pygame实现俄罗斯方块游戏(基础篇2)
接上章《pygame实现俄罗斯方块游戏(基础篇1)》继续写俄罗斯方块游戏
五、计算方块之间的碰撞
在Panel类里增加函数
defcheck_overlap(self,diffx,diffy): forx,yinself.moving_block.get_rect_arr(): forrx,ryinself.rect_arr: ifx+diffx==rxandy+diffy==ry: returnTrue returnFalse
修改move_block函数的判断,增加check_overlap函数检测
defmove_block(self): ifself.moving_blockisNone:create_move_block() ifself.moving_block.can_move(0,1)andnotself.check_overlap(0,1): self.moving_block.move(0,1) else: self.add_block(self.moving_block) self.create_move_block()
现在的效果是方块可以堆叠了
六、键盘控制左右移动
导入变量
frompygame.localsimportKEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN
Panel类里增加一个控制移动方块的函数
defcontrol_block(self,diffx,diffy): ifself.moving_block.can_move(diffx,diffy)andnotself.check_overlap(diffx,diffy): self.moving_block.move(diffx,diffy)
鼠标事件监听处做下键盘的响应
ifevent.type==KEYDOWN: ifevent.key==K_LEFT:main_panel.control_block(-1,0) ifevent.key==K_RIGHT:main_panel.control_block(1,0) ifevent.key==K_UP:pass#变形过会实现 ifevent.key==K_DOWN:main_panel.control_block(0,1)
由于Block类的can_move函数没有实现左右移动的判断,所以需要再对can_move
增加左右边界的处理
defcan_move(self,xdiff,ydiff): forx,yinself.rect_arr: ify+ydiff>=20:returnFalse ifx+xdiff<0orx+xdiff>=10:returnFalse returnTrue
现在,左右的移动也正常了,效果图如下
贴下目前的代码
#-*-coding=utf-8-*- importrandom importpygame frompygame.localsimportKEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN classPanel(object):#用于绘制整个游戏窗口的版面 rect_arr=[]#已经落底下的方块 moving_block=None#正在落下的方块 def__init__(self,bg,block_size,position): self._bg=bg; self._x,self._y,self._width,self._height=position self._block_size=block_size self._bgcolor=[0,0,0] defadd_block(self,block): forrectinblock.get_rect_arr(): self.rect_arr.append(rect) defcreate_move_block(self): block=create_block() block.move(5-2,-2)#方块挪到中间 self.moving_block=block defcheck_overlap(self,diffx,diffy,check_arr=None): ifcheck_arrisNone:check_arr=self.moving_block.get_rect_arr() forx,yincheck_arr: forrx,ryinself.rect_arr: ifx+diffx==rxandy+diffy==ry: returnTrue returnFalse defcontrol_block(self,diffx,diffy): ifself.moving_block.can_move(diffx,diffy)andnotself.check_overlap(diffx,diffy): self.moving_block.move(diffx,diffy) defmove_block(self): ifself.moving_blockisNone:create_move_block() ifself.moving_block.can_move(0,1)andnotself.check_overlap(0,1): self.moving_block.move(0,1) else: self.add_block(self.moving_block) self.create_move_block() defpaint(self): mid_x=self._x+self._width/2 pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width)#用一个粗线段来填充背景 #绘制已经落底下的方块 bz=self._block_size forrectinself.rect_arr: x,y=rect pygame.draw.line(self._bg,[0,0,255],[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz) pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1) #绘制正在落下的方块 ifself.move_block: forrectinself.moving_block.get_rect_arr(): x,y=rect