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  • Java坦克大战 (六) 之增加可玩性

    本文来自:小易博客专栏。转载请注明出处:http://blog.csdn.net/oldinaction

    在此小易将坦克大战这个项目分为几个版本,以此对J2SE的知识进行回顾和总结,希望这样也能给刚学完J2SE的小伙伴们一点启示!


    坦克大战V0.6实现功能:

    1、超级炮弹
    2、我方坦克有生命值
    3、图像化我方坦克的生命值
    4、添加血块,吃了可以涨生命值
    5、敌方坦克死完后可以再有新的加入,我方坦克死亡可以复活


    注意事项:

    1、画生命值是fillRect()和drawRect()的不同

    2、此处血块的移动时自己定义成固定的,也可以随机,每次移动的距离不能太大,否则会闪烁


    坦克大战V0.6源代码:

    TankClient类:

     

    import java.awt.*;
    import java.awt.event.*;
    import java.util.List; //java.awt包中也有个List,所以此处要导包明确
    import java.util.ArrayList;
    
    /**
     * 主要的类
     * @ClassName: TankClient
     * @Description: 坦克,子弹,爆炸,血块都在这里实例化
     * @author oldinaction
     * @date 2014年9月2日 下午4:15:44
     */
    public class TankClient extends Frame {
    	public static final int GAME_WIDTH = 800;
    	public static final int GAME_HEIGHT = 600;
    
    	Tank myTank = new Tank(350, 520, true, Tank.Direction.STOP, this); //我方坦克
    	Wall w1 = new Wall(100, 300, 20, 100, this), w2 = new Wall(300, 250, 150, 20, this);
    	Blood b = new Blood(this);
    	
    	List<Missile> missiles = new ArrayList<Missile>(); //定义一个集合来装子弹
    	List<Explode> explodes = new ArrayList<Explode>();
    	List<Tank> tanks = new ArrayList<Tank>();
    	
    	Image offScreenImage = null; //定义一个屏幕后的虚拟图片
    
    	@Override
    	public void paint(Graphics g) {
    		if (tanks.size() <= 0) {
    			for(int i = 0; i < 8; i++) {
    				tanks.add(new Tank(50 + 40*(i+1), 50, false,Tank.Direction.D, this));
    			}
    		}
    		
    		g.drawString("missiles Count: " + missiles.size(), 10, 50); //用来记录missiles中子弹的个数
    		g.drawString("explodes Count: " + explodes.size(), 10, 70);
    		g.drawString("tanks Count: " + tanks.size(), 10, 90);
    		g.drawString("myTank life: " + myTank.getLife(), 10, 110);
    		
    		for (int i = 0; i < missiles.size(); i++) { //遍历集合,把其中的子弹画出来
    			Missile m = missiles.get(i);
    			m.hitTanks(tanks);
    			m.hitTank(myTank);
    			m.hitWall(w1); //检测子弹是否撞墙
    			m.hitWall(w2);
    			m.drawMissile(g);
    		}
    		
    		for (int i = 0; i < explodes.size(); i++) {
    			Explode e = explodes.get(i);
    			e.draw(g);
    		}
    		
    		for (int i = 0; i < tanks.size(); i++) {
    			Tank t = tanks.get(i);
    			t.collidesWithWall(w1); //检测敌方坦克是否撞墙
    			t.collidesWithWall(w2);
    			t.collidesWithTanks(tanks);
    			t.drawTank(g);
    		}
    		
    		myTank.drawTank(g);
    		myTank.eat(b);
    		w1.draw(g);
    		w2.draw(g);
    		b.draw(g);
    	}
    	
