首页 手机游戏 手机软件 新闻 攻略 手游礼包 手游开测 手游合集 手游专区 排行榜

大富豪单机游戏(大富翁单机小游戏)

时间:2022-04-10 02:21:10

小编:一只程序媛呀

阅读:

在手机上看
手机扫描阅读
前言

说到童年爱玩的电脑游戏,你会想到什么?

大富豪单机游戏(大富翁单机小游戏)

搞错了,以前没得王者、吃鸡的——那时候最国民的莫过于金山打字通,接着是扫雷、红心大战,

而红极一时的单机游戏当属《大富翁》。

扫雷是刚给大家讲过的AI自动扫雷,今天的话就给大家将讲讲《大富翁》游戏吧~

(这可是我搞了好久好久了的,看完给个吧~万分感谢!恭喜发财恭喜发财~)

大富豪单机游戏(大富翁单机小游戏)

一、《大富翁》思路

本文是基于python的一个2D大富翁游戏 1.游戏地图为自己使用各种网络素材制作: 各种按钮和选项,小图标等也是使用PS制作。 2.声音效果主要为背景音乐和几种游戏中的音效。 3.游戏设定了两个类:玩家和建筑,玩家的参数和方法都在代码中给出,具体有:移动方法、位置判断方法、 购买房屋方法、添加小房子方法、事件判断方法。 4.玩家在大富翁的主要操作是投掷骰子,由随机函数进行判定然后进行移动,进行位置判断,然后开始进行相 关的判定。 5.游戏中的按键有:是、否、和结束回合,每个按键由没按下与按下两种状态的图片组成, 这个设计花费了 一定时间。还有 开始游戏 和 扔骰子 的两个明暗按钮,由pygame优化后的一个函数实现。 6.玩家的位置与电脑重叠时会将双方的位置进行一定偏移,防止被覆盖,分不清自己的位置。 7.游戏基础功能有移动,购买房子,在已经购买的房子下搭建新的小房子增加过路费,被收费,判断胜负的基 项功能,此外还加入了幸运事件: 财神 - 免收费一次 衰神 - 双倍被收费一次 破坏神 - 直接破坏一个建筑 无论敌我 土地神 - 强占对面建筑 这四项功能在位置处于左上角和右下角的时候会被触发,添加了很多游戏乐趣啦~希望大家能喜欢嘿嘿!

二、环境准备环境安装

Python3、 Pycharm 、Pygame。

第三方库的安装:pIP install pygame素材图片(音乐就不截图了)

大富豪单机游戏(大富翁单机小游戏)

三、效果展示:

游戏规则:

1, 扔的骰子点数为你可走几格。

2, 当走到任一格,其经营权没有被拥有时,可以按棋盘中标的价格买下并拥有它。如你的钱不

够,或不想买,则此时其它的参与者可竞价买下。如果这一经营权是你自己拥有,则不用付钱,比如

果是另人拥有,则按经营权上的价格付给经营权拥有者。

.......大家可以百度下游戏规则哈哈哈 不会玩儿的话......我就随便地给大家介绍一下下啦

开始界面一一

大富豪单机游戏(大富翁单机小游戏)

游戏界面——

大富豪单机游戏(大富翁单机小游戏)

游戏中掷色子——

大富豪单机游戏(大富翁单机小游戏)

还有很多界面我就不一一截图了哈!大家自己玩儿!需要代码的都是滴滴我就行了!

