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基于JS的迷宫小游戏

2022-07-07 02:34:00 老电影故事

如图所示

在这里插入图片描述

操作方法

点击这几个上下左右 || 直接键盘上的上下左右

哈哈 有意思

我这人说话从不拐弯抹角

但话又说过来,还是直接上代码吧,不墨迹

HTML

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta http-equiv="X-UA-Compatible" content="IE=edge">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <title>Document</title>
  <link rel="stylesheet" href="./migong.css">
</head>
<body>
  <div id="container">
    <div class="mbox">
    <div id="maze">
      <div id="thingie">
        <div class="emo" id="emo">🥺</div>
      </div>
      <div id="home">
        <div class="emo"></div>
      </div>
      <div class="barrier" id="top"></div>
      <div class="barrier" id="bottom"></div>
    </div>
      </div>
    <div class="controls">
      <div class="buttons">
        <button class="btn" id="bu"><div class="chevron"></div></button>
        <button class="btn" id="bd"><div class="chevron"></div></button>
        <button class="btn" id="bl"><div class="chevron"></div></button>
        <button class="btn" id="br"><div class="chevron"></div></button>
      </div>
    </div>
  </div>
  <script src="./migong.js"></script>
</body>
</html>

CSS

body {
    
  touch-action: pan-y;
}
#container {
    
  position: absolute;
  top: 0;
  left: 0;
  right: 0;
  bottom: 0;
  background: #222;
  display: grid;
  grid-template-rows: 60% 40%;
}

#maze {
    
  position: absolute;
  width: 340px;
  height: 240px;
  /*background: #39a; align-self: center; justify-self: center; place-self: center center;*/
  top: 30vh;
  left: 50%;
  transform: translate(-50%, -50%);
}

.mbox, .controls {
    
  height: 100%;
  background: #222;
  display: grid;
}

.mbox {
    
}

.buttons {
    
  width: 210px;
  height: 140px;
  background: #222;
  align-self: center;
  justify-self: center;
  display: grid;
  grid-template-rows: 70px 70px;
  grid-template-columns: 70px 70px 70px;
}

.btn {
    
  width: 60px;
  height: 60px;
  border: 2px #fff solid;
  border-bottom: 2px #fff solid;
  align-self: center;
  justify-self: center;
  cursor: pointer;
  border-radius: 8px;
  display: grid;
  /*box-shadow: 4px 4px 10px rgba(255, 255, 255, 0.2);*/
}
.chevron {
    
  height: 20px;
  width: 20px;
  align-self: center;
  justify-self: center;
  color: #222;
  font-size: 20px;
  line-height: 20px;
  text-align: center;
  color: #fff;
}

#bu {
    
  grid-column-start: 2;
}
#bd {
    
  grid-column-start: 2;
  grid-row-start: 2;
}
#bl {
    
  grid-column-start: 1;
  grid-row-start: 2;
}
#br {
    
  grid-column-start: 3;
  grid-row-start: 2;
}

#thingie, #home {
    
  position: absolute;
  top: 100px;
  left: 100px;
  width: 20px;
  height: 20px;
  border-radius: 20px;
  /*background: #39a; transition: all .1s;*/
}

.emo {
    
  position: absolute;
  top: 4px;
  left: 1px;
  width: 13px;
  height: 13px;
  border-radius: 20px;
  font-size: 15px;
  line-height: 15px;
  text-align: left;
}

.barrier {
    
  position: absolute;
  background: #fff;
}

#top {
    
  top: 20px;
  left: 20px;
  width: 300px;
  height: 2px;
}

#bottom {
    
  top: 220px;
  left: 20px;
  width: 302px;
  height: 2px;
}

/*style reset*/
button {
    
  display: inline-block;
  border: none;
  padding: none;
  margin: 0;
  outline: none;
  -webkit-appearance: none;
  -moz-appearance: none;
  background: none;
  -webkit-tap-highlight-color: transparent;
}

button:hover, button:focus {
    
  -webkit-appearance: none;
}

button:focus {
    
  outline: none;
}

button:active {
    
  transform: scale(1);
  -webkit-appearance: none;
}

JS

const cont = document.getElementById("container");
const maze = document.getElementById("maze");
const thingie = document.getElementById("thingie");
const home = document.getElementById("home");
const emo = document.getElementById("emo");

const bu = document.getElementById("bu");
const bd = document.getElementById("bd");
const bl = document.getElementById("bl");
const br = document.getElementById("br");

const step = 20;
const size = 20;
const bwidth = 2;
const mazeHeight = 200;
const mazeWidth = 300;
let nogoX = [];
let nogoX2 = [];
let nogoY = [];
let nogoY2 = [];
let prevDist = mazeWidth * 2;

