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Q B a s i c N i b b l e s

王朝vb·作者佚名  2006-01-08
窄屏简体版  字體: |||超大  

'

' Q B a s i c N i b b l e s

'

' Copyright (C) Microsoft Corporation 1990

'

' Nibbles is a game for one or two players. Navigate your snakes

' around the game board trying to eat up numbers while avoiding

' running into walls or other snakes. The more numbers you eat up,

' the more points you gain and the longer your snake becomes.

'

' To run this game, press Shift+F5.

'

' To exit QBasic, press Alt, F, X.

'

' To get help on a BASIC keyword, move the cursor to the keyword and press

' F1 or click the right mouse button.

'

'Set default data type to integer for faster game play

DEFINT A-Z

'User-defined TYPEs

TYPE snakeBody

row AS INTEGER

col AS INTEGER

END TYPE

'This type defines the player's snake

TYPE snaketype

head AS INTEGER

length AS INTEGER

row AS INTEGER

col AS INTEGER

direction AS INTEGER

lives AS INTEGER

score AS INTEGER

scolor AS INTEGER

alive AS INTEGER

END TYPE

'This type is used to represent the playing screen in memory

'It is used to simulate graphics in text mode, and has some interesting,

'and slightly advanced methods to increasing the speed of operation.

'Instead of the normal 80x25 text graphics using chr$(219) "?, we will be

'using chr$(220)"? and chr$(223) "? and chr$(219) "? to mimic an 80x50

'pixel screen.

'Check out sub-programs SET and POINTISTHERE to see how this is implemented

'feel free to copy these (as well as arenaType and the DIM ARENA stmt and the

'initialization code in the DrawScreen subprogram) and use them in your own

'programs

TYPE arenaType

realRow AS INTEGER 'Maps the 80x50 point into the real 80x25

acolor AS INTEGER 'Stores the current color of the point

sister AS INTEGER 'Each char has 2 points in it. .SISTER is

END TYPE '-1 if sister point is above, +1 if below

'Sub Declarations

DECLARE SUB SpacePause (text$)

DECLARE SUB PrintScore (NumPlayers%, score1%, score2%, lives1%, lives2%)

DECLARE SUB Intro ()

DECLARE SUB GetInputs (NumPlayers, speed, diff$, monitor$)

DECLARE SUB DrawScreen ()

DECLARE SUB PlayNibbles (NumPlayers, speed, diff$)

DECLARE SUB Set (row, col, acolor)

DECLARE SUB Center (row, text$)

DECLARE SUB DoIntro ()

DECLARE SUB Initialize ()

DECLARE SUB SparklePause ()

DECLARE SUB Level (WhatToDO, sammy() AS snaketype)

DECLARE SUB InitColors ()

DECLARE SUB EraseSnake (snake() AS ANY, snakeBod() AS ANY, snakeNum%)

DECLARE FUNCTION StillWantsToPlay ()

DECLARE FUNCTION PointIsThere (row, col, backColor)

'Constants

CONST TRUE = -1

CONST FALSE = NOT TRUE

CONST MAXSNAKELENGTH = 1000

CONST STARTOVER = 1 ' Parameters to 'Level' SUB

CONST SAMELEVEL = 2

CONST NEXTLEVEL = 3

'Global Variables

DIM SHARED arena(1 TO 50, 1 TO 80) AS arenaType

DIM SHARED curLevel, colorTable(10)

RANDOMIZE TIMER

GOSUB ClearKeyLocks

Intro

GetInputs NumPlayers, speed, diff$, monitor$

GOSUB SetColors

DrawScreen

DO

PlayNibbles NumPlayers, speed, diff$

LOOP WHILE StillWantsToPlay

GOSUB RestoreKeyLocks

COLOR 15, 0

CLS

END

ClearKeyLocks:

DEF SEG = 0 ' Turn off CapLock, NumLock and ScrollLock

KeyFlags = PEEK(1047)

POKE 1047, &H0

DEF SEG

RETURN

RestoreKeyLocks:

DEF SEG = 0 ' Restore CapLock, NumLock and ScrollLock states

POKE 1047, KeyFlags

DEF SEG

RETURN

SetColors:

IF monitor$ = "M" THEN

RESTORE mono

ELSE

RESTORE normal

END IF

FOR a = 1 TO 6

READ colorTable(a)

NEXT a

RETURN

'snake1 snake2 Walls Background Dialogs-Fore Back

mono: DATA 15, 7, 7, 0, 15, 0

normal: DATA 14, 13, 12, 1, 15, 4

END

'Center:

' Centers text on given row

SUB Center (row, text$)

LOCATE row, 41 - LEN(text$) / 2

PRINT text$;

END SUB

'DrawScreen:

' Draws playing field

SUB DrawScreen

'initialize screen

VIEW PRINT

COLOR colorTable(1), colorTable(4)

CLS

'Print title & message

Center 1, "Nibbles!"

Center 11, "Initializing Playing Field..."

'Initialize arena array

FOR row = 1 TO 50

FOR col = 1 TO 80

arena(row, col).realRow = INT((row + 1) / 2)

arena(row, col).sister = (row MOD 2) * 2 - 1

NEXT col

NEXT row

END SUB

'EraseSnake:

' Erases snake to facilitate moving through playing field

SUB EraseSnake (snake() AS snaketype, snakeBod() AS snakeBody, snakeNum)

FOR c = 0 TO 9

FOR b = snake(snakeNum).length - c TO 0 STEP -10

tail = (snake(snakeNum).head + MAXSNAKELENGTH - b) MOD MAXSNAKELENGTH

Set snakeBod(tail, snakeNum).row, snakeBod(tail, snakeNum).col, colorTable(4)

NEXT b

NEXT c

END SUB

'GetInputs:

' Gets player inputs

SUB GetInputs (NumPlayers, speed, diff$, monitor$)

COLOR 7, 0

CLS

DO

LOCATE 5, 47: PRINT SPACE$(34);

LOCATE 5, 20

INPUT "How many players (1 or 2)"; num$

LOOP UNTIL VAL(num$) = 1 OR VAL(num$) = 2

NumPlayers = VAL(num$)

LOCATE 8, 21: PRINT "Skill level (1 to 100)"

LOCATE 9, 22: PRINT "1 = Novice"

LOCATE 10, 22: PRINT "90 = Expert"

LOCATE 11, 22: PRINT "100 = Twiddle Fingers"

LOCATE 12, 15: PRINT "(Computer speed may affect your skill level)"

DO

LOCATE 8, 44: PRINT SPACE$(35);

LOCATE 8, 43

INPUT gamespeed$

LOOP UNTIL VAL(gamespeed$) >= 1 AND VAL(gamespeed$) <= 100

speed = VAL(gamespeed$)

speed = (100 - speed) * 2 + 1

DO

LOCATE 15, 56: PRINT SPACE$(25);

LOCATE 15, 15

INPUT "Increase game speed during play (Y or N)"; diff$

diff$ = UCASE$(diff$)

LOOP UNTIL diff$ = "Y" OR diff$ = "N"

DO

LOCATE 17, 46: PRINT SPACE$(34);

LOCATE 17, 17

INPUT "Monochrome or color monitor (M or C)"; monitor$

monitor$ = UCASE$(monitor$)

LOOP UNTIL monitor$ = "M" OR monitor$ = "C"

startTime# = TIMER ' Calculate speed of system

FOR i# = 1 TO 1000: NEXT i# ' and do some compensation

stopTime# = TIMER

speed = speed * .5 / (stopTime# - startTime#)

END SUB

'InitColors:

'Initializes playing field colors

SUB InitColors

FOR row = 1 TO 50

FOR col = 1 TO 80

arena(row, col).acolor = colorTable(4)

NEXT col

NEXT row

CLS

'Set (turn on) pixels for screen border

FOR col = 1 TO 80

Set 3, col, colorTable(3)

Set 50, col, colorTable(3)

NEXT col

FOR row = 4 TO 49

Set row, 1, colorTable(3)

Set row, 80, colorTable(3)

NEXT row

END SUB

'Intro:

' Displays game introduction

SUB Intro

SCREEN 0

WIDTH 80, 25

COLOR 15, 0

CLS

Center 4, "Q B a s i c N i b b l e s"

COLOR 7

Center 6, "Copyright (C) Microsoft Corporation 1990"

Center 8, "Nibbles is a game for one or two players. Navigate your snakes"

Center 9, "around the game board trying to eat up numbers while avoiding"

Center 10, "running into walls or other snakes. The more numbers you eat up,"

Center 11, "the more points you gain and the longer your snake becomes."