四、代码演示

# -*- coding: utf-8 -*-# 初始化各种模块import pygameimport randomimport sys# 定义类class Player(): def __init__(self, image, name, isPlayer): self.name = name self.money = 10000 self.isGoingToMove = False self.movable = True self.image = image self.position = 0 self.temp_position = False self.dice_value = 0 self.locatedBuilding = 0 self.showText = [] self.isPlayer = isPlayer self.ownedBuildings = [] self.isShowText = False self.soundPlayList = 0 self.caishen = 0 self.shuaishen = 0 self.tudishen = 0 self.pohuaishen = 0 def judgePosition(self, buildings): # 位置判断 返回值是所在位置的建筑 for each in buildings: for every in each.location: if self.position == every: return each # 当使用元组时 当元组中只有一个元素时 发现该元素不可迭代 # 出现错误 换成列表后解决 ''' try: for every in each.location: if self.position == every: print(each.name) except: if self.position == every: print(each.name) ''' def buyaBuilding(self, isPressYes): # 购买方法 if isPressYes and self.locatedBuilding.owner != self.name: self.locatedBuilding.owner = self.name self.locatedBuilding.wasBought = True self.ownedBuildings.append(self.locatedBuilding) self.money -= self.locatedBuilding.price self.showText = [self.name + '购买了' + self.locatedBuilding.name + '!'] self.soundPlayList = 1 return True else: return False def addaHouse(self, isPressYes): # 在建筑物上添加一个房子 try: if isPressYes and self.locatedBuilding.owner == self.name: self.locatedBuilding.builtRoom += 1 self.money -= self.locatedBuilding.payment self.showText = [self.name + '在' + self.locatedBuilding.name + '上!', '盖了一座房子!', '有%d' % self.locatedBuilding.builtRoom + '个房子了!', "它的过路费是%d" % (self.locatedBuilding.payment * (self.locatedBuilding.builtRoom + 1))] self.soundPlayList = 2 return True else: return False except: pass def move(self, buildings, allplayers): # 移动方法 返回值是所在的建筑位置 self.dice_value = random.randint(1, 6) self.position += self.dice_value if self.position >= 16: self.position -= 16 self.locatedBuilding = self.judgePosition(buildings) self.isShowText = True return self.eventInPosition(allplayers) def eventInPosition(self, allplayers): # 判断在建筑位置应该发生的事件 building = self.locatedBuilding if building.name != '空地': if self.locatedBuilding.wasBought == False: # 未购买的时候显示建筑的数据! if self.isPlayer == True: textLine0 = self.name + '扔出了' + '%d' % self.dice_value + '点!' textLine1 = self.name + '来到了' + building.name + '!' textLine2 = '购买价格:%d' % building.price textLine3 = '过路收费:%d' % building.payment textLine4 = '是否购买?' self.showText = [textLine0, textLine1, textLine2, textLine3, textLine4] return True else: self.addaHouse(not self.buyaBuilding(True)) # ----- 动画 ------- # ----- 是否购买 ------ elif building.owner == self.name: # 路过自己的房子开始加盖建筑! if self.pohuaishen == 1: textLine0 = self.name + '破坏神附体!' textLine1 = '摧毁了自己的房子!' building.owner = 'no' building.wasBought = False self.showText = [textLine0, textLine1] self.pohuaishen = 0 else: if self.isPlayer == True: textLine0 = self.name + '扔出了' + '%d' % self.dice_value + '点!' textLine1 = '来到了ta的' + self.locatedBuilding.name + '!' textLine2 = '可以加盖小房子!' textLine3 = '加盖收费:%d' % building.payment textLine4 = '是否加盖?' self.showText = [textLine0, textLine1, textLine2, textLine3, textLine4] return True # ----- 动画------- else: self.addaHouse(True) else: for each in allplayers: # 被收费! if self.locatedBuilding.owner == each.name and each.name != self.name: if self.caishen == 1: textLine0 = self.name + '财神附体!' textLine1 = '免除过路费%d!' % (building.payment * (building.builtRoom + 1)) self.showText = [textLine0, textLine1] self.caishen = 0 else: if self.tudishen == 1: textLine0 = self.name + '土地神附体!' textLine1 = '强占土地!' textLine2 = building.name + '现在属于' + self.name self.locatedBuilding.owner = self.name self.showText = [textLine0, textLine1, textLine2] self.tudishen = 0 else: if self.pohuaishen == 1: textLine0 = self.name + '破坏神附体!' textLine1 = '摧毁了对手的房子!' building.owner = 'no' building.wasBought = False self.showText = [textLine0, textLine1] self.pohuaishen = 0 else: textLine0 = self.name + '扔出了' + '%d' % self.dice_value + '点!' textLine1 = self.name + '来到了' + each.name + '的:' textLine2 = building.name + ',被收费!' if self.shuaishen == 1: textLine3 = '过路收费:%d*2!' % (building.payment * (building.builtRoom + 1) * 2) self.shuaishen = 0 else: textLine3 = '过路收费:%d' % (building.payment * (building.builtRoom + 1)) textLine4 = '哦!' + self.name + '好倒霉!' self.showText = [textLine0, textLine1, textLine2, textLine3, textLine4] # 收费! self.money -= building.payment * (building.builtRoom + 1) each.money += building.payment * (building.builtRoom + 1) self.soundPlayList = 3 # ----- 动画------- else: # 发现不能处理在空地上的情况 于是使用 try & except 来解决!然后加入了幸运事件功能! # 后来发现 try except 弊端太大 找不到错误的根源 换为if else嵌套。。 whichone = self.dice_value % 4 if whichone == 0: self.caishen = 1 textLine2 = '遇到了财神!' textLine3 = '免一次过路费!' if whichone == 1: self.shuaishen = 1 textLine2 = '遇到了衰神!' textLine3 = '过路费加倍一次!' if whichone == 2: self.tudishen = 1 textLine2 = '遇到了土地神!' textLine3 = '强占一次房子!' if whichone == 3: self.pohuaishen = 1 textLine3 = '摧毁路过的房子!' textLine2 = '遇到了破坏神!' textLine0 = self.name + '扔出了' + '%d' % self.dice_value + '点!' textLine1 = '来到了运气地点!' self.showText = [textLine0, textLine1, textLine2, textLine3]class Building(): # 好像所有功能都在Player类里实现了=_= def __init__(self, name, price, payment, location): self.name = name self.price = price self.payment = payment self.location = location self.wasBought = False # 是否被购买 self.builtRoom = 0 # 小房子建造的数目 self.owner = 'no'# 带透明度的绘图方法 by turtle 2333def blit_alpha(target, source, location, opacity): x = location[0] y = location[1] temp = pygame.Surface((source.get_width(), source.get_height())).convert() temp.blit(target, (-x, -y)) temp.blit(source, (0, 0)) temp.set_alpha(opacity) target.blit(temp, location)########################################主函数###############################################def main(): pygame.init() clock = pygame.time.Clock() # 初始化屏幕 size = (1270, 768) screen = pygame.display.set_mode(size) pygame.display.set_caption("大富翁 - by 顾木子吖 ") # 读取字体以及有关数据 textColorInMessageBox = (141, 146, 152) white = (255, 255, 255) black = (0, 0, 0) red = (255, 0, 0) font = pygame.font.Font('resource\font\myfont.ttf', 30) # 读取资源 backgroud = pygame.image.load("resource\pic\GameMap.png") chess = pygame.image.load("resource\pic\chess.png") chess_com = pygame.image.load("resource\pic\chess1.png") bigdice_image = pygame.image.load("resource\pic\dice.png").convert_alpha() dice_1 = pygame.image.load("resource\pic\dice_1.png") dice_2 = pygame.image.load("resource\pic\dice_2.png") dice_3 = pygame.image.load("resource\pic\dice_3.png") dice_4 = pygame.image.load("resource\pic\dice_4.png") dice_5 = pygame.image.load("resource\pic\dice_5.png") dice_6 = pygame.image.load("resource\pic\dice_6.png") dices = [dice_1, dice_2, dice_3, dice_4, dice_5, dice_6] yes = pygame.image.load("resource\pic\yes.png") yes2 = pygame.image.load("resource\pic\yes2.png") no = pygame.image.load("resource\pic\no.png") no2 = pygame.image.load("resource\pic\no2.png") GameStart = pygame.image.load("resource\pic\GameStart.png") StartGameButton = pygame.image.load("resource\pic\StartGameButton.png").convert_alpha() turnover = pygame.image.load("resource\pic\turnover.png") turnover2 = pygame.image.load("resource\pic\turnover2.png") shuaishen = pygame.image.load("resource\pic\shuaishen.png").convert_alpha() tudishen = pygame.image.load("resource\pic\tudishen.png").convert_alpha() caishen = pygame.image.load("resource\pic\caishen.png").convert_alpha() pohuaishen = pygame.image.load("resource\pic\pohuaishen.png").convert_alpha() rollDiceSound = pygame.mixer.Sound("resource\sound\rolldicesound.wav") bgm = pygame.mixer.music.load("resource\sound\bgm.ogg") throwcoin = pygame.mixer.Sound("resource\sound\throwcoin.wav") moneysound = pygame.mixer.Sound("resource\sound\moneysound.wav") aiyo = pygame.mixer.Sound("resource\sound\aiyo.wav") didong = pygame.mixer.Sound("resource\sound\didong.wav") # PlayList 在对象中设置应该播放的声音 playList = [moneysound, throwcoin, aiyo] # 各种Surface的rect bigdice_rect = bigdice_image.get_rect() bigdice_rect.left, bigdice_rect.top = 50, 600 yes_rect = yes.get_rect() yes_rect.left, yes_rect.top = 500, 438 no_rect = no.get_rect() no_rect.left, no_rect.top = 630, 438 button_rect = StartGameButton.get_rect() button_rect.left, button_rect.top = 1003, 30 turnover_rect = turnover.get_rect() turnover_rect.left, turnover_rect.top = 1035, 613 # 实例化对象 players = [] computers = [] allplayers = [] player_1 = Player(chess, '玩家', True) player_com1 = Player(chess_com, '电脑', False) players.append(player_1) computers.append(player_com1) allplayers.append(player_1) allplayers.append(player_com1) presentPlayer = player_com1 # 初始化建筑物数据 gate = Building('大门', 1000, 200, [1, 2]) fountain = Building('喷泉', 2000, 400, [3, 4]) path = Building('小道', 800, 160, [5]) library = Building('图书馆', 2000, 400, [6, 7]) kongdi1 = Building('空地', 0, 0, [8]) classroomTen = Building('教十', 1200, 240, [9, 10]) classroomNine = Building('教九', 1200, 240, [11, 12]) resOne = Building('三餐厅', 800, 160, [13]) resTwo = Building('二餐厅', 800, 160, [14]) resThree = Building('一餐厅', 800, 160, [15]) kongdi2 = Building('空地', 0, 0, [0]) buildings = [gate, fountain, path, library, classroomNine, classroomTen, resOne, resThree, resTwo, kongdi1, kongdi2] # 坐标数据 同时处理坐标数据 使之合适 MapXYvalue = [(435.5, 231.5), (509.5, 231.5), (588.5, 231.5), (675.5, 231.5), (758.5, 231.5), (758.5, 317.0), (758.5, 405.5), (758.5, 484.5), (758.5, 558.5), (679.5, 558.5), (601.5, 558.5), (518.5, 556.5), (435.5, 556.5), (435.5, 479.5), (435.5, 399.0), (435.5, 315.5) ] MapChessPosition_Player = [] MapChessPosition_Com = [] MapChessPosition_Original = [] MapChessPosition_Payment = [] MapMessageBoxPosition = (474.1, 276.9) YesNoMessageBoxPosition = [(500, 438), (630, 438)] StartGameButtonPosition = (1003, 30) TurnOvwrButtonPosition = (1035, 613) # 调整位置 for i in range(0, 16): MapChessPosition_Original.append((MapXYvalue[i][0] - 50, MapXYvalue[i][1] - 80)) MapChessPosition_Player.append((MapXYvalue[i][0] - 70, MapXYvalue[i][1] - 60)) MapChessPosition_Com.append((MapXYvalue[i][0] - 30, MapXYvalue[i][1] - 100)) MapChessPosition_Payment.append((MapXYvalue[i][0] - 30, MapXYvalue[i][1] - 15)) # 循环时所用的一些变量 running = True image_alpha = 255 button_alpha = 255 half_alpha = 30 showdice = True showYes2 = False showNo2 = False showYes_No = False pressYes = False whetherYes_NoJudge = False gameStarted = False showButton2 = False # 播放背景音乐 pygame.mixer.music.play(100) ########################################进入游戏循环!