//tilt vars
let lastUD = 0;
let lastLR = 0;
const mThreshold = 15;
let firstMove = true;
let allowTilt = true;

//swipe vars
const sThreshold = 15;

//scroll vars
const scThreshold = 20;

//generate sides and starting position
genSides();

//define size
let my = mazeHeight / step;
let mx = mazeWidth / step;

//create full grid
let grid = [];
for (let i = 0; i < my; i++) {
    
  let sg = [];
  for (let a = 0; a < mx; a++) {
    
    sg.push({
     u: 0, d: 0, l: 0, r: 0, v: 0 });
  }
  grid.push(sg);
}

//create direction arrays
let dirs = ["u", "d", "l", "r"];
let modDir = {
    
  u: {
     y: -1, x: 0, o: "d" },
  d: {
     y: 1, x: 0, o: "u" },
  l: {
     y: 0, x: -1, o: "r" },
  r: {
     y: 0, x: 1, o: "l" }
};

//generate maze
genMaze(0, 0, 0);
drawMaze();

//get all the barriers
const barriers = document.getElementsByClassName("barrier");
for (let b = 0; b < barriers.length; b++) {
    
  nogoX.push(barriers[b].offsetLeft);
  nogoX2.push(barriers[b].offsetLeft + barriers[b].clientWidth);
  nogoY.push(barriers[b].offsetTop);
  nogoY2.push(barriers[b].offsetTop + barriers[b].clientHeight);
}
//console.log(nogoX, nogoX2, nogoY, nogoY2);

document.addEventListener("keydown", keys);

function keys(e) {
    
  let code = e.code;
  switch (code) {
    
    //arrows
    case "ArrowUp":
      up();
      break;
    case "ArrowDown":
      down();
      break;
    case "ArrowLeft":
      left();
      break;
    case "ArrowRight":
      right();
      break;
    //wasd
    case "KeyW":
      up();
      break;
    case "KeyS":
      down();
      break;
    case "KeyA":
      left();
      break;
    case "KeyD":
      right();
      break;
  }
}

bu.addEventListener("click", (e) => {
    
  up();
  firstMove = true;
});
bd.addEventListener("click", (e) => {
    
  down();
  firstMove = true;
});
bl.addEventListener("click", (e) => {
    
  left();
  firstMove = true;
});
br.addEventListener("click", (e) => {
    
  right();
  firstMove = true;
});

function up() {
    
  animKeys(bu);
  if (checkYboundry("u")) {
    
    thingie.style.top = thingie.offsetTop - step + "px";
    updateEmo(false);
  }
}

function down() {
    
  animKeys(bd);
  if (checkYboundry("d")) {
    
    thingie.style.top = thingie.offsetTop + step + "px";
    updateEmo(false);
  }
}

function left() {
    
  animKeys(bl);
  if (checkXboundry("l")) {
    
    thingie.style.left = thingie.offsetLeft - step + "px";
  }
  updateEmo(true);
}

function right() {
    
  animKeys(br);
  if (checkXboundry("r")) {
    
    thingie.style.left = thingie.offsetLeft + step + "px";
  }
  updateEmo(true);
}

//check if one can move horizontally
function checkXboundry(dir) {
    
  let x = thingie.offsetLeft;
  let y = thingie.offsetTop;
  let ok = [];
  let len = Math.max(nogoX.length, nogoX2.length, nogoY.length, nogoY2.length);

  let check = 0;
  for (let i = 0; i < len; i++) {
    
    check = 0;
    if (y < nogoY[i] || y > nogoY2[i] - size) {
    
      check = 1;
    }
    if (dir === "r") {
    
      if (x < nogoX[i] - size || x > nogoX2[i] - size) {
    
        check = 1;
      }
    }
    if (dir === "l") {
    
      if (x < nogoX[i] || x > nogoX2[i]) {
    
        check = 1;
      }
    }
    ok.push(check);
  }
  //check what to return
  let res = ok.every(function (e) {
    