    	//利用双缓冲消除圆圈移动时屏幕的闪动
    	@Override
    	public void update(Graphics g) {
    		if (offScreenImage == null) {
    			offScreenImage = this.createImage(GAME_WIDTH, GAME_HEIGHT); //判断是为了避免每次重画时都给offScreenImage赋值
    		}
    		Graphics gOffScreen = offScreenImage.getGraphics(); //定义虚拟图片上的画笔gOffScreen
    		Color c = gOffScreen.getColor();
    		gOffScreen.setColor(Color.GREEN);
    		gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT); //重画背景,如果没有这句则在屏幕上会保留圆圈的移动路径
    		gOffScreen.setColor(c);
    		paint(gOffScreen); //把圆圈画到虚拟图片上
    		g.drawImage(offScreenImage, 0, 0, null); //再一次性把虚拟图片画到真实屏幕上,在真实屏幕上画则要用真实屏幕的画笔g
    	}
    
    	public void luanchFrame() {
    		
    		for(int i = 0; i < 10; i++) {
    			tanks.add(new Tank(50 + 40*(i+1), 50, false,Tank.Direction.D, this));
    		}
    		
    		this.setLocation(300, 50);
    		this.setSize(GAME_WIDTH, GAME_HEIGHT);
    		this.setTitle("坦克大战 - By:小易 - QQ:381740148");
    		this.setResizable(false); //不允许改变窗口大小
    		this.addWindowListener(new WindowAdapter() {
    			@Override
    			public void windowClosing(WindowEvent e) {
    				System.exit(0);
    			}
    		}); //添加关闭功能,此处使用匿名类比较合适
    		this.setBackground(Color.GREEN);
    		
    		this.addKeyListener(new KeyMonitor());
    		
    		setVisible(true);
    		
    		new Thread(new PaintThread()).start(); //启动线程,实例化线程对象时不要忘了new Thread(Runnable对象);
    	}
    
    	public static void main(String[] args) {
    		TankClient tc = new TankClient();
    		tc.luanchFrame();
    	}
    	
    	//PaintThread只为TankClient服务,所以写成内部类好些
    	public class PaintThread implements Runnable { 
    		
    		public void run() {
    			while (true) {
    				repaint(); //repaint()是TankClient或者他的父类的方法,内部类可以访问外部包装类的成员,这也是内部类的好处
    				try {
    					Thread.sleep(50); //每隔50毫秒重画一次
    				} catch (InterruptedException e) {
    					e.printStackTrace();
    				}
    			}			
    		}
    	}
    
    	public class KeyMonitor extends KeyAdapter {
    		
    		@Override
    		public void keyReleased(KeyEvent e) {
    			myTank.keyReleased(e);
    		}
    
    		@Override
    		public void keyPressed(KeyEvent e) {
    			myTank.keyPressed(e);
    		}
    	}
    	
    }

    Tank类:

     

    import java.awt.*;
    import java.awt.event.*;
    import java.util.Random;
    
    public class Tank {
    	public static final int XSPEED = 5; //定义常量X轴速度
    	public static final int YSPEED = 5;
    	
    	public static final int WIDTH = 30;
    	public static final int HEIGHT = 30;
    	
    	public static final int LIFE = 100;
    	
    	//定义一个随机数产生器,此时的Random类是java.util.Random,不同于Math中的
    	private static Random r = new Random(); //随机数产生器只需要一个,所以定义成静态,防止每次new一个坦克是都会产生一个随机数产生器
    	private BloodBar bb = new BloodBar();
    	
    	private boolean good; //定义变量说明是我方还是敌方坦克,为true表示我方坦克
    
    	private boolean live = true; //定义变量说明是坦克是否存活
    	
    	private int life = LIFE; //设置坦克的生命值为100
    
    	TankClient tc;
    	
    	private int x , y; //定义变量画圆圈(坦克)时四边形左上点的x、y左边
    	private int oldX , oldY; //定义坦克上个位置的坐标
    	
    	private boolean bL = false, bU = false, bR = false, bD = false; //定义变量左上右下的按键是否被按下
    	enum Direction {L,LU,U,RU,R,RD,D,LD,STOP}; //定义枚举类型,值为左、左上、上、右上、右、右下、下、左下、停止
    	
    	private Direction dir = Direction.STOP; //定义变量坦克的方向
    	private Direction ptDir = Direction.U; //定义变量坦克炮筒的方向,起初向上
    	