############################################### # 循环开始! while running: if not gameStarted: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() # 明暗触发 鼠标位置判断 if event.type == pygame.MOUSEMOTION: if button_rect.collidepoint(event.pos): button_alpha = 255 else: button_alpha = 120 if event.type == pygame.MOUSEBUTTONDOWN: if button_rect.collidepoint(event.pos): # 按下按钮 didong.play() gameStarted = True screen.blit(GameStart, (0, 0)) blit_alpha(screen, StartGameButton, StartGameButtonPosition, button_alpha) if gameStarted: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() # 明暗触发 鼠标位置判断 if event.type == pygame.MOUSEMOTION: if bigdice_rect.collidepoint(event.pos): image_alpha = 255 else: image_alpha = 190 if event.type == pygame.MOUSEBUTTONDOWN: if bigdice_rect.collidepoint(event.pos): # 按骰子 if presentPlayer != player_1: rollDiceSound.play(1, 2000) pygame.time.delay(2000) showYes_No = player_1.move(buildings, allplayers) whetherYes_NoJudge = showYes_No presentPlayer = player_1 else: presentPlayer.showText = ['还没到你的回合!'] if turnover_rect.collidepoint(event.pos): # 按回合结束 showButton2 = True if presentPlayer != player_com1: showYes_No = player_com1.move(buildings, allplayers) presentPlayer = player_com1 else: presentPlayer.showText = ['还没到你的回合!'] else: showButton2 = False # 不显示Yes_No的时候不能点击它们! if whetherYes_NoJudge == True: if yes_rect.collidepoint(event.pos): # 按是否 showYes2 = True if no_rect.collidepoint(event.pos): # 按是否 showNo2 = True if event.type == pygame.MOUSEBUTTONUP: if turnover_rect.collidepoint(event.pos): # 按回合结束 showButton2 = False if yes_rect.collidepoint(event.pos): # 按是否 showYes2 = False showYes_No = False # 只有在可以判定的时候才能算按下了是 同时将判断条件置为空 if whetherYes_NoJudge == True: pressYes = True whetherYes_NoJudge = False if no_rect.collidepoint(event.pos): # 按是否 showNo2 = False pressYes = False showYes_No = False whetherYes_NoJudge = False # 测试事件选项 if event.type == pygame.KEYDOWN: if event.key == pygame.K_w: showYes_No = player_1.move(buildings, allplayers) whetherYes_NoJudge = showYes_No presentPlayer = player_1 if event.key == pygame.K_q: showYes_No = player_com1.move(buildings, allplayers) presentPlayer = player_com1 '''for each in allplayers: if each.isGoingToMove == True and each.movable == True : showYes_No = each.move(buildings,allplayers) each.movable = False each.isGoingToMove = False''' ''' allisready = True for each in allplayers: if each.movable == True: allisready = False if allisready: for each in allplayers: each.movable = True ''' # 购买房屋!!!!!!!! if presentPlayer.buyaBuilding(pressYes) == True: pressYes = False if presentPlayer.addaHouse(pressYes) == True: pressYes = False ######################################################################### screen.blit(backgroud, (0, 0)) blit_alpha(screen, bigdice_image, (50, 600), image_alpha) textPosition = [MapMessageBoxPosition[0], MapMessageBoxPosition[1]] # 打印信息 for each in presentPlayer.showText: text = font.render(each, True, white, textColorInMessageBox) screen.blit(text, textPosition) textPosition[1] += 30 # 播放行动声音 if presentPlayer.soundPlayList != 0: playList[presentPlayer.soundPlayList - 1].play() presentPlayer.soundPlayList = 0 # 在位置上显示过路费 for i in range(1, 8): for each in buildings: for every in each.location: if i == every: if each.owner == presentPlayer.name: text = font.render('%d' % (each.payment * (each.builtRoom + 1)) , True, red) elif each.owner == 'no': text = font.render('%d' % (each.payment * (each.builtRoom + 1)) , True, white) elif