    return e > 0;
  });
  return res;
}

//check if one can move vertically
function checkYboundry(dir) {
    
  let x = thingie.offsetLeft;
  let y = thingie.offsetTop;
  let ok = [];
  let len = Math.max(nogoX.length, nogoX2.length, nogoY.length, nogoY2.length);

  let check = 0;
  for (let i = 0; i < len; i++) {
    
    check = 0;
    if (x < nogoX[i] || x > nogoX2[i] - size) {
    
      check = 1;
    }
    if (dir === "u") {
    
      if (y < nogoY[i] || y > nogoY2[i]) {
    
        check = 1;
      }
    }
    if (dir === "d") {
    
      if (y < nogoY[i] - size || y > nogoY2[i] - size) {
    
        check = 1;
      }
    }
    ok.push(check);
  }
  //check what to return
  let res = ok.every(function (e) {
    
    return e > 0;
  });
  return res;
}

//generate sides with random entry and exit points
function genSides() {
    
  let max = mazeHeight / step;
  let l1 = Math.floor(Math.random() * max) * step;
  //let l1 = 0;
  let l2 = mazeHeight - step - l1;
  //console.log(l1, l2);

  let lb1 = document.createElement("div");
  lb1.style.top = step + "px";
  lb1.style.left = step + "px";
  lb1.style.height = l1 + "px";

  let lb2 = document.createElement("div");
  lb2.style.top = l1 + step * 2 + "px";
  lb2.style.left = step + "px";
  lb2.style.height = l2 + "px";

  let rb1 = document.createElement("div");
  rb1.style.top = step + "px";
  rb1.style.left = mazeWidth + step + "px";
  rb1.style.height = l2 + "px";

  let rb2 = document.createElement("div");
  rb2.style.top = l2 + step * 2 + "px";
  rb2.style.left = mazeWidth + step + "px";
  rb2.style.height = l1 + "px";

  //create invisible barriers for start and end: vertical left, vertical right, left top, left bottom, right top, right bottom
  nogoX.push(0, mazeWidth + 2 * step, 0, 0, mazeWidth + step, mazeWidth + step);
  nogoX2.push(
    0 + bwidth,
    mazeWidth + 2 * step + bwidth,
    step,
    step,
    mazeWidth + 2 * step,
    mazeWidth + 2 * step
  );
  nogoY.push(
    l1 + step,
    l2 + step,
    l1 + step,
    l1 + 2 * step,
    l2 + step,
    l2 + 2 * step
  );
  nogoY2.push(
    l1 + 2 * step,
    l2 + 2 * step,
    l1 + step + bwidth,
    l1 + 2 * step + bwidth,
    l2 + step + bwidth,
    l2 + 2 * step + bwidth
  );
  //set start-pos
  thingie.style.top = l1 + step + "px";
  thingie.style.left = 0 + "px";
  //set end-pos & store height of end
  home.style.top = l2 + step + "px";
  home.style.left = mazeWidth + step + "px";

  //style & append
  let els = [lb1, lb2, rb1, rb2];
  for (let i = 0; i < els.length; i++) {
    
    confSideEl(els[i]);
    maze.appendChild(els[i]);
  }
}

function confSideEl(el) {
    
  el.setAttribute("class", "barrier");
  el.style.width = bwidth + "px";
}

//gen maze using Recursive Backtracking
function genMaze(cx, cy, s) {
    
  // shuffle unchecked directions
  let d = limShuffle(dirs, s);

  for (let i = 0; i < d.length; i++) {
    
    let nx = cx + modDir[d[i]].x;
    let ny = cy + modDir[d[i]].y;
    grid[cy][cx].v = 1;

    if (nx >= 0 && nx < mx && ny >= 0 && ny < my && grid[ny][nx].v === 0) {
    
      grid[cy][cx][d[i]] = 1;
      grid[ny][nx][modDir[d[i]].o] = 1;
      //avoid shuffling d if d's not exhausted.. hence the i
      genMaze(nx, ny, i);
    }
  }
}