    	private int step = r.nextInt(12) + 3; //定义坦克朝着一个方向移动几步
    		
    	public Tank(int x, int y, boolean good) {
    		this.x = x;
    		this.y = y;
    		this.good = good;
    		this.oldX = x;
    		this.oldY =y;
    	}
    	
    	public Tank(int x, int y, boolean good, Direction dir, TankClient tc) {
    		this(x, y, good); //相当于调用上面的构造方法
    		this.dir = dir;
    		this.tc = tc;
    	}
    	
    	public void drawTank(Graphics g) {
    		if(!live) {
    			if(!good) {
    				tc.tanks.remove(this);
    			}
    			return; //如果坦克没有存活就直接返回,不用画坦克了
    		}
    		
    		Color c = g.getColor(); //取得g(以后称为画笔)的颜色
    		if(good) g.setColor(Color.RED);
    		else g.setColor(Color.BLUE);
    		g.fillOval(x, y, WIDTH, HEIGHT); //"画圆",利用填充一个四边形(四边形的内切圆),参数分别代表:四边形左上点的坐标X,Y,宽度,高度
    		g.setColor(c); //用完画笔后把画笔默认的颜色(黑色)设置回去
    		
    		if (good) bb.draw(g);
    		
    		//根据炮筒的方向,画直线代表炮筒
    		switch (ptDir) {
    		case L:
    			g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x, y+Tank.HEIGHT/2);
    			break;
    		case LU:
    			g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x, y);
    			break;
    		case U:
    			g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH/2, y);
    			break;
    		case RU:
    			g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH, y);
    			break;
    		case R:
    			g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH, y+Tank.HEIGHT/2);
    			break;
    		case RD:
    			g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH, y+Tank.HEIGHT);
    			break;
    		case D:
    			g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH/2, y+Tank.HEIGHT);
    			break;
    		case LD:
    			g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x, y+Tank.HEIGHT);
    			break;
    		}
    		
    		move(); //每次按键都会重画,就会调用drawTank,在这里重画坦克的此时位置
    	}
    	
    	public void keyPressed(KeyEvent e) {
    		int key = e.getKeyCode(); //得到按键的虚拟码,再和下面的KeyEvent.VK_LEFT等虚拟码比较看是否是某按键
    		switch (key) {
    		case KeyEvent.VK_F2:
    			if (!this.live) {
    				this.live = true;
    				this.life = LIFE;
    			}
    			break;
    		case KeyEvent.VK_LEFT:
    			bL = true;
    			break;
    		case KeyEvent.VK_UP:
    			bU = true;
    			break;
    		case KeyEvent.VK_RIGHT:
    			bR = true;
    			break;
    		case KeyEvent.VK_DOWN:
    			bD = true;
    			break;
    		}
    		locateDraction();
    		
    		if (dir != Direction.STOP) {
    			ptDir = dir;
    		}
    	}
    	
    	public void keyReleased(KeyEvent e) {
    		int key = e.getKeyCode();
    		switch (key) {
    		case KeyEvent.VK_SPACE: //按SPACE就发射子弹调用fire方法
    			fire(); //只有松开SPACE才能发出子弹
    			break;
    		case KeyEvent.VK_LEFT:
    			bL = false;
    			break;
    		case KeyEvent.VK_UP:
    			bU = false;
    			break;
    		case KeyEvent.VK_RIGHT:
    			bR = false;
    			break;
    		case KeyEvent.VK_DOWN:
    			bD = false;
    			break;
    		case KeyEvent.VK_CONTROL: //按Ctrl就发射子弹调用fire方法
    			superFire();
    			break;
    		}
    		locateDraction();
    	}
    
