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本篇文章给大家分享的是有关Android游戏开发中SurfaceView类的应用实例分析,小编觉得挺实用的,因此分享给大家学习,希望大家阅读完这篇文章后可以有所收获,话不多说,跟着小编一起来看看吧。
大家可以把此工程导入到Eclipse,然后编译运行,试玩一下。最后对应着看代码,这样更容易理解。下面上代码:
class LunarView extends SurfaceView implements SurfaceHolder.Callback { class LunarThread extends Thread { /* * Difficulty setting constants */ public static final int DIFFICULTY_EASY = 0; public static final int DIFFICULTY_HARD = 1; public static final int DIFFICULTY_MEDIUM = 2; /* * Physics constants */ public static final int PHYS_DOWN_ACCEL_SEC = 35; public static final int PHYS_FIRE_ACCEL_SEC = 80; public static final int PHYS_FUEL_INIT = 60; public static final int PHYS_FUEL_MAX = 100; public static final int PHYS_FUEL_SEC = 10; public static final int PHYS_SLEW_SEC = 120; // degrees/second rotate public static final int PHYS_SPEED_HYPERSPACE = 180; public static final int PHYS_SPEED_INIT = 30; public static final int PHYS_SPEED_MAX = 120; /* * State-tracking constants */ public static final int STATE_LOSE = 1; public static final int STATE_PAUSE = 2; public static final int STATE_READY = 3; public static final int STATE_RUNNING = 4; public static final int STATE_WIN = 5; /* * Goal condition constants */ public static final int TARGET_ANGLE = 18; // > this angle means crash public static final int TARGET_BOTTOM_PADDING = 17; // px below gear public static final int TARGET_PAD_HEIGHT = 8; // how high above ground public static final int TARGET_SPEED = 28; // > this speed means crash public static final double TARGET_WIDTH = 1.6; // width of target /* * UI constants (i.e. the speed & fuel bars) */ public static final int UI_BAR = 100; // width of the bar(s) public static final int UI_BAR_HEIGHT = 10; // height of the bar(s) private static final String KEY_DIFFICULTY = "mDifficulty"; private static final String KEY_DX = "mDX"; private static final String KEY_DY = "mDY"; private static final String KEY_FUEL = "mFuel"; private static final String KEY_GOAL_ANGLE = "mGoalAngle"; private static final String KEY_GOAL_SPEED = "mGoalSpeed"; private static final String KEY_GOAL_WIDTH = "mGoalWidth"; private static final String KEY_GOAL_X = "mGoalX"; private static final String KEY_HEADING = "mHeading"; private static final String KEY_LANDER_HEIGHT = "mLanderHeight"; private static final String KEY_LANDER_WIDTH = "mLanderWidth"; private static final String KEY_WINS = "mWinsInARow"; private static final String KEY_X = "mX"; private static final String KEY_Y = "mY"; /* * Member (state) fields */ /** The drawable to use as the background of the animation canvas */ private Bitmap mBackgroundImage; /** * Current height of the surface/canvas. * * @see #setSurfaceSize */ private int mCanvasHeight = 1; /** * Current width of the surface/canvas. * * @see #setSurfaceSize */ private int mCanvasWidth = 1; /** What to draw for the Lander when it has crashed */ private Drawable mCrashedImage; /** * Current difficulty -- amount of fuel, allowed angle, etc. Default is * MEDIUM. */ private int mDifficulty; /** Velocity dx. */ private double mDX; /** Velocity dy. */ private double mDY; /** Is the engine burning? */ private boolean mEngineFiring; /** What to draw for the Lander when the engine is firing */ private Drawable mFiringImage; /** Fuel remaining */ private double mFuel; /** Allowed angle. */ private int mGoalAngle; /** Allowed speed. */ private int mGoalSpeed; /** Width of the landing pad. */ private int mGoalWidth; /** X of the landing pad. */ private int mGoalX; /** Message handler used by thread to interact with TextView */ private Handler mHandler; /** * Lander heading in degrees, with 0 up, 90 right. Kept in the range * 0..360. */ private double mHeading; /** Pixel height of lander image. */ private int mLanderHeight; /** What to draw for the Lander in its normal state */ private Drawable mLanderImage; /** Pixel width of lander image. */ private int mLanderWidth; /** Used to figure out elapsed time between frames */ private long mLastTime; /** Paint to draw the lines on screen. */ private Paint mLinePaint; /** "Bad" speed-too-high variant of the line color. */ private Paint mLinePaintBad; /** The state of the game. One of READY, RUNNING, PAUSE, LOSE, or WIN */ private int mMode; /** Currently rotating, -1 left, 0 none, 1 right. */ private int mRotating; /** Indicate whether the surface has been created & is ready to draw */ private boolean mRun = false; /** Scratch rect object. */ private RectF mScratchRect; /** Handle to the surface manager object we interact with */ private SurfaceHolder mSurfaceHolder; /** Number of wins in a row. */ private int mWinsInARow; /** X of lander center. */ private double mX; /** Y of lander center. */ private double mY; public LunarThread(SurfaceHolder surfaceHolder, Context context, Handler handler) { // get handles to some important objects mSurfaceHolder = surfaceHolder; mHandler = handler; mContext = context; Resources res = context.getResources(); // cache handles to our key sprites & other drawables mLanderImage = context.getResources().getDrawable( R.drawable.lander_plain); mFiringImage = context.getResources().getDrawable( R.drawable.lander_firing); mCrashedImage = context.getResources().getDrawable( R.drawable.lander_crashed); // load background image as a Bitmap instead of a Drawable b/c // we don't need to transform it and it's faster to draw this way mBackgroundImage = BitmapFactory.decodeResource(res, R.drawable.earthrise); // Use the regular lander image as the model size for all sprites mLanderWidth = mLanderImage.getIntrinsicWidth(); mLanderHeight = mLanderImage.getIntrinsicHeight(); // Initialize paints for speedometer mLinePaint = new Paint(); mLinePaint.setAntiAlias(true); mLinePaint.setARGB(255, 0, 255, 0); mLinePaintBad = new Paint(); mLinePaintBad.setAntiAlias(true); mLinePaintBad.setARGB(255, 120, 180, 0); mScratchRect = new RectF(0, 0, 0, 0); mWinsInARow = 0; mDifficulty = DIFFICULTY_MEDIUM; // initial show-up of lander (not yet playing) mX = mLanderWidth; mY = mLanderHeight * 2; mFuel = PHYS_FUEL_INIT; mDX = 0; mDY = 0; mHeading = 0; mEngineFiring = true; } /** * Starts the game, setting parameters for the current difficulty. */ public void doStart() { synchronized (mSurfaceHolder) { // First set the game for Medium difficulty mFuel = PHYS_FUEL_INIT; mEngineFiring = false; mGoalWidth = (int) (mLanderWidth * TARGET_WIDTH); mGoalSpeed = TARGET_SPEED; mGoalAngle = TARGET_ANGLE; int speedInit = PHYS_SPEED_INIT; // Adjust difficulty params for EASY/HARD if (mDifficulty == DIFFICULTY_EASY) { mFuel = mFuel * 3 / 2; mGoalWidth = mGoalWidth * 4 / 3; mGoalSpeed = mGoalSpeed * 3 / 2; mGoalAngle = mGoalAngle * 4 / 3; speedInit = speedInit * 3 / 4; } else if (mDifficulty == DIFFICULTY_HARD) { mFuel = mFuel * 7 / 8; mGoalWidth = mGoalWidth * 3 / 4; mGoalSpeed = mGoalSpeed * 7 / 8; speedInit = speedInit * 4 / 3; } // pick a convenient initial location for the lander sprite mX = mCanvasWidth / 2; mY = mCanvasHeight - mLanderHeight / 2; // start with a little random motion mDY = Math.random() * -speedInit; mDX = Math.random() * 2 * speedInit - speedInit; mHeading = 0; // Figure initial spot for landing, not too near center while (true) { mGoalX = (int) (Math.random() * (mCanvasWidth - mGoalWidth)); if (Math.abs(mGoalX - (mX - mLanderWidth / 2)) > mCanvasHeight / 6) break; } mLastTime = System.currentTimeMillis() + 100; setState(STATE_RUNNING); } } /** * Pauses the physics update & animation. */ public void pause() { synchronized (mSurfaceHolder) { if (mMode == STATE_RUNNING) setState(STATE_PAUSE); } } /** * Restores game state from the indicated Bundle. Typically called when * the Activity is being restored after having been previously * destroyed. * * @param savedState Bundle containing the game state */ public synchronized void restoreState(Bundle savedState) { synchronized (mSurfaceHolder) { setState(STATE_PAUSE); mRotating = 0; mEngineFiring = false; mDifficulty = savedState.getInt(KEY_DIFFICULTY); mX = savedState.getDouble(KEY_X); mY = savedState.getDouble(KEY_Y); mDX = savedState.getDouble(KEY_DX); mDY = savedState.getDouble(KEY_DY); mHeading = savedState.getDouble(KEY_HEADING); mLanderWidth = savedState.getInt(KEY_LANDER_WIDTH); mLanderHeight = savedState.getInt(KEY_LANDER_HEIGHT); mGoalX = savedState.getInt(KEY_GOAL_X); mGoalSpeed = savedState.getInt(KEY_GOAL_SPEED); mGoalAngle = savedState.getInt(KEY_GOAL_ANGLE); mGoalWidth = savedState.getInt(KEY_GOAL_WIDTH); mWinsInARow = savedState.getInt(KEY_WINS); mFuel = savedState.getDouble(KEY_FUEL); } } @Override public void run() { while (mRun) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas(null); synchronized (mSurfaceHolder) { if (mMode == STATE_RUNNING) updatePhysics(); doDraw(c); } } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } /** * Dump game state to the provided Bundle. Typically called when the * Activity is being suspended. * * @return Bundle with this view's state */ public Bundle saveState(Bundle map) { synchronized (mSurfaceHolder) { if (map != null) { map.putInt(KEY_DIFFICULTY, Integer.valueOf(mDifficulty)); map.putDouble(KEY_X, Double.valueOf(mX)); map.putDouble(KEY_Y, Double.valueOf(mY)); map.putDouble(KEY_DX, Double.valueOf(mDX)); map.putDouble(KEY_DY, Double.valueOf(mDY)); map.putDouble(KEY_HEADING, Double.valueOf(mHeading)); map.putInt(KEY_LANDER_WIDTH, Integer.valueOf(mLanderWidth)); map.putInt(KEY_LANDER_HEIGHT, Integer .valueOf(mLanderHeight)); map.putInt(KEY_GOAL_X, Integer.valueOf(mGoalX)); map.putInt(KEY_GOAL_SPEED, Integer.valueOf(mGoalSpeed)); map.putInt(KEY_GOAL_ANGLE, Integer.valueOf(mGoalAngle)); map.putInt(KEY_GOAL_WIDTH, Integer.valueOf(mGoalWidth)); map.putInt(KEY_WINS, Integer.valueOf(mWinsInARow)); map.putDouble(KEY_FUEL, Double.valueOf(mFuel)); } } return map; } /** * Sets the current difficulty. * * @param difficulty */ public void setDifficulty(int difficulty) { synchronized (mSurfaceHolder) { mDifficulty = difficulty; } } /** * Sets if the engine is currently firing. */ public void setFiring(boolean firing) { synchronized (mSurfaceHolder) { mEngineFiring = firing; } } /** * Used to signal the thread whether it should be running or not. * Passing true allows the thread to run; passing false will shut it * down if it's already running. Calling start() after this was most * recently called with false will result in an immediate shutdown. * * @param b true to run, false to shut down */ public void setRunning(boolean b) { mRun = b; } /** * Sets the game mode. That is, whether we are running, paused, in the * failure state, in the victory state, etc. * * @see #setState(int, CharSequence) * @param mode one of the STATE_* constants */ public void setState(int mode) { synchronized (mSurfaceHolder) { setState(mode, null); } } /** * Sets the game mode. That is, whether we are running, paused, in the * failure state, in the victory state, etc. * * @param mode one of the STATE_* constants * @param message string to add to screen or null */ public void setState(int mode, CharSequence message) { /* * This method optionally can cause a text message to be displayed * to the user when the mode changes. Since the View that actually * renders that text is part of the main View hierarchy and not * owned by this thread, we can't touch