//draw maze
function drawMaze() {
    
  for (let x = 0; x < mx; x++) {
    
    for (let y = 0; y < my; y++) {
    
      let l = grid[y][x].l;
      let r = grid[y][x].r;
      let u = grid[y][x].u;
      let d = grid[y][x].d;

      drawLines(x, y, l, r, u, d);
    }
  }
}

//draw the actual lines
function drawLines(x, y, l, r, u, d) {
    
  let top = (y + 1) * step;
  let left = (x + 1) * step;
  if (l === 0 && x > 0) {
    
    let el = document.createElement("div");
    el.style.left = left + "px";
    el.style.height = step + "px";
    el.style.top = top + "px";
    el.setAttribute("class", "barrier");
    el.style.width = bwidth + "px";
    maze.appendChild(el);
  }

  if (d === 0 && y < my - 1) {
    
    let el = document.createElement("div");
    el.style.left = left + "px";
    el.style.height = bwidth + "px";
    el.style.top = top + step + "px";
    el.setAttribute("class", "barrier");
    el.style.width = step + bwidth + "px";
    maze.appendChild(el);
  }
}

function limShuffle(array, s) {
    
  let con = array.slice(0, s);
  let ran = array.slice(s, array.length);

  for (let i = ran.length - 1; i > 0; i--) {
    
    const j = Math.floor(Math.random() * (i + 1));
    //console.log(i, j);
    [ran[i], ran[j]] = [ran[j], ran[i]];
  }
  let comb = con.concat(ran);
  return comb;
}

function animKeys(key) {
    
  if (key.id === "bu") {
    
    key.style.border = "3px #fff solid";
    key.style.borderTop = "1px #fff solid";
    key.style.borderBottom = "4px #fff solid";
    key.style.transform = "translateY(-2px)";
  }
  if (key.id === "bd") {
    
    key.style.border = "3px #fff solid";
    key.style.borderBottom = "1px #fff solid";
    key.style.borderTop = "4px #fff solid";
    key.style.transform = "translateY(2px)";
  }
  if (key.id === "bl") {
    
    key.style.border = "3px #fff solid";
    key.style.borderLeft = "1px #fff solid";
    key.style.borderRight = "4px #fff solid";
    key.style.transform = "translateX(-2px)";
  }
  if (key.id === "br") {
    
    key.style.border = "3px #fff solid";
    key.style.borderRight = "1px #fff solid";
    key.style.borderLeft = "4px #fff solid";
    key.style.transform = "translateX(2px)";
  }

  //reset
  setTimeout(() => {
    
    key.style.border = "2px #fff solid";
    key.style.borderTop = "2px #fff solid";
    key.style.borderBottom = "2px #fff solid";
    key.style.borderLeft = "2px #fff solid";
    key.style.borderRight = "2px #fff solid";
    key.style.transform = "translateY(0px)";
    key.style.transform = "translateX(0px)";
  }, "150");
}

let maxl = 0;
let prevl = 0;
function updateEmo(lr) {
    
  //simple/manual emo-adjustment - old
  if (lr) {
    
    if (thingie.offsetLeft < maxl) {
    
      emo.innerHTML = "";
    }
    if (thingie.offsetLeft < maxl - 2 * step) {
    
      emo.innerHTML = "";
    }
    if (thingie.offsetLeft < maxl - 4 * step) {
    
      emo.innerHTML = "";
    }
    if (thingie.offsetLeft < maxl - 6 * step) {
    
      emo.innerHTML = "🤬";
    }
    if (thingie.offsetLeft > prevl) {
    
      emo.innerHTML = "";
    }
    if (thingie.offsetLeft >= maxl) {
    
      if (thingie.offsetLeft > mazeWidth * 0.6) {
    
        emo.innerHTML = "";
      } else {
    
        emo.innerHTML = "";
      }
      maxl = thingie.offsetLeft;
    }
    if (thingie.offsetLeft === 0) {
    
      emo.innerHTML = "";
    }
    if (
      thingie.offsetLeft > mazeWidth - step &&
      thingie.offsetTop === home.offsetTop
    ) {
    
      emo.innerHTML = "";
      home.innerHTML = "";
    }
    if (thingie.offsetLeft > mazeWidth) {
    
      emo.innerHTML = "";
      home.innerHTML = "🥳";
    }
    prevl = thingie.offsetLeft;
  } else {
    
    if (thingie.offsetLeft > (mazeWidth - step) && thingie.offsetTop === home.offsetTop) {
    
      emo.innerHTML = "";
    }else{
    
      if(thingie.offsetLeft > (mazeWidth - step) && thingie.offsetTop != home.offsetTo){
    
        emo.innerHTML = "";
      }
    }
  }

  // //Variant: Detect distance to target using old Greeks: Phytagoras (More scientifically interesting, but somehow less funny )
  // let h = home.offsetLeft - thingie.offsetLeft;
  // let v = Math.abs(home.offsetTop - thingie.offsetTop);
  // let dist = Math.hypot(h, v);
  // console.log(h, v, dist);