    	//通过上右下的按键是否被按下判断坦克要运动的方向
    	void locateDraction() {
    		if(bL && !bU && !bR && !bD) dir =Direction.L;
    		else if(bL && bU && !bR && !bD) dir =Direction.LU;
    		else if(!bL && bU && !bR && !bD) dir =Direction.U;
    		else if(!bL && bU && bR && !bD) dir =Direction.RU;
    		else if(!bL && !bU && bR && !bD) dir =Direction.R;
    		else if(!bL && !bU && bR && bD) dir =Direction.RD;
    		else if(!bL && !bU && !bR && bD) dir =Direction.D;
    		else if(bL && !bU && !bR && bD) dir =Direction.LD;
    		else if(!bL && !bU && !bR && !bD) dir =Direction.STOP;
    	}
    	
    	public void move() {
    		oldX = x;
    		oldY = y;
    		
    		switch (dir) {
    		case L:
    			x -= XSPEED;
    			break;
    		case LU:
    			x -= XSPEED;
    			y -= YSPEED;
    			break;
    		case U:
    			y -= YSPEED;		
    			break;
    		case RU:
    			x += XSPEED;
    			y -= YSPEED;
    			break;
    		case R:
    			x += XSPEED;
    			break;
    		case RD:
    			x += XSPEED;
    			y += YSPEED;
    			break;
    		case D:
    			y += YSPEED;
    			break;
    		case LD:
    			x -= XSPEED;
    			y += YSPEED;
    			break;
    		case STOP:			
    			break;
    		}
    		
    		if(this.dir != Direction.STOP) {
    			this.ptDir = this.dir;
    		}
    		
    		//防止坦克出界
    		if (x < 0) x = 0;
    		if (y < 25) y = 25; //考虑了标题栏的高度
    		if (x + Tank.WIDTH > TankClient.GAME_WIDTH) x = TankClient.GAME_WIDTH - Tank.WIDTH;
    		if (y + Tank.HEIGHT > TankClient.GAME_HEIGHT) y = TankClient.GAME_HEIGHT - Tank.HEIGHT;
    	
    		if (!good) {
    			Direction[] dirs = Direction.values(); //把枚举转换成数组	
    			if (step == 0) {
    				int rn = r.nextInt(dirs.length);
    				dir = dirs[rn]; //如果移动步数为0就改变方向
    				step = r.nextInt(12) + 3;
    			}	
    			step --;
    			
    			if(r.nextInt(40) > 37) this.fire();
    		}
    	}
    	
    	public void stay() {
    		x = oldX;
    		y = oldY;
    	}
    	
    	//坦克开火,就new一个子弹出来
    	private Missile fire() {
    		if(!live) return null;
    		
    		int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2; //让子弹从坦克中心打出
    		int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;
    		Missile m = new Missile(x, y,good, ptDir , this.tc);
    		tc.missiles.add(m); //每new一个Missile对象就把他装到集合中
    		return m; //返回的m,其他地方可调用可不调用
    	}
    	
    	private Missile fire(Direction dir) {
    		if(!live) return null;
    		
    		int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2; //让子弹从坦克中心打出
    		int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;
    		Missile m = new Missile(x, y,good, dir , this.tc);
    		tc.missiles.add(m); //每new一个Missile对象就把他装到集合中
    		return m; //返回的m,其他地方可调用可不调用
    	}
    	
    	public Rectangle getRect() {
    		return new Rectangle(x, y, WIDTH, HEIGHT); //得到坦克的探测方块,Rectangle是java.awt包中专门用于游戏碰撞的类
    	}
    	
    	public boolean isLive() {
    		return live;
    	}
    
    	//Tank类的成员方法可生成对应的get和set方法,那么在其他类中就可以访问了
    	public void setLive(boolean live) {
    		this.live = live;
    	}
    	
    	
    	public boolean isGood() {
    		return good;
    	}
    	
    	//检测坦克是否撞墙
    	public boolean collidesWithWall(Wall w) {
    		if(this.live && this.getRect().intersects(w.getRect())) {
    			stay(); //如果坦克撞到墙就让他回到上一个位置
    			return true;
    		}
    		return false;
    	}
    	
    	//检测坦克是否相撞,java.util.List<E>接口或者类的另一种写法,java.awt中也有List,所以要写明确
    	public boolean collidesWithTanks(java.util.List<Tank> tanks) {
    		for (int i = 0; i < tanks.size(); i++) {
    			Tank t = tanks.get(i);		
    			if (this != t) {
    				if(this.live && t.isLive() && this.getRect().intersects(t.getRect())) {
    					this.stay();
    					t.stay();
    					return true;
    				}
    			}		
    		}
    		return false;
    	}
    	
    	//超级炮弹:朝8个方向各发一发炮弹
    	private void superFire() {
    		Direction[] dirs = Direction.values();
    		for (int i = 0; i < 8; i++) { //dirs[8]是STOP
    			fire(dirs[i]);
    		}
    	}
    
    	public int getLife() {
    		return life;
    	}
    
    	public void setLife(int life) {
    		this.life = life;
    	}
    
    	public class BloodBar {
    		public void draw(Graphics g) {
    			Color c = g.getColor();
    			g.setColor(Color.RED);
    			g.drawRect(x, y - 10, WIDTH, 10);
    			int w = WIDTH * life/LIFE ;
    			g.fillRect(x, y - 10, w, 10);
    			g.setColor(c);
    		}
    	}
    	
    	//吃血块
    	public boolean eat(Blood b) {
    		if(this.live && b.isLive() && this.getRect().intersects(b.getRect())) {
    			b.setLive(false);
    			life = LIFE;
    			return true;
    		}
    		return false;
    	}
    }


    Missile类:

     

    import java.awt.*;
    import java.util.List;
    
    public class Missile {
    	public static final int XSPEED = 10;
    	public static final int YSPEED = 10;
    	
    	public static final int WIDTH = 10;
    	public static final int HEIGHT = 10;
    	
    	int x, y;
    	Tank.Direction dir;
    	
    	private boolean good; //定义变量表示是否是我方子弹
    
    	private boolean live = true; //定义一个判断子弹是否出界的变量
    	
    	private TankClient tc;
    	
    	public Missile(int x, int y, Tank.Direction dir) {
    		this.x = x;
    		this.y = y;
    		this.dir = dir;
    	}
    	
    	public Missile(int x, int y,boolean good, Tank.Direction dir, TankClient tc) {
    		this(x, y, dir);
    		this.good = good;
    		this.tc = tc;
    	}
    	
    	public void drawMissile(Graphics g) {
    		if(!live) {
    			tc.missiles.remove(this);
    			return;
    		}
    		
    		Color c = g.getColor();
    		g.setColor(Color.BLACK);
    		g.fillOval(x, y, WIDTH, HEIGHT);
    		g.setColor(c);
    		
    		move();
    	}
    
    	private void move() {
    		switch (dir) {
    		case L:
    			x -= XSPEED;
    			break;
    		case LU:
    			x -= XSPEED;
    			y -= YSPEED;
    			break;
    		case U:
    			y -= YSPEED;		
    			break;
    		case RU:
    			x += XSPEED;
    			y -= YSPEED;
    			break;
    		case R:
    			x += XSPEED;
    			break;
    		case RD:
    			x += XSPEED;
    			y += YSPEED;
    			break;
    		case D:
    			y += YSPEED;
    			break;
    		case LD:
    			x -= XSPEED;
    			y += YSPEED;
    			break;
    		}
    		
    		if (x < 0 || y < 0 || x > tc.GAME_WIDTH || y > tc.GAME_HEIGHT) {
    			live = false;
    		}
    	}
    	
    	public boolean isLive() {
    		return live;
    	}
    	
    	public Rectangle getRect() {
    		return new Rectangle(x, y, WIDTH, HEIGHT); //得到子弹的探测方块,Rectangle是java.awt包中专门用于游戏碰撞的类
    	}
    	
