• 个人简介

    $$\small\texttt{\color{#FA4129}本}\huge\texttt{\color{#FE9019}入}_{\small\texttt{\color{#FFE304}的}^{\large\texttt{\color{#FFEC01}萌\color{#FFF900}新}\small\texttt{\color{#FCFB03}Q\color{#F8FB07}W\color{#F1FB0B}Q}}}^{\large\texttt{\color{#FFB511}是}{\small\texttt{\color{#FFDC07}刚\color{#FFEF00}学}\large\texttt{\color{#FFF600}O\color{#FFFA00}I}}}\huge\texttt{\color{#E6F911}但\color{#92E82F}是}^{\large\texttt{\color{#39D54B}即}{\small\texttt{\color{#03C767}使}}}_{\normalsize\text{\color{#07C964}是\color{#00C789}这\color{#00C7A5}样}}\texttt{\color{#00CBC6}我\color{#00D0EB}也}^{\small\texttt{\color{#00D0F2}要}\normalsize\texttt{\color{#00D0F6}用}\texttt{\color{#03BEF4}蒟}_{\texttt{\color{#04AAEF}蒻}\large\texttt{\color{#078DE4}的}}}_{\scriptsize\texttt{\color{#01CDF6}声\color{#03C2F5}音\color{#04B4F2}大\color{#04A7EE}声\color{#0791E6}喊\color{#0A7BDD}出}}\mathcal{\color{#125BCD}我是\color{#3D2AB5}傻\color{#A011AD}逼!!} $$

    世界属于卡莫娜

    打开B站 查看蒟蒻 打开OpenJudge poki小游戏

    小武老师美照

    简洁的自我介绍 (doge

    1.我是人
    2.我是一个普通人
    3.名字:忘了(只是懒得告诉)
    3.性别:不知道(忘了)
    4.爱好:讨伐四装哥
    5.生日:8.31
    
    一天我变成了人
    (完)
    

    与朋友增进友谊的小代码

    #include <windows.h>
    
    int main() {
    	while(1){
            ShowWindow(GetForegroundWindow(), SW_HIDE);
            Sleep(100);
            ShowWindow(GetForegroundWindow(), SW_SHOW);
            Sleep(100);
       }
        return 0;
    }
    

    文字枪战 (cpp)

    #include <iostream>
    #include <string>
    #include <cstdlib>
    #include <ctime>
    
    // 定义玩家类
    class Player {
    private:
        int health;
        int ammo;
        int totalAmmo;
        bool isAlive;
    
    public:
        Player() : health(100), ammo(30), totalAmmo(100), isAlive(true) {}
    
        // 射击方法
        bool shoot() {
            if (ammo > 0) {
                ammo--;
                std::cout << "射击!剩余子弹: " << ammo << std::endl;
                return true;
            } else {
                std::cout << "没有子弹了,请换弹!" << std::endl;
                return false;
            }
        }
    
        // 换弹方法
        void reload() {
            if (totalAmmo > 0) {
                if (totalAmmo >= 30 - ammo) {
                    totalAmmo -= (30 - ammo);
                    ammo = 30;
                } else {
                    ammo += totalAmmo;
                    totalAmmo = 0;
                }
                std::cout << "换弹完成,当前子弹: " << ammo << ", 总剩余子弹: " << totalAmmo << std::endl;
            } else {
                std::cout << "没有备用子弹了!" << std::endl;
            }
        }
    
        // 被击中方法
        void getHit() {
            health -= 20;
            if (health <= 0) {
                isAlive = false;
                std::cout << "你被击败了!" << std::endl;
            } else {
                std::cout << "你被击中了,剩余生命值: " << health << std::endl;
            }
        }
    
        // 回血方法
        void heal() {
            if (health < 100) {
                health = (health + 20 > 100) ? 100 : health + 20;
                std::cout << "回血成功,当前生命值: " << health << std::endl;
            } else {
                std::cout << "生命值已满,无需回血。" << std::endl;
            }
        }
    