  // //dist = h;

  // //dynamic stuff
  // if (dist <= prevDist) {
    
  // //happy
  // emo.innerHTML = "";
  // } else {
    
  // //sad
  // emo.innerHTML = "";
  // }

  // //fixed values
  // if (dist === 20) {
    
  // emo.innerHTML = "";
  // }
  // if (dist === 0) {
    
  // emo.innerHTML = "🥳";
  // home.innerHTML = "";
  // } else {
    
  // home.innerHTML = "";
  // }

  // prevDist = dist;
}

//navigate with tilting
window.addEventListener("deviceorientation", handleOrientation);

function tiltTimer() {
    
  allowTilt = false;
  setTimeout(() => {
    
    allowTilt = true;
  }, "200");
}

function handleOrientation(e) {
    
  //up/down = beta (smaller = up)
  //left/right = gamma (neg = left)

  if (firstMove) {
    
    lastUD = e.beta;
    lastLR = e.gamma;
    firstMove = false;
  }
  if (allowTilt) {
    
    if (e.beta < lastUD - mThreshold) {
    
      up();
      tiltTimer();
    }
    if (e.beta > lastUD + mThreshold) {
    
      down();
      tiltTimer();
    }
    if (e.gamma < lastLR - mThreshold) {
    
      left();
      tiltTimer();
    }
    if (e.gamma > lastLR + mThreshold) {
    
      right();
      tiltTimer();
    }
  }
}

//navigate with controller
let haveEvents = "ongamepadconnected" in window;
let gp = [];
let allowU = true;
let allowD = true;
let allowL = true;
let allowR = true;

let allowAU = true;
let allowAD = true;
let allowAL = true;
let allowAR = true;

window.addEventListener("gamepadconnected", connectGamepad);
window.addEventListener("gamepaddisconnected", disconnectGamepad);

function disconnectGamepad() {
    
  gp = [];
}

function connectGamepad(e) {
    
  console.log("trying to connect");
  gp[0] = e.gamepad;
  requestAnimationFrame(updateStatus);
}

function updateStatus() {
    
  if (!haveEvents) {
    
    scangamepads();
  }

  for (let i = 0; i < gp[0].buttons.length; i++) {
    
    //up
    if (gp[0].buttons[12].pressed) {
    
      if (allowU) {
    
        up();
        gpTimer("u");
      }
    }
    if (gp[0].buttons[12].pressed === false) {
    
      allowU = true;
    }

    //down
    if (gp[0].buttons[13].pressed) {
    
      if (allowD) {
    
        down();
        gpTimer("d");
      }
    }
    if (gp[0].buttons[13].pressed === false) {
    
      allowD = true;
    }

    //left
    if (gp[0].buttons[14].pressed) {
    
      if (allowL) {
    
        left();
        gpTimer("l");
      }
    }
    if (gp[0].buttons[14].pressed === false) {
    
      allowL = true;
    }

    //up
    if (gp[0].buttons[15].pressed) {
    
      if (allowR) {
    
        right();
        gpTimer("r");
      }
    }
    if (gp[0].buttons[15].pressed === false) {
    
      allowR = true;
    }
  }

  for (let j = 0; j < gp[0].axes.length; j++) {
    
    //console.log(gp[0].axes[3]);
    if (gp[0].axes[1] < -0.8 || gp[0].axes[3] < -0.8) {
    
      if (allowAU) {
    
        up();
        gpATimer("u");
      }
    }
    if (gp[0].axes[1] > 0.8 || gp[0].axes[3] > 0.8) {
    
      if (allowAD) {
    
        down();
        gpATimer("d");
      }
    }
    if (gp[0].axes[0] < -0.8 || gp[0].axes[2] < -0.8) {
    