Center 13, " Game Controls "

Center 15, " General Player 1 Player 2 "

Center 16, " (Up) (Up) "

Center 17, "P - Pause " + CHR$(24) + " W "

Center 18, " (Left) " + CHR$(27) + " " + CHR$(26) + " (Right) (Left) A D (Right) "

Center 19, " " + CHR$(25) + " S "

Center 20, " (Down) (Down) "

Center 24, "Press any key to continue"

PLAY "MBT160O1L8CDEDCDL4ECC"

SparklePause

END SUB

'Level:

'Sets game level

SUB Level (WhatToDO, sammy() AS snaketype) STATIC

SELECT CASE (WhatToDO)

CASE STARTOVER

curLevel = 1

CASE NEXTLEVEL

curLevel = curLevel + 1

END SELECT

sammy(1).head = 1 'Initialize Snakes

sammy(1).length = 2

sammy(1).alive = TRUE

sammy(2).head = 1

sammy(2).length = 2

sammy(2).alive = TRUE

InitColors

SELECT CASE curLevel

CASE 1

sammy(1).row = 25: sammy(2).row = 25

sammy(1).col = 50: sammy(2).col = 30

sammy(1).direction = 4: sammy(2).direction = 3

CASE 2

FOR i = 20 TO 60

Set 25, i, colorTable(3)

NEXT i

sammy(1).row = 7: sammy(2).row = 43

sammy(1).col = 60: sammy(2).col = 20

sammy(1).direction = 3: sammy(2).direction = 4

CASE 3

FOR i = 10 TO 40

Set i, 20, colorTable(3)

Set i, 60, colorTable(3)

NEXT i

sammy(1).row = 25: sammy(2).row = 25

sammy(1).col = 50: sammy(2).col = 30

sammy(1).direction = 1: sammy(2).direction = 2

CASE 4

FOR i = 4 TO 30

Set i, 20, colorTable(3)

Set 53 - i, 60, colorTable(3)

NEXT i

FOR i = 2 TO 40

Set 38, i, colorTable(3)

Set 15, 81 - i, colorTable(3)

NEXT i

sammy(1).row = 7: sammy(2).row = 43

sammy(1).col = 60: sammy(2).col = 20

sammy(1).direction = 3: sammy(2).direction = 4

CASE 5

FOR i = 13 TO 39

Set i, 21, colorTable(3)

Set i, 59, colorTable(3)

NEXT i

FOR i = 23 TO 57

Set 11, i, colorTable(3)

Set 41, i, colorTable(3)

NEXT i

sammy(1).row = 25: sammy(2).row = 25

sammy(1).col = 50: sammy(2).col = 30

sammy(1).direction = 1: sammy(2).direction = 2

CASE 6

FOR i = 4 TO 49

IF i > 30 OR i < 23 THEN

Set i, 10, colorTable(3)

Set i, 20, colorTable(3)

Set i, 30, colorTable(3)

Set i, 40, colorTable(3)

Set i, 50, colorTable(3)

Set i, 60, colorTable(3)

Set i, 70, colorTable(3)

END IF

NEXT i

sammy(1).row = 7: sammy(2).row = 43

sammy(1).col = 65: sammy(2).col = 15

sammy(1).direction = 2: sammy(2).direction = 1

CASE 7

FOR i = 4 TO 49 STEP 2

Set i, 40, colorTable(3)

NEXT i

sammy(1).row = 7: sammy(2).row = 43

sammy(1).col = 65: sammy(2).col = 15

sammy(1).direction = 2: sammy(2).direction = 1

CASE 8

FOR i = 4 TO 40

Set i, 10, colorTable(3)

Set 53 - i, 20, colorTable(3)

Set i, 30, colorTable(3)

Set 53 - i, 40, colorTable(3)

Set i, 50, colorTable(3)

Set 53 - i, 60, colorTable(3)

Set i, 70, colorTable(3)

NEXT i

sammy(1).row = 7: sammy(2).row = 43

sammy(1).col = 65: sammy(2).col = 15

sammy(1).direction = 2: sammy(2).direction = 1

CASE 9

FOR i = 6 TO 47

Set i, i, colorTable(3)

Set i, i + 28, colorTable(3)

NEXT i

sammy(1).row = 40: sammy(2).row = 15

sammy(1).col = 75: sammy(2).col = 5

sammy(1).direction = 1: sammy(2).direction = 2

CASE ELSE

FOR i = 4 TO 49 STEP 2

Set i, 10, colorTable(3)

Set i + 1, 20, colorTable(3)

Set i, 30, colorTable(3)

Set i + 1, 40, colorTable(3)

Set i, 50, colorTable(3)

Set i + 1, 60, colorTable(3)

Set i, 70, colorTable(3)

NEXT i

sammy(1).row = 7: sammy(2).row = 43

sammy(1).col = 65: sammy(2).col = 15

sammy(1).direction = 2: sammy(2).direction = 1

END SELECT

END SUB

'PlayNibbles:

' Main routine that controls game play

SUB PlayNibbles (NumPlayers, speed, diff$)

'Initialize Snakes

DIM sammyBody(MAXSNAKELENGTH - 1, 1 TO 2) AS snakeBody

DIM sammy(1 TO 2) AS snaketype

sammy(1).lives = 5

sammy(1).score = 0

sammy(1).scolor = colorTable(1)

sammy(2).lives = 5

sammy(2).score = 0

sammy(2).scolor = colorTable(2)

Level STARTOVER, sammy()

startRow1 = sammy(1).row: startCol1 = sammy(1).col

startRow2 = sammy(2).row: startCol2 = sammy(2).col

curSpeed = speed

'play Nibbles until finished

SpacePause " Level" + STR$(curLevel) + ", Push Space"

gameOver = FALSE

DO

IF NumPlayers = 1 THEN

sammy(2).row = 0

END IF

number = 1 'Current number that snakes are trying to run into

nonum = TRUE 'nonum = TRUE if a number is not on the screen

playerDied = FALSE

PrintScore NumPlayers, sammy(1).score, sammy(2).score, sammy(1).lives, sammy(2).lives

PLAY "T160O1>L20CDEDCDL10ECC"

DO

'Print number if no number exists

IF nonum = TRUE THEN

DO

numberRow = INT(RND(1) * 47 + 3)

NumberCol = INT(RND(1) * 78 + 2)

sisterRow = numberRow + arena(numberRow, NumberCol).sister

LOOP UNTIL NOT PointIsThere(numberRow, NumberCol, colorTable(4)) AND NOT PointIsThere(sisterRow, NumberCol, colorTable(4))

numberRow = arena(numberRow, NumberCol).realRow

nonum = FALSE

COLOR colorTable(1), colorTable(4)

LOCATE numberRow, NumberCol

PRINT RIGHT$(STR$(number), 1);

count = 0

END IF

'Delay game

FOR a# = 1 TO curSpeed: NEXT a#

'Get keyboard input & Change direction accordingly

kbd$ = INKEY$

SELECT CASE kbd$

CASE "w", "W": IF sammy(2).direction <> 2 THEN sammy(2).direction = 1

CASE "s", "S": IF sammy(2).direction <> 1 THEN sammy(2).direction = 2

CASE "a", "A": IF sammy(2).direction <> 4 THEN sammy(2).direction = 3

CASE "d", "D": IF sammy(2).direction <> 3 THEN sammy(2).direction = 4

CASE CHR$(0) + "H": IF sammy(1).direction <> 2 THEN sammy(1).direction = 1

CASE CHR$(0) + "P": IF sammy(1).direction <> 1 THEN sammy(1).direction = 2

CASE CHR$(0) + "K": IF sammy(1).direction <> 4 THEN sammy(1).direction = 3

CASE CHR$(0) + "M": IF sammy(1).direction <> 3 THEN sammy(1).direction = 4

CASE "p", "P": SpacePause " Game Paused ... Push Space "