        // 判断玩家是否存活
        bool alive() const {
            return isAlive;
        }
    
        // 获取玩家生命值
        int getHealth() const {
            return health;
        }
    };
    
    // 定义敌人类
    class Enemy {
    private:
        int health;
        bool isAlive;
    
    public:
        Enemy() : health(50), isAlive(true) {}
    
        // 被击中方法
        void getHit() {
            health -= 20;
            if (health <= 0) {
                isAlive = false;
                std::cout << "敌人被击败了!" << std::endl;
            } else {
                std::cout << "敌人受到伤害,剩余生命值: " << health << std::endl;
            }
        }
    
        // 判断敌人是否存活
        bool alive() const {
            return isAlive;
        }
    };
    
    // 定义障碍类
    class Obstacle {
    private:
        bool isDestroyed;
    
    public:
        Obstacle() : isDestroyed(false) {}
    
        // 被击中方法
        void getHit() {
            isDestroyed = true;
            std::cout << "障碍被摧毁!" << std::endl;
        }
    
        // 判断障碍是否被摧毁
        bool isDestroyedStatus() const {
            return isDestroyed;
        }
    };
    
    int main() {
        Player player;
        Enemy enemy;
        Obstacle obstacle;
    
        while (player.alive() && enemy.alive()) {
            std::cout << "请选择操作:1. 射击 2. 换弹 3. 回血 4. 检查障碍状态" << std::endl;
            int choice;
            std::cin >> choice;
    
            switch (choice) {
            case 1:
                if (player.shoot()) {
                    if (rand() % 2 == 0 || obstacle.isDestroyedStatus()) {
                        enemy.getHit();
                    } else {
                        std::cout << "子弹被障碍挡住了!" << std::endl;
                        obstacle.getHit();
                    }
                }
                break;
            case 2:
                player.reload();
                break;
            case 3:
                player.heal();
                break;
            case 4:
                if (obstacle.isDestroyedStatus()) {
                    std::cout << "障碍已被摧毁。" << std::endl;
                } else {
                    std::cout << "障碍还在,注意躲避。" << std::endl;
                }
                break;
            default:
                std::cout << "无效的选择,请重新输入!" << std::endl;
            }
    
            if (enemy.alive()) {
                if (rand() % 2 == 0 || obstacle.isDestroyedStatus()) {
                    player.getHit();
                } else {
                    std::cout << "敌人的攻击被障碍挡住了!" << std::endl;
                }
            }
        }
    
        return 0;
    }
    

    弹性小球 (py)

    import tkinter as tk
    import math
    
    # 窗口设置
    root = tk.Tk()
    root.title("3D 可抛小球互动程序")
    width, height = 800, 600
    canvas = tk.Canvas(root, width=width, height=height, bg="white")
    canvas.pack()
    
    # 3D 小球属性
    ball_3d = [0, 0, 0]  # 初始位置 (x, y, z)
    ball_3d_velocity = [0, 0, 0]  # 初始速度 (vx, vy, vz)
    ball_radius = 10
    ball_color = "red"
    
    # 重力加速度
    gravity = 0.1
    # 弹性系数
    elasticity = 0.8
    
    # 投影参数
    distance = 300
    
    # 记录鼠标拖动起始位置
    start_x = 0
    start_y = 0
    dragging = False
    
    
    # 3D 到 2D 投影函数
    def project(point_3d):
        factor = distance / (distance + point_3d[2])
        x_2d = point_3d[0] * factor + width / 2
        y_2d = -point_3d[1] * factor + height / 2
        return x_2d, y_2d
    
    
    # 绘制 3D 小球
    def draw_ball():
        x_2d, y_2d = project(ball_3d)
        canvas.delete("ball")
        canvas.create_oval(x_2d - ball_radius, y_2d - ball_radius,
                           x_2d + ball_radius, y_2d + ball_radius,
                           fill=ball_color, tags="ball")
    