      if (allowAL) {
    
        left();
        gpATimer("l");
      }
    }
    if (gp[0].axes[0] > 0.8 || gp[0].axes[2] > 0.8) {
    
      if (allowAR) {
    
        right();
        gpATimer("r");
      }
    }
  }

  requestAnimationFrame(updateStatus);
}

function scangamepads() {
    
  var gamepads = navigator.getGamepads
    ? navigator.getGamepads()
    : navigator.webkitGetGamepads
    ? navigator.webkitGetGamepads()
    : [];
  for (var i = 0; i < gamepads.length; i++) {
    
    if (gamepads[i]) {
    
      if (gamepads[i].index in gp) {
    
        gp[gamepads[i].index] = gamepads[i];
      } else {
    
        addgamepad(gamepads[i]);
      }
    }
  }
}

if (!haveEvents) {
    
  setInterval(scangamepads, 500);
}

function gpTimer(adir) {
    
  switch (adir) {
    
    case "u":
      allowU = false;
      break;

    case "d":
      allowD = false;
      break;

    case "l":
      allowL = false;
      break;

    case "r":
      allowR = false;
      break;
  }

  setTimeout(() => {
    
    allowU = true;
    allowD = true;
    allowL = true;
    allowR = true;
  }, "200");
}

function gpATimer(adir) {
    
  switch (adir) {
    
    case "u":
      allowAU = false;
      break;

    case "d":
      allowAD = false;
      break;

    case "l":
      allowAL = false;
      break;

    case "r":
      allowAR = false;
      break;
  }

  setTimeout(() => {
    
    allowAU = true;
    allowAD = true;
    allowAL = true;
    allowAR = true;
  }, "200");
}



//Navigate with swipe
let lasttouchpY = 0;
let lasttouchpX = 0;
cont.addEventListener("touchstart", (e) => {
    
  lasttouchpY = e.changedTouches[0].pageY;
  lasttouchpX = e.changedTouches[0].pageX;
});

cont.addEventListener("touchmove", (e) => {
    
  e.preventDefault();
  //console.log("touch " + e.changedTouches[0].pageY);
  let diffY = e.changedTouches[0].pageY - lasttouchpY;
  let diffX = e.changedTouches[0].pageX - lasttouchpX;
  if (diffY > sThreshold) {
    
    down();
    lasttouchpY = e.changedTouches[0].pageY;
  } else {
    
    if (diffY < -1 * sThreshold) {
    
      up();
      lasttouchpY = e.changedTouches[0].pageY;
    }
  }
  if (diffX > sThreshold) {
    
    right();
    lasttouchpX = e.changedTouches[0].pageX;
  } else {
    
    if (diffX < -1 * sThreshold) {
    
      left();
      lasttouchpX = e.changedTouches[0].pageX;
    }
  }
});

//Navigate with scrolling
let lastscrollpY = 0;
let lastscrollpX = 0;
cont.addEventListener("wheel", (e) => {
    
  //console.log("scrollY: " + e.deltaY + " scrollX: " + e.deltaX);

  //handle Y scrolling
  lastscrollpY = lastscrollpY + e.deltaY;
  if (lastscrollpY > 0 && e.deltaY < 0) {
    
    lastscrollpY = 0;
  }
  if (lastscrollpY < 0 && e.deltaY > 0) {
    
    lastscrollpY = 0;
  }

  if (lastscrollpY > scThreshold) {
    
    up();
    lastscrollpY = 0;
  }
    if (lastscrollpY < (-1 * scThreshold)) {
    
    down();
    lastscrollpY = 0;
  }
  
  //handle X scrolling
  lastscrollpX = lastscrollpX + e.deltaX;
  if (lastscrollpX > 0 && e.deltaX < 0) {
    
    lastscrollpX = 0;
  }
  if (lastscrollpX < 0 && e.deltaX > 0) {
    
    lastscrollpX = 0;
  }

  if (lastscrollpX > scThreshold) {
    
    left();
    lastscrollpX = 0;
  }
    if (lastscrollpX < (-1 * scThreshold)) {
    
    right();
    lastscrollpX = 0;
  }
});

玩的开心!

原网站

版权声明
本文为[老电影故事]所创,转载请带上原文链接,感谢
https://blog.csdn.net/weixin_44582045/article/details/125633598