each.owner != presentPlayer.name and each.owner != 'no': text = font.render('%d' % (each.payment * (each.builtRoom + 1)) , True, black) screen.blit(text, MapChessPosition_Payment[i]) for i in range(9, 16): for each in buildings: for every in each.location: if i == every: if each.owner == presentPlayer.name: text = font.render('%d' % (each.payment * (each.builtRoom + 1)) , True, red) elif each.owner == 'no': text = font.render('%d' % (each.payment * (each.builtRoom + 1)) , True, white) elif each.owner != presentPlayer.name and each.owner != 'no': text = font.render('%d' % (each.payment * (each.builtRoom + 1)) , True, black) screen.blit(text, MapChessPosition_Payment[i]) # 打印金钱数和幸运状态 money_1 = font.render(player_1.name + '金钱:%d' % player_1.money, True, black, white) screen.blit(money_1, (0, 0)) if player_1.pohuaishen == True: screen.blit(pohuaishen, (0, 30)) else: blit_alpha(screen, pohuaishen, (0, 30), half_alpha) if player_1.caishen == True: screen.blit(caishen, (55, 30)) else: blit_alpha(screen, caishen, (55, 30), half_alpha) if player_1.shuaishen == True: screen.blit(shuaishen, (110, 30)) else: blit_alpha(screen, shuaishen, (110, 30), half_alpha) if player_1.tudishen == True: screen.blit(tudishen, (165, 30)) else: blit_alpha(screen, tudishen, (165, 30), half_alpha) money_2 = font.render(player_com1.name + '金钱:%d' % player_com1.money, True, black, white) screen.blit(money_2, (1000, 0)) if player_com1.pohuaishen == True: screen.blit(pohuaishen, (1000, 30)) else: blit_alpha(screen, pohuaishen, (1000, 30), half_alpha) if player_com1.caishen == True: screen.blit(caishen, (1055, 30)) else: blit_alpha(screen, caishen, (1055, 30), half_alpha) if player_com1.shuaishen == True: screen.blit(shuaishen, (1110, 30)) else: blit_alpha(screen, shuaishen, (1110, 30), half_alpha) if player_com1.tudishen == True: screen.blit(tudishen, (1165, 30)) else: blit_alpha(screen, tudishen, (1165, 30), half_alpha) # 放置扔出来的骰子 if player_1.dice_value != 0 and showdice: screen.blit(dices[player_1.dice_value - 1], (70, 450)) # 放置回合结束按钮 if showButton2: screen.blit(turnover2, TurnOvwrButtonPosition) else: screen.blit(turnover, TurnOvwrButtonPosition) # 放置是否按钮 if showYes_No == True: screen.blit(yes, YesNoMessageBoxPosition[0]) screen.blit(no, YesNoMessageBoxPosition[1]) if showYes2 == True: screen.blit(yes2, YesNoMessageBoxPosition[0]) if showNo2 == True: screen.blit(no2, YesNoMessageBoxPosition[1]) # 放置玩家与电脑的位置 如果重合则挪位 for each in players: for every in computers: if each.position == every.position: screen.blit(each.image, MapChessPosition_Player[each.position]) screen.blit(every.image, MapChessPosition_Com[every.position]) each.temp_position = True every.temp_position = True for each in players: if each.temp_position == False: screen.blit(each.image, MapChessPosition_Original[each.position]) each.temp_position = True each.temp_position = not each.temp_position for every in computers: if every.temp_position == False: screen.blit(every.image, MapChessPosition_Original[every.position]) every.temp_position = True every.temp_position = not every.temp_position # 输赢判断 for each in allplayers: if each.money <= 0: font = pygame.font.Font('resource\font\myfont.ttf', 200) loseText = font.render(each.name + '输了!', True, red) screen.fill(black) screen.blit(loseText, (100, 100)) font = pygame.font.Font('resource\font\myfont.ttf', 30) pygame.time.delay(3000) # 画面运行 pygame.display.flip() clock.tick(60) # 刷新率# 双击打开运行if __name__ == "__main__": main()总结

又是一个下雨的周末,小朋友说:妈妈,我们玩"大富翁"的游戏吧!

妈妈说:”没没图纸,等下次到超市买一副“

小朋友说:”妈妈,你等等啊,我现在就敲代码了” 然后他就做了一个Python版的《大富翁》游

戏!可以一直玩了!哈哈哈哈 这个代码有没有深得你♥。

完整的素材等:滴滴我吖!都免费地!

往期推荐阅读——

项目0.1 宝藏拼图神秘上线,三种玩法刷爆朋友圈—玩家直呼太上瘾了。

项目0.2 【Pygame小游戏】Python版有迷宫嘛?原来藏在个地方呀~

项目1.6 【Pygame小游戏】斗地主我见多了,BUT 这款开源欢乐斗地主,最让人服气~

项目1.7 【Pygame小游戏】神还原【欢乐无穷的双人坦克大战】小程序游戏,上手开玩~

还有更多更多源码等你来领区啦!

文章汇总——

汇总: Python文章合集 | (入门到实战、游戏、Turtle、案例等)

大富豪单机游戏(大富翁单机小游戏)

大富豪单机游戏(大富翁单机小游戏)

本文标签:

相关阅读 更多
  • 火影忍者疾风传究极风暴2(火影忍者疾风传究极风暴2出招表)
    火影忍者疾风传究极风暴2(火影忍者疾风传究极风暴2出招表)
    大家好,最近在家无聊,整体看动漫,犬夜叉和火影忍者,魔兵传奇,看来看去还是火影忍者比较好看,刚好想起来电脑好像还有一款火影忍者游戏,火影忍者究极风暴3,这款游戏挺不错的,喜欢看火
    时间:2022-04-22
  • 火影忍者疾风传(火影忍者疾风传游戏)
    火影忍者疾风传(火影忍者疾风传游戏)
    IT之家 10 月 10 日消息 卡西欧方面今日宣布,G-SHOCK・火影忍者疾风传联名第一弹热血登场,新品将于 10 月 20 日 20:00 开启预售。IT之家了解到,G-SHOCK ・火影忍者疾风传联名
    时间:2022-04-22
  • 火影忍者羁绊57(火影忍者羁绊571隐藏密码)
    火影忍者羁绊57(火影忍者羁绊571隐藏密码)
    为大家带来的是放开那三国新四橙将高玩分析攻略,希望玩家们喜欢。放开那三国最先玩的是魏国,所以习惯性的先玩魏国,这次是橙卡乐进,分析下技能在普通很攻击横排,伤害比较紫卡增加
    时间:2022-04-22
  • 火影忍者羁绊53(火影忍者羁绊5.2无cd无限蓝p闪版)
    火影忍者羁绊53(火影忍者羁绊5.2无cd无限蓝p闪版)
    澎湃新闻记者 杨茜2021年即将悄悄溜走,观众们一年到头从综艺里获得的快乐和思考要有个句号的总结了,回看这一年的节目,国产综艺创意在不断爆发,质量在飞速提升,品位和质感都上了
    时间:2022-04-22
  • 火影忍者羁绊41隐藏英雄密码(火影忍者羁绊20隐藏英雄密码)
    火影忍者羁绊41隐藏英雄密码(火影忍者羁绊20隐藏英雄密码)
    “啪!”醒木拍桌,一个穿着金色马褂的中年男人出现在了画面中——大圆脑袋,白白净净,体态丰满,气定神闲。只见他坐在桌后,双手搭在桌上,桌上除了醒木还有一把折扇和一块白绢,来人一看
    时间:2022-04-22