    
    # 鼠标按下事件处理函数
    def press_handler(event):
        global start_x, start_y, dragging
        x_2d, y_2d = project(ball_3d)
        if (x_2d - event.x) ** 2 + (y_2d - event.y) ** 2 <= ball_radius ** 2:
            dragging = True
            start_x = event.x
            start_y = event.y
            for i in range(3):
                ball_3d_velocity[i] = 0
    
    
    # 鼠标拖动事件处理函数
    def drag_handler(event):
        global dragging
        if dragging:
            pass
    
    
    # 鼠标释放事件处理函数
    def release_handler(event):
        global dragging
        dragging = False
        # 根据鼠标拖动的距离计算初速度
        ball_3d_velocity[0] = (event.x - start_x) * 0.01
        ball_3d_velocity[1] = -(event.y - start_y) * 0.01
    
    
    # 边界检测和物理更新
    def update():
        global ball_3d, ball_3d_velocity
        # 如果没有被拖动,应用物理效果
        if not dragging:
            # 应用重力
            ball_3d_velocity[1] -= gravity
            # 更新位置
            for i in range(3):
                ball_3d[i] += ball_3d_velocity[i]
    
            # 边界检测
            if ball_3d[0] > 200:
                ball_3d[0] = 200
                ball_3d_velocity[0] = -ball_3d_velocity[0] * elasticity
            elif ball_3d[0] < -200:
                ball_3d[0] = -200
                ball_3d_velocity[0] = -ball_3d_velocity[0] * elasticity
    
            if ball_3d[1] < -200:
                ball_3d[1] = -200
                ball_3d_velocity[1] = -ball_3d_velocity[1] * elasticity
    
            if ball_3d[2] > 200:
                ball_3d[2] = 200
                ball_3d_velocity[2] = -ball_3d_velocity[2] * elasticity
            elif ball_3d[2] < -200:
                ball_3d[2] = -200
                ball_3d_velocity[2] = -ball_3d_velocity[2] * elasticity
    
        draw_ball()
        root.after(10, update)
    
    
    # 绑定鼠标事件
    canvas.bind("<ButtonPress-1>", press_handler)
    canvas.bind("<B1-Motion>", drag_handler)
    canvas.bind("<ButtonRelease-1>", release_handler)
    
    # 开始更新循环
    update()
    
    # 进入主循环
    root.mainloop()
    

    点击小球游戏 (py)

    import turtle
    import random
    
    # 设置屏幕
    screen = turtle.Screen()
    screen.title("点击游戏")
    screen.bgcolor("lightblue")
    
    # 设置得分
    score = 0
    score_pen = turtle.Turtle()
    score_pen.speed(0)
    score_pen.color("black")
    score_pen.penup()
    score_pen.goto(0, 260)
    score_pen.hideturtle()
    score_pen.write(f"得分: {score}", align="center", font=("Arial", 24, "normal"))
    
    # 创建目标
    target = turtle.Turtle()
    target.shape("circle")
    target.color("red")
    target.penup()
    target.speed(0)
    target.goto(random.randint(-290, 290), random.randint(-290, 290))
    
    # 点击目标的处理函数
    def click_target(x, y):
        global score
        if target.distance(x, y) < 20:
            score += 1
            score_pen.clear()
            score_pen.write(f"得分: {score}", align="center", font=("Arial", 24, "normal"))
            target.goto(random.randint(-290, 290), random.randint(-290, 290))
    
    
    # 绑定点击事件
    screen.onscreenclick(click_target)
    
    # 主循环
    turtle.mainloop()
    

    3D键盘互动正方体 (py)

    import turtle
    import math
    import time
    
    # 设置画布和画笔
    screen = turtle.Screen()
    screen.title("Rotating Cube")
    screen.bgcolor("black")
    screen.tracer(0)
    
    pen = turtle.Turtle()
    pen.speed(0)
    pen.color("white")
    pen.pensize(2)
    
    # 定义正方体的顶点
    vertices = [
        [-100, -100, -100],
        [100, -100, -100],
        [100, 100, -100],
        [-100, 100, -100],
        [-100, -100, 100],
        [100, -100, 100],
        [100, 100, 100],
        [-100, 100, 100]
    ]
    
    # 定义正方体的面
    faces = [
        [0, 1, 2, 3],
        [1, 5, 6, 2],
        [5, 4, 7, 6],
        [4, 0, 3, 7],
        [0, 4, 5, 1],
        [3, 2, 6, 7]
    ]
    
    # 旋转角度和速度
    rotation_angle = 1
    rotation_speed = 1
    
    # 按键状态
    key_states = {
        "Up": False,
        "Down": False,
        "w": False,
        "s": False,
        "d": False,
        "a": False,
        "e": False,
        "q": False
    }
    
    # 定义旋转函数
    def rotate_x(vertices, angle):
        cos_angle = math.cos(math.radians(angle))
        sin_angle = math.sin(math.radians(angle))
        new_vertices = []
        for vertex in vertices:
            x, y, z = vertex
            new_y = y * cos_angle - z * sin_angle
            new_z = y * sin_angle + z * cos_angle
            new_vertices.append([x, new_y, new_z])
        return new_vertices
    
    def rotate_y(vertices, angle):
        cos_angle = math.cos(math.radians(angle))
        sin_angle = math.sin(math.radians(angle))
        new_vertices = []
        for vertex in vertices:
            x, y, z = vertex
            new_x = x * cos_angle - z * sin_angle
            new_z = x * sin_angle + z * cos_angle
            new_vertices.append([new_x, y, new_z])
        return new_vertices
    
    def rotate_z(vertices, angle):
        cos_angle = math.cos(math.radians(angle))
        sin_angle = math.sin(math.radians(angle))
        new_vertices = []
        for vertex in vertices:
            x, y, z = vertex
            new_x = x * cos_angle - y * sin_angle
            new_y = x * sin_angle + y * cos_angle
            new_vertices.append([new_x, new_y, z])
        return new_vertices
    
    # 定义投影函数
    def project(vertex):
        x, y, z = vertex
        f = 200 / (200 + z)
        new_x = x * f
        new_y = y * f
        return [new_x, new_y]
    
    # 控制函数
    def increase_speed():
        global rotation_speed
        rotation_speed += 1
    
    def decrease_speed():
        global rotation_speed
        if rotation_speed > 1:
            rotation_speed -= 1
    
    def rotate_x_positive():
        global vertices
        vertices = rotate_x(vertices, rotation_angle * rotation_speed)
    
    def rotate_x_negative():
        global vertices
        vertices = rotate_x(vertices, -rotation_angle * rotation_speed)
    
    def rotate_y_positive():
        global vertices
        vertices = rotate_y(vertices, rotation_angle * rotation_speed)
    
    def rotate_y_negative():
        global vertices
        vertices = rotate_y(vertices, -rotation_angle * rotation_speed)
    
    def rotate_z_positive():
        global vertices
        vertices = rotate_z(vertices, rotation_angle * rotation_speed)
    
    def rotate_z_negative():
        global vertices
        vertices = rotate_z(vertices, -rotation_angle * rotation_speed)
    
    # 按键按下和释放处理函数
    def key_pressed(key):
        key_states[key] = True
    
    def key_released(key):
        key_states[key] = False
    
    # 检查按键状态并执行相应操作
    def check_keys():
        if key_states["Up"]:
            increase_speed()
        if key_states["Down"]:
            decrease_speed()
        if key_states["w"]:
            rotate_x_positive()
        if key_states["s"]:
            rotate_x_negative()
        if key_states["d"]:
            rotate_y_positive()
        if key_states["a"]:
            rotate_y_negative()
        if key_states["e"]:
            rotate_z_positive()
        if key_states["q"]:
            rotate_z_negative()
        screen.ontimer(check_keys, 20)
    
    # 绑定按键
    screen.onkeypress(lambda: key_pressed("Up"), "Up")
    screen.onkeypress(lambda: key_pressed("Down"), "Down")
    screen.onkeypress(lambda: key_pressed("w"), "w")
    screen.onkeypress(lambda: key_pressed("s"), "s")
    screen.onkeypress(lambda: key_pressed("d"), "d")
    screen.onkeypress(lambda: key_pressed("a"), "a")
    screen.onkeypress(lambda: key_pressed("e"), "e")
    screen.onkeypress(lambda: key_pressed("q"), "q")
    
    screen.onkeyrelease(lambda: key_released("Up"), "Up")
    screen.onkeyrelease(lambda: key_released("Down"), "Down")
    screen.onkeyrelease(lambda: key_released("w"), "w")
    screen.onkeyrelease(lambda: key_released("s"), "s")
    screen.onkeyrelease(lambda: key_released("d"), "d")
    screen.onkeyrelease(lambda: key_released("a"), "a")
    screen.onkeyrelease(lambda: key_released("e"), "e")
    screen.onkeyrelease(lambda: key_released("q"), "q")
    
    screen.listen()
    check_keys()
    
    # 主循环
    while True:
        pen.clear()
    
        # 绘制正方体
        for face in faces:
            pen.penup()
            first_point = project(vertices[face[0]])
            pen.goto(first_point[0], first_point[1])
            pen.pendown()
            for i in range(1, 4):
                point = project(vertices[face[i]])
                pen.goto(point[0], point[1])
            pen.goto(first_point[0], first_point[1])
    
        # 手动更新屏幕
        screen.update()
        # 添加延迟
        time.sleep(0.02)    
    

    调取网页代码 (py)

    import socket
    import ssl
    def simulate_browser(url):
        # 解析 URL
        if url.startswith("https://"):
            is_https = True
            url = url[8:]
        elif url.startswith("http://"):
            is_https = False
            url = url[7:]
        else:
            is_https = False
    
        if "/" in url:
            path = url[url.find("/"):]
            host = url[:url.find("/")]
        else:
            path = "/"
            host = url
    
        # 创建套接字
        client_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
    
        if is_https:
            # 如果是 HTTPS,使用 SSL 包装套接字
            context = ssl.create_default_context()
            client_socket = context.wrap_socket(client_socket, server_hostname=host)
            port = 443
        else:
            port = 80
    
        # 连接到服务器
        try:
            client_socket.connect((host, port))
        except socket.gaierror:
            print("无法解析主机名")
            client_socket.close()
            return
        except ConnectionRefusedError:
            print("连接被拒绝")
            client_socket.close()
            return
    
        # 构建 HTTP 请求
        request = f"GET {path} HTTP/1.1\r\n"
        request += f"Host: {host}\r\n"
        request += "User-Agent: SimplePythonBrowser/1.0\r\n"
        request += "Connection: close\r\n\r\n"
    
        # 发送请求
        client_socket.sendall(request.encode())
    
        # 接收响应
        response = b""
        while True:
            data = client_socket.recv(4096)
            if not data:
                break
            response += data
    
        # 关闭套接字
        client_socket.close()
    
        # 解析响应
        try:
            headers, body = response.decode().split("\r\n\r\n", 1)
            print("响应头:")
            print(headers)
            print("\n响应体:")
            print(body)
        except ValueError:
            print("无法解析响应")
    
    
    if __name__ == "__main__":
        url = input("请输入要访问的 URL: ")
        simulate_browser(url)
    

    咱骏牌计算机 (py)

    import math
    def calculator():
        while True:
            expression = input("请输入要计算的式子(输入 'q' 退出):")
            if expression.lower() == 'q':
                print("退出计算器。")
                break
            try:
                # 为 eval 提供常用数学函数和常量
                safe_dict = {
                    'sin': math.sin,
                    'cos': math.cos,
                    'tan': math.tan,
                    'sqrt': math.sqrt,
                    'log': math.log,
                    'pi': math.pi,
                    'e': math.e,
                    'abs': abs,
                    'factorial': math.factorial
                }
                result = eval(expression, {"__builtins__": None}, safe_dict)
                print(f"计算结果: {result}")
            except Exception as e:
                print(f"输入的式子有误,请检查: {e}")
    
    
    if __name__ == "__main__":
        calculator()
    

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