self.life>15:self.life=15self.game_start_Bool=Falseself.moveif self.life <= 0:self.life_remove_bool = Falseself.die = Trueself.walk = Falseif self.arm_count>=6:self.arm_count=0if self.life_count>=39:# self.y=self.Enemy_Yself.life_count=0self.life_remove_bool=Falseself.walk=True# 敌方走路if self.walk_count>=12:self.walk_count=0#敌方远程攻击if self.skill_count==20 and not self.life_remove_bool and not self.die:if collision_check_tanke(player, enemylist4[0]):player.life -= 8player.life_remove_bool = Trueif player.life<=0:player.die=True# 敌方近程攻击if self.attack_count == 17 and not self.life_remove_bool and not self.die:if collision_check_tanke_yellow(player, enemylist4[0]):player.life -= 8if player.life<=0:player.die=True#敌方 远程 技能if self.skill_count >= 33:self.skill_count = 0self.skill=Falseself.walk=True# 敌方 近程 技能if self.attack_count >= 29:self.attack_count = 0self.attack = Falseself.walk = True#坦克死亡if self.die_count >= 60:HP_img_boss = Prop_Hp(random.randint(int(self.x), int(self.x + self.width)), random.randint(int(self.y), int(self.y + self.height)))HP_bool_boss=Trueplayer.kill_enemy+=1self.die_count=0self.skill_count=0self.die=Falseself.walk=Trueself.speed_Y*=2.5self.speed*=2.5self.life=0self.game_start_Bool = Trueself.y=500game_over_music.stopdie_enemy_Bossreturn#死亡音效if self.die_count==20:game_over_music.playif self.life_remove_bool:self.walk=Falseself.skill = Falseself.attack = Falsescreen.blit(self.life_remove_tuple[self.life_count], (self.x, self.y))self.life_count += 1# self.y = player.y + player.height - enemylist4[0].height - 10elif self.skill and not self.life_remove_bool:if self.skill_count==15:green_jn.playif self.skill_count==1:green_jn.stopscreen.blit(self.skill_tuple[self.skill_count], (self.x-150, self.y-50))self.skill_count+=1elif self.attack and ...

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