CASE ELSE

END SELECT

FOR a = 1 TO NumPlayers

'Move Snake

SELECT CASE sammy(a).direction

CASE 1: sammy(a).row = sammy(a).row - 1

CASE 2: sammy(a).row = sammy(a).row + 1

CASE 3: sammy(a).col = sammy(a).col - 1

CASE 4: sammy(a).col = sammy(a).col + 1

END SELECT

'If snake hits number, respond accordingly

IF numberRow = INT((sammy(a).row + 1) / 2) AND NumberCol = sammy(a).col THEN

PLAY "MBO0L16>CCCE"

IF sammy(a).length < (MAXSNAKELENGTH - 30) THEN

sammy(a).length = sammy(a).length + number * 4

END IF

sammy(a).score = sammy(a).score + number

PrintScore NumPlayers, sammy(1).score, sammy(2).score, sammy(1).lives, sammy(2).lives

number = number + 1

IF number = 10 THEN

EraseSnake sammy(), sammyBody(), 1

EraseSnake sammy(), sammyBody(), 2

LOCATE numberRow, NumberCol: PRINT " "

Level NEXTLEVEL, sammy()

PrintScore NumPlayers, sammy(1).score, sammy(2).score, sammy(1).lives, sammy(2).lives

SpacePause " Level" + STR$(curLevel) + ", Push Space"

IF NumPlayers = 1 THEN sammy(2).row = 0

number = 1

IF diff$ = "P" THEN speed = speed - 10: curSpeed = speed

END IF

nonum = TRUE

IF curSpeed < 1 THEN curSpeed = 1

END IF

NEXT a

FOR a = 1 TO NumPlayers

'If player runs into any point, or the head of the other snake, it dies.

IF PointIsThere(sammy(a).row, sammy(a).col, colorTable(4)) OR (sammy(1).row = sammy(2).row AND sammy(1).col = sammy(2).col) THEN

PLAY "MBO0L32EFGEFDC"

COLOR , colorTable(4)

LOCATE numberRow, NumberCol

PRINT " "

playerDied = TRUE

sammy(a).alive = FALSE

sammy(a).lives = sammy(a).lives - 1

'Otherwise, move the snake, and erase the tail

ELSE

sammy(a).head = (sammy(a).head + 1) MOD MAXSNAKELENGTH

sammyBody(sammy(a).head, a).row = sammy(a).row

sammyBody(sammy(a).head, a).col = sammy(a).col

tail = (sammy(a).head + MAXSNAKELENGTH - sammy(a).length) MOD MAXSNAKELENGTH

Set sammyBody(tail, a).row, sammyBody(tail, a).col, colorTable(4)

sammyBody(tail, a).row = 0

Set sammy(a).row, sammy(a).col, sammy(a).scolor

END IF

NEXT a

LOOP UNTIL playerDied

curSpeed = speed ' reset speed to initial value

FOR a = 1 TO NumPlayers

EraseSnake sammy(), sammyBody(), a

'If dead, then erase snake in really cool way

IF sammy(a).alive = FALSE THEN

'Update score

sammy(a).score = sammy(a).score - 10

PrintScore NumPlayers, sammy(1).score, sammy(2).score, sammy(1).lives, sammy(2).lives

IF a = 1 THEN

SpacePause " Sammy Dies! Push Space! --->"

ELSE

SpacePause " <---- Jake Dies! Push Space "

END IF

END IF

NEXT a

Level SAMELEVEL, sammy()

PrintScore NumPlayers, sammy(1).score, sammy(2).score, sammy(1).lives, sammy(2).lives

'Play next round, until either of snake's lives have run out.

LOOP UNTIL sammy(1).lives = 0 OR sammy(2).lives = 0

END SUB

'PointIsThere:

' Checks the global arena array to see if the boolean flag is set

FUNCTION PointIsThere (row, col, acolor)

IF row <> 0 THEN

IF arena(row, col).acolor <> acolor THEN

PointIsThere = TRUE

ELSE

PointIsThere = FALSE

END IF

END IF

END FUNCTION

'PrintScore:

' Prints players scores and number of lives remaining

SUB PrintScore (NumPlayers, score1, score2, lives1, lives2)

COLOR 15, colorTable(4)

IF NumPlayers = 2 THEN

LOCATE 1, 1

PRINT USING "#,###,#00 Lives: # <--JAKE"; score2; lives2

END IF

LOCATE 1, 49

PRINT USING "SAMMY--> Lives: # #,###,#00"; lives1; score1

END SUB

'Set:

' Sets row and column on playing field to given color to facilitate moving

' of snakes around the field.

SUB Set (row, col, acolor)

IF row <> 0 THEN

arena(row, col).acolor = acolor 'assign color to arena

realRow = arena(row, col).realRow 'Get real row of pixel

topFlag = arena(row, col).sister + 1 / 2 'Deduce whether pixel

'is on top? or bottom?

sisterRow = row + arena(row, col).sister 'Get arena row of sister

sisterColor = arena(sisterRow, col).acolor 'Determine sister's color

LOCATE realRow, col

IF acolor = sisterColor THEN 'If both points are same

COLOR acolor, acolor 'Print chr$(219) "?

PRINT CHR$(219);

ELSE

IF topFlag THEN 'Since you cannot have

IF acolor > 7 THEN 'bright backgrounds

COLOR acolor, sisterColor 'determine best combo

PRINT CHR$(223); 'to use.

ELSE

COLOR sisterColor, acolor

PRINT CHR$(220);

END IF

ELSE

IF acolor > 7 THEN

COLOR acolor, sisterColor

PRINT CHR$(220);

ELSE

COLOR sisterColor, acolor

PRINT CHR$(223);

END IF

END IF

END IF

END IF

END SUB

'SpacePause:

' Pauses game play and waits for space bar to be pressed before continuing

SUB SpacePause (text$)

COLOR colorTable(5), colorTable(6)

Center 11, "圻哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌?

Center 12, "?" + LEFT$(text$ + SPACE$(29), 29) + " ?

Center 13, "圮苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘?

WHILE INKEY$ <> "": WEND

WHILE INKEY$ <> " ": WEND

COLOR 15, colorTable(4)

FOR i = 21 TO 26 ' Restore the screen background

FOR j = 24 TO 56

Set i, j, arena(i, j).acolor

NEXT j

NEXT i

END SUB

'SparklePause:

' Creates flashing border for intro screen

SUB SparklePause

COLOR 4, 0

a$ = "* * * * * * * * * * * * * * * * * "

WHILE INKEY$ <> "": WEND 'Clear keyboard buffer

WHILE INKEY$ = ""

FOR a = 1 TO 5

LOCATE 1, 1 'print horizontal sparkles

PRINT MID$(a$, a, 80);

LOCATE 22, 1

PRINT MID$(a$, 6 - a, 80);

FOR b = 2 TO 21 'Print Vertical sparkles

c = (a + b) MOD 5

IF c = 1 THEN

LOCATE b, 80

PRINT "*";

LOCATE 23 - b, 1

PRINT "*";

ELSE

LOCATE b, 80

PRINT " ";

LOCATE 23 - b, 1

PRINT " ";

END IF

NEXT b

NEXT a

WEND

END SUB

'StillWantsToPlay:

' Determines if users want to play game again.

FUNCTION StillWantsToPlay

COLOR colorTable(5), colorTable(6)

Center 10, "圻哌哌哌哌哌哌哌哌哌哌哌哌哌哌哌?

Center 11, "? G A M E O V E R ?

Center 12, "? ?

Center 13, "? Play Again? (Y/N) ?

Center 14, "圮苘苘苘苘苘苘苘苘苘苘苘苘苘苘苘?

WHILE INKEY$ <> "": WEND

DO

kbd$ = UCASE$(INKEY$)

LOOP UNTIL kbd$ = "Y" OR kbd$ = "N"

COLOR 15, colorTable(4)

Center 10, " "

Center 11, " "

Center 12, " "

Center 13, " "

Center 14, " "

IF kbd$ = "Y" THEN

StillWantsToPlay = TRUE

ELSE

StillWantsToPlay = FALSE

COLOR 7, 0

CLS

END IF

END FUNCTION

 
 
 
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