    	//判断子弹是否打到了坦克
    	public boolean hitTank(Tank t) {
    		//intersects是Rectangle的一个方法;t.isLive()是为了判断坦克是否存活,如果没有则打掉这个坦克后,之后的子弹到达原来这个坦克的位置就会消失
    		if (this.live && this.getRect().intersects(t.getRect()) && t.isLive() && this.good != t.isGood()) {
    			if (t.isGood()) {
    				t.setLife(t.getLife() - 20);
    				if (t.getLife() <= 0) {
    					t.setLive(false);
    				}
    			} else {
    				t.setLive(false);
    			}
    			this.live = false;
    			Explode e = new Explode(x, y, tc);
    			tc.explodes.add(e);
    			return true;
    		}
    		return false;
    	}
    	
    	public boolean hitTanks(List<Tank> tanks) {
    		for (int i = 0; i < tanks.size(); i++) {
    			if (hitTank(tanks.get(i))) {
    				return true;
    			}
    		}
    		return false;
    	}
    	
    	public boolean hitWall(Wall w) {
    		if(this.live && this.getRect().intersects(w.getRect())) {
    			this.live = false;
    			return true;
    		}
    		return false;
    	}
    	
    }

    Explode类:

     

    import java.awt.*;
    
    //爆炸类(爆炸的英文:explode)
    public class Explode {
    	
    	int x, y;
    	private TankClient tc;
    	
    	private boolean live = true;
    	
    	int[] diameter = {4, 10, 20, 36, 56, 24, 12, 6}; //定义画不同直径的圆表示爆炸(直径的英文:diameter)
    	int step = 0; //定义变量代表画爆炸的圆画到第几个了
    	
    	public Explode(int x, int y, TankClient tc) {
    		this.x = x;
    		this.y = y;
    		this.tc = tc;
    	}
    	
    	public void draw(Graphics g) {
    		if(!live) {
    			tc.explodes.remove(this);
    			return;
    		}
    		
    		if (step == diameter.length) {
    			live = false;
    			step = 0;
    			return;
    		}
    		
    		Color c = g.getColor();
    		g.setColor(Color.ORANGE);
    		g.fillOval(x, y, diameter[step], diameter[step]);
    		g.setColor(c);
    		
    		step ++ ;
    		
    	}
    	
    }

    Wall类:

     

    import java.awt.*;
    
    public class Wall {
    	private int x, y, w, h;
    	private TankClient tc;
    	
    	public Wall(int x, int y, int w, int h, TankClient tc) {
    		this.x = x;
    		this.y = y;
    		this.w = w;
    		this.h = h;
    		this.tc = tc;
    	}
    	
    	public void draw(Graphics g) {
    		g.fillRect(x, y, w, h);
    	}
    
    	public Rectangle getRect() {
    		return new Rectangle(x, y, w, h);
    	}
    }

    Blood类:

     

    import java.awt.*;
    
    public class Blood {
    
    	private int x, y, w, h;
    	private TankClient tc;
    	
    	private boolean live = true;
    	
    	private int step = 0;
    	
    	int[][] pos = {
    					{400,400}, {420,400}, {440,400}, {440,420}, {440,440}, {420,440}, {400,440}, {400,420}
    					};
    	
    	public Blood(TankClient tc) {
    		this.x = pos[0][0];
    		this.y = pos[0][1];
    		this.w = h = 10;
    		this.tc = tc;
    	}
    	
    	public void draw(Graphics g) {
    		if (!live) return;
    			
    		Color c = g.getColor();
    		g.setColor(Color.MAGENTA);
    		g.fillRect(x, y, w, h);
    		g.setColor(c);
    		
    		move();
    	}
    
    	private void move() {
    		step ++;
    		
    		if(step == pos.length) {
    			step = 0;
    		}
    		
    		x = pos[step][0];
    		y = pos[step][1];		
    	}
    	
    	public Rectangle getRect() {
    		return new Rectangle(x, y, w, h);
    	}
    
    	public boolean isLive() {
    		return live;
    	}
    
    	public void setLive(boolean live) {
    		this.live = live;
    	}
    	
    }




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