the state of that View. * Instead we use a Message + Handler to relay commands to the main * thread, which updates the user-text View. */ synchronized (mSurfaceHolder) { mMode = mode; if (mMode == STATE_RUNNING) { Message msg = mHandler.obtainMessage(); Bundle b = new Bundle(); b.putString("text", ""); b.putInt("viz", View.INVISIBLE); msg.setData(b); mHandler.sendMessage(msg); } else { mRotating = 0; mEngineFiring = false; Resources res = mContext.getResources(); CharSequence str = ""; if (mMode == STATE_READY) str = res.getText(R.string.mode_ready); else if (mMode == STATE_PAUSE) str = res.getText(R.string.mode_pause); else if (mMode == STATE_LOSE) str = res.getText(R.string.mode_lose); else if (mMode == STATE_WIN) str = res.getString(R.string.mode_win_prefix) + mWinsInARow + " " + res.getString(R.string.mode_win_suffix); if (message != null) { str = message + "\n" + str; } if (mMode == STATE_LOSE) mWinsInARow = 0; Message msg = mHandler.obtainMessage(); Bundle b = new Bundle(); b.putString("text", str.toString()); b.putInt("viz", View.VISIBLE); msg.setData(b); mHandler.sendMessage(msg); } } } /* Callback invoked when the surface dimensions change. */ public void setSurfaceSize(int width, int height) { // synchronized to make sure these all change atomically synchronized (mSurfaceHolder) { mCanvasWidth = width; mCanvasHeight = height; // don't forget to resize the background image mBackgroundImage = mBackgroundImage.createScaledBitmap( mBackgroundImage, width, height, true); } } /** * Resumes from a pause. */ public void unpause() { // Move the real time clock up to now synchronized (mSurfaceHolder) { mLastTime = System.currentTimeMillis() + 100; } setState(STATE_RUNNING); } /** * Handles a key-down event. * * @param keyCode the key that was pressed * @param msg the original event object * @return true */ boolean doKeyDown(int keyCode, KeyEvent msg) { synchronized (mSurfaceHolder) { boolean okStart = false; if (keyCode == KeyEvent.KEYCODE_DPAD_UP) okStart = true; if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) okStart = true; if (keyCode == KeyEvent.KEYCODE_S) okStart = true; boolean center = (keyCode == KeyEvent.KEYCODE_DPAD_UP); if (okStart && (mMode == STATE_READY || mMode == STATE_LOSE || mMode == STATE_WIN)) { // ready-to-start -> start doStart(); return true; } else if (mMode == STATE_PAUSE && okStart) { // paused -> running unpause(); return true; } else if (mMode == STATE_RUNNING) { // center/space -> fire if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER || keyCode == KeyEvent.KEYCODE_SPACE) { setFiring(true); return true; // left/q -> left } else if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT || keyCode == KeyEvent.KEYCODE_Q) { mRotating = -1; return true; // right/w -> right } else if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT || keyCode == KeyEvent.KEYCODE_W) { mRotating = 1; return true; // up -> pause } else if (keyCode == KeyEvent.KEYCODE_DPAD_UP) { pause(); return true; } } return false; } } /** * Handles a key-up event. * * @param keyCode the key that was pressed * @param msg the original event object * @return true if the key was handled and consumed, or else false */ boolean doKeyUp(int keyCode, KeyEvent msg) { boolean handled = false; synchronized (mSurfaceHolder) { if (mMode == STATE_RUNNING) { if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER || keyCode == KeyEvent.KEYCODE_SPACE) { setFiring(false); handled = true; } else if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT || keyCode == KeyEvent.KEYCODE_Q || keyCode == KeyEvent.KEYCODE_DPAD_RIGHT || keyCode == KeyEvent.KEYCODE_W) { mRotating = 0; handled = true; } } } return handled; } /** * Draws the ship, fuel/speed bars, and background to the provided * Canvas. */ private void doDraw(Canvas canvas) { // Draw the background image. Operations on the Canvas accumulate // so this is like clearing the screen. canvas.drawBitmap(mBackgroundImage, 0, 0, null); int yTop = mCanvasHeight - ((int) mY + mLanderHeight / 2); int xLeft = (int) mX - mLanderWidth / 2; // Draw the fuel gauge int fuelWidth = (int) (UI_BAR * mFuel / PHYS_FUEL_MAX); mScratchRect.set(4, 4, 4 + fuelWidth, 4 + UI_BAR_HEIGHT); canvas.drawRect(mScratchRect, mLinePaint); // Draw the speed gauge, with a two-tone effect double speed = Math.sqrt(mDX * mDX + mDY * mDY); int speedWidth = (int) (UI_BAR * speed / PHYS_SPEED_MAX); if (speed <= mGoalSpeed) { mScratchRect.set(4 + UI_BAR + 4, 4, 4 + UI_BAR + 4 + speedWidth, 4 + UI_BAR_HEIGHT); canvas.drawRect(mScratchRect, mLinePaint); } else { // Draw the bad color in back, with the good color in front of // it mScratchRect.set(4 + UI_BAR + 4, 4, 4 + UI_BAR + 4 + speedWidth, 4 + UI_BAR_HEIGHT); canvas.drawRect(mScratchRect, mLinePaintBad); int goalWidth = (UI_BAR * mGoalSpeed / PHYS_SPEED_MAX); mScratchRect.set(4 + UI_BAR + 4, 4, 4 + UI_BAR + 4 + goalWidth, 4 + UI_BAR_HEIGHT); canvas.drawRect(mScratchRect, mLinePaint); } // Draw the landing pad canvas.drawLine(mGoalX, 1 + mCanvasHeight - TARGET_PAD_HEIGHT, mGoalX + mGoalWidth, 1 + mCanvasHeight - TARGET_PAD_HEIGHT, mLinePaint); // Draw the ship with its current rotation canvas.save(); canvas.rotate((float) mHeading, (float) mX, mCanvasHeight - (float) mY); if (mMode == STATE_LOSE) { mCrashedImage.setBounds(xLeft, yTop, xLeft + mLanderWidth, yTop + mLanderHeight); mCrashedImage.draw(canvas); } else if (mEngineFiring) { mFiringImage.setBounds(xLeft, yTop, xLeft + mLanderWidth, yTop + mLanderHeight); mFiringImage.draw(canvas); } else { mLanderImage.setBounds(xLeft, yTop, xLeft + mLanderWidth, yTop + mLanderHeight); mLanderImage.draw(canvas); } canvas.restore(); } /** * Figures the lander state (x, y, fuel, ...) based on the passage of * realtime. Does not invalidate(). Called at the start of draw(). * Detects the end-of-game and sets the UI to the next state. */ private void updatePhysics() { long now = System.currentTimeMillis(); // Do nothing if mLastTime is in the future. // This allows the game-start to delay the start of the physics // by 100ms or whatever. if (mLastTime > now) return; double elapsed = (now - mLastTime) / 1000.0; // mRotating -- update heading if (mRotating != 0) { mHeading += mRotating * (PHYS_SLEW_SEC * elapsed); // Bring things back into the range 0..360 if (mHeading < 0) mHeading += 360; else if (mHeading >= 360) mHeading -= 360; } // Base accelerations -- 0 for x, gravity for y double ddx = 0.0; double ddy = -PHYS_DOWN_ACCEL_SEC * elapsed; if (mEngineFiring) { // taking 0 as up, 90 as to the right // cos(deg) is ddy component, sin(deg) is ddx component double elapsedFiring = elapsed; double fuelUsed = elapsedFiring * PHYS_FUEL_SEC; // tricky case where we run out of fuel partway through the // elapsed if (fuelUsed > mFuel) { elapsedFiring = mFuel / fuelUsed * elapsed; fuelUsed = mFuel; // Oddball case where we adjust the "control" from here mEngineFiring = false; } mFuel -= fuelUsed; // have this much acceleration from the engine double accel = PHYS_FIRE_ACCEL_SEC * elapsedFiring; double radians = 2 * Math.PI * mHeading / 360; ddx = Math.sin(radians) * accel; ddy += Math.cos(radians) * accel; } double dxOld = mDX; double dyOld = mDY; // figure speeds for the end of the period mDX += ddx; mDY += ddy; // figure position based on average speed during the period mX += elapsed * (mDX + dxOld) / 2; mY += elapsed * (mDY + dyOld) / 2; mLastTime = now; // Evaluate if we have landed ... stop the game double yLowerBound = TARGET_PAD_HEIGHT + mLanderHeight / 2 - TARGET_BOTTOM_PADDING; if (mY <= yLowerBound) { mY = yLowerBound; int result = STATE_LOSE; CharSequence message = ""; Resources res = mContext.getResources(); double speed = Math.sqrt(mDX * mDX + mDY * mDY); boolean onGoal = (mGoalX <= mX - mLanderWidth / 2 && mX + mLanderWidth / 2 <= mGoalX + mGoalWidth); // "Hyperspace" win -- upside down, going fast, // puts you back at the top. if (onGoal && Math.abs(mHeading - 180) < mGoalAngle && speed > PHYS_SPEED_HYPERSPACE) { result = STATE_WIN; mWinsInARow++; doStart(); return; // Oddball case: this case does a return, all other cases // fall through to setMode() below. } else if (!onGoal) { message = res.getText(R.string.message_off_pad); } else if (!(mHeading <= mGoalAngle || mHeading >= 360 - mGoalAngle)) { message = res.getText(R.string.message_bad_angle); } else if (speed > mGoalSpeed) { message = res.getText(R.string.message_too_fast); } else { result = STATE_WIN; mWinsInARow++; } setState(result, message); } } } /** Handle to the application context, used to e.g. fetch Drawables. */ private Context mContext; /** Pointer to the text view to display "Paused.." etc. */ private TextView mStatusText; /** The thread that actually draws the animation */ private LunarThread thread; public LunarView(Context context, AttributeSet attrs) { super(context, attrs); // register our interest in hearing about changes to our surface SurfaceHolder holder = getHolder(); holder.addCallback(this); // create thread only; it's started in surfaceCreated() thread = new LunarThread(holder, context, new Handler() { @Override public void handleMessage(Message m) { mStatusText.setVisibility(m.getData().getInt("viz")); mStatusText.setText(m.getData().getString("text")); } }); setFocusable(true); // make sure we get key events } /** * Fetches the animation thread corresponding to this LunarView. * * @return the animation thread */ public LunarThread getThread() { return thread; } /** * Standard override to get key-press events. */ @Override public boolean onKeyDown(int keyCode, KeyEvent msg) { return thread.doKeyDown(keyCode, msg); } /** * Standard override for key-up. We actually care about these, so we can * turn off the engine or stop rotating. */ @Override public boolean onKeyUp(int keyCode, KeyEvent msg) { return thread.doKeyUp(keyCode, msg); } /** * Standard window-focus override. Notice focus lost so we can pause on * focus lost. e.g. user switches to take a call. */ @Override public void onWindowFocusChanged(boolean hasWindowFocus) { if (!hasWindowFocus) thread.pause(); } /** * Installs a pointer to the text view used for messages. */ public void setTextView(TextView textView) { mStatusText = textView; } /* Callback invoked when the surface dimensions change. */ public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { thread.setSurfaceSize(width, height); } /* * Callback invoked when the Surface has been created and is ready to be * used. */ public void surfaceCreated(SurfaceHolder holder) { // start the thread here so that we don't busy-wait in run() // waiting for the surface to be created thread.setRunning(true); thread.start(); } /* * Callback invoked when the Surface has been destroyed and must no longer * be touched. WARNING: after this method returns, the Surface/Canvas must * never be touched again! */ public void surfaceDestroyed(SurfaceHolder holder) { // we have to tell thread to shut down & wait for it to finish, or else // it might touch the Surface after we return and explode boolean retry = true; thread.setRunning(false); while (retry) { try { thread.join(); retry = false; } catch (InterruptedException e) { } } } }
以上就是Android游戏开发中SurfaceView类的应用实例分析,小编相信有部分知识点可能是我们日常工作会见到或用到的。希望你能通过这篇文章学到更多知识。更多详情敬请关注亿速云行业资讯频道。
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