pygame.draw.line(self._bg,[0,0,255],[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz) pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1) classBlock(object): def__init__(self): self.rect_arr=[] defget_rect_arr(self):#用于获取方块种的四个矩形列表 returnself.rect_arr defmove(self,xdiff,ydiff):#用于移动方块的方法 self.new_rect_arr=[] forx,yinself.rect_arr: self.new_rect_arr.append((x+xdiff,y+ydiff)) self.rect_arr=self.new_rect_arr defcan_move(self,xdiff,ydiff): forx,yinself.rect_arr: ify+ydiff>=20:returnFalse ifx+xdiff<0orx+xdiff>=10:returnFalse returnTrue classLongBlock(Block): def__init__(self,n=None):#两种形态 super(LongBlock,self).__init__() ifnisNone:n=random.randint(0,1) self.rect_arr=[(1,0),(1,1),(1,2),(1,3)]ifn==0else[(0,2),(1,2),(2,2),(3,2)] classSquareBlock(Block):#一种形态 def__init__(self,n=None): super(SquareBlock,self).__init__() self.rect_arr=[(1,1),(1,2),(2,1),(2,2)] classZBlock(Block):#两种形态 def__init__(self,n=None): super(ZBlock,self).__init__() ifnisNone:n=random.randint(0,1) self.rect_arr=[(2,0),(2,1),(1,1),(1,2)]ifn==0else[(0,1),(1,1),(1,2),(2,2)] classSBlock(Block):#两种形态 def__init__(self,n=None): super(SBlock,self).__init__() ifnisNone:n=random.randint(0,1) self.rect_arr=[(1,0),(1,1),(2,1),(2,2)]ifn==0else[(0,2),(1,2),(1,1),(2,1)] classLBlock(Block):#四种形态 def__init__(self,n=None): super(LBlock,self).__init__() ifnisNone:n=random.randint(0,3) ifn==0:self.rect_arr=[(1,0),(1,1),(1,2),(2,2)] elifn==1:self.rect_arr=[(0,1),(1,1),(2,1),(0,2)] elifn==2:self.rect_arr=[(0,0),(1,0),(1,1),(1,2)] else:self.rect_arr=[(0,1),(1,1),(2,1),(2,0)] classJBlock(Block):#四种形态 def__init__(self,n=None): super(JBlock,self).__init__() ifnisNone:n=random.randint(0,3) ifn==0:self.rect_arr=[(1,0),(1,1),(1,2),(0,2)] elifn==1:self.rect_arr=[(0,1),(1,1),(2,1),(0,0)] elifn==2:self.rect_arr=[(2,0),(1,0),(1,1),(1,2)] else:self.rect_arr=[(0,1),(1,1),(2,1),(2,2)] classTBlock(Block):#四种形态 def__init__(self,n=None): super(TBlock,self).__init__() ifnisNone:n=random.randint(0,3) ifn==0:self.rect_arr=[(0,1),(1,1),(2,1),(1,2)] elifn==1:self.rect_arr=[(1,0),(1,1),(1,2),(0,1)] elifn==2:self.rect_arr=[(0,1),(1,1),(2,1),(1,0)] else:self.rect_arr=[(1,0),(1,1),(1,2),(2,1)] defcreate_block(): n=random.randint(0,19) ifn==0:returnSquareBlock(n=0) elifn==1orn==2:returnLongBlock(n=n-1) elifn==3orn==4:returnZBlock(n=n-3) elifn==5orn==6:returnSBlock(n=n-5) elifn>=7andn<=10:returnLBlock(n=n-7) elifn>=11andn<=14:returnJBlock(n=n-11) else:returnTBlock(n=n-15) defrun(): pygame.init() space=30 main_block_size=30 main_panel_width=main_block_size*10 main_panel_height=main_block_size*20 screencaption=pygame.display.set_caption('Tetris') screen=pygame.display.set_mode((main_panel_width+160+space*3,main_panel_height+space*2))#设置窗口长宽 main_panel=Panel(screen,main_block_size,[space,space,main_panel_width,main_panel_height]) pygame.key.set_repeat(200,30) main_panel.create_move_block() diff_ticks=300#移动一次蛇头的事件,单位毫秒 ticks=pygame.time.get_ticks()+diff_ticks whileTrue: foreventinpygame.event.get(): ifevent.type==pygame.QUIT: pygame.quit() exit() ifevent.type==KEYDOWN: ifevent.key==K_LEFT:main_panel.control_block(-1,0) ifevent.key==K_RIGHT:main_panel.control_block(1,0) ifevent.key==K_UP:pass#变形过会实现 ifevent.key==K_DOWN:main_panel.control_block(0,1) screen.fill((100,100,100))#将界面设置为灰色 main_panel.paint()#主面盘绘制 pygame.display.update()#必须调用update才能看到绘图显示 ifpygame.time.get_ticks()>=ticks: ticks+=diff_ticks main_panel.move_block() run()
七、控制变形
变形的实现,我们对每个方块子类的初始化函数稍作修改,将获取形状做一个独立的get_shape函数,并且给每个子类增加一个变量用于记录当前形态id,用一个变量用于标识每种方块的形态数量,以T型为例,修改后代码如下
classTBlock(Block):#四种形态 shape_id=0 shape_num=4 def__init__(self,n=None): super(TBlock,self).__init__() ifnisNone:n=random.randint(0,3) self.shape_id=n self.rect_arr=self.get_shape() defget_shape(self): ifself.shape_id==0:return[(0,1),(1,1),(2,1),(1,2)] elifself.shape_id==1:return[(1,0),(1,1),(1,2),(0,1)] elifself.shape_id==2:return[(0,1),(1,1),(2,1),(1,0)] else:return[(1,0),(1,1),(1,2),(2,1)]
这样我们在Block父类里可以加一个change函数,用于变换至下一形态,由于变化时要保持原来的移动位置,我们增加sx,sy两个变量将方块移动过的位置存着,便于在变化时使用
classBlock(object): sx=0 sy=0 def__init__(self): self.rect_arr=[] defget_rect_arr(self):#用于获取方块种的四个矩形列表 returnself.rect_arr defmove(self,xdiff,ydiff):#用于移动方块的方法 self.sx+=xdiff self.sy+=ydiff self.new_rect_arr=[] forx,yinself.rect_arr: self.new_rect_arr.append((x+xdiff,y+ydiff)) self.rect_arr=self.new_rect_arr defcan_move(self,xdiff,ydiff): forx,yinself.rect_arr: ify+ydiff>=20:returnFalse ifx+xdiff<0orx+xdiff>=10:returnFalse returnTrue defchange(self): self.shape_id+=1#下一形态 ifself.shape_id>=self.shape_num: self.shape_id=0 arr=self.get_shape() new_arr=[] forx,yinarr: ifx+self.sx<0orx+self.sx>=10:#变形不能超出左右边界 self.shape_id-=1 ifself.shape_id<0:self.shape_id=self.shape_num-1 returnNone new_arr.append([x+self.sx,y+self.sy]) returnnew_arr
在Panel类里的再增加一个change函数,直接调用moving_block的change
defchange_block(self): ifself.moving_block: new_arr=self.moving_block.change() ifnew_arrandnotself.check_overlap(0,0,check_arr=new_arr):#变形不能造成方块重叠 self.moving_block.rect_arr=new_arr
最后将key_up事件的响应加入change_block的调用就好了
ifevent.key==K_UP:main_panel.change_block()
现在已经实现了,变形和移动了,方块基本可以正常下落了
八、方块的消除
这个计算主要是处理Panel类的rect_arr,如果数组中出现某一行有10个就符合消除条件,为简化计算,我们将这些矩形按y值存到一个数组中,便于计算
defcheck_clear(self): tmp_arr=[[]foriinrange(20)] #先将方块按行存入数组 forx,yinself.rect_arr: ify<0:return tmp_arr[y].append([x,y]) clear_num=0 clear_lines=set([]) y_clear_diff_arr=[[]foriinrange(20)] #从下往上计算可以消除的行,并记录消除行后其他行的向下偏移数量 foryinrange(19,-1,-1): iflen(tmp_arr[y])==10: clear_lines.add(y) clear_num+=1 y_clear_diff_arr[y]=clear_num ifclear_num>0: new_arr=[] #跳过移除行,并将其他行做偏移 foryinrange(19,-1,-1): ifyinclear_lines:continue tmp_row=tmp_arr[y] y_clear_diff=y_clear_diff_arr[y] forx,yintmp_row: new_arr.append([x,y+y_clear_diff]) self.rect_arr=new_arr
在Panel的move_block处增加check_clear的调用
defmove_block(self): ifself.moving_blockisNone:create_move_block() ifself.moving_block.can_move(0,1)andnotself.check_overlap(0,1): self.moving_block.move(0,1) else: self.add_block(self.moving_block) self.check_clear() self.create_move_block()
现在游戏可以消除方块了
九、增加空格键使快速落下
快速落下可以快速调用Panel的move_block函数,我们在move_block函数增加一个返回值,用于标记使正常下移还是移到底部后新的方块
defmove_block(self): ifself.moving_blockisNone:create_move_block() ifself.moving_block.can_move(0,1)andnotself.check_overlap(0,1): self.moving_block.move(0,1) return1 else: self.add_block(self.moving_block) self.check_clear() self.create_move_block() return2
在键盘响应处增加键盘处理
ifevent.key==K_SPACE: whilemain_panel.move_block()==1: pass
十、增加游戏结束判断
游戏结束同样可以在Panel类的move_block中处理,如果一个方块到底,并且消除进行后,发现有方块的y值小于0,那么一定是失败了
修改Panel类的move_block函数
defmove_block(self): ifself.moving_blockisNone:create_move_block() ifself.moving_block.can_move(0,1)andnotself.check_overlap(0,1): self.moving_block.move(0,1) return1 else: self.add_block(self.moving_block) self.check_clear() forx,yinself.rect_arr: ify<0:return9#游戏失败 self.create_move_block() return2
增加一个变量记录游戏状态
game_state=1#游戏状态1.表示正常2.表示失败
计时器处修改程序
ifgame_state==1andpygame.time.get_ticks()>=ticks: ticks+=diff_ticks ifmain_panel.move_block()==9:game_state=2
鼠标键盘响应空格键中也增加一下判断
ifevent.key==K_SPACE: flag=main_panel.move_block() whileflag==1: flag=main_panel.move_block() ifflag==9:game_state=2
最后增加游戏结束文字的绘制
ifgame_state==2: myfont=pygame.font.Font(None,30) white=255,255,255 textImage=myfont.render("Gameover",True,white) screen.blit(textImage,(160,190))
好了,现在会提示游戏结束了
最后附下目前的完整代码
#-*-coding=utf-8-*- importrandom importpygame frompygame.localsimportKEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN,K_SPACE classPanel(object):#用于绘制整个游戏窗口的版面 rect_arr=[]#已经落底下的方块 moving_block=None#正在落下的方块 def__init__(self,bg,block_size,position): self._bg=bg; self._x,self._y,self._width,self._height=position self._block_size=block_size self._bgcolor=[0,0,0] defadd_block(self,block): forrectinblock.get_rect_arr(): self.rect_arr.append(rect) defcreate_move_block(self): block=create_block() block.move(5-2,-2)#方块挪到中间 self.moving_block=block defcheck_overlap(self,diffx,diffy,check_arr=None): ifcheck_arrisNone:check_arr=self.moving_block.get_rect_arr() forx,yincheck_arr: forrx,ryinself.rect_arr: ifx+diffx==rxandy+diffy==ry: returnTrue returnFalse defcontrol_block(self,diffx,diffy): ifself.moving_block.can_move(diffx,diffy)andnotself.check_overlap(diffx,diffy): self.moving_block.move(diffx,diffy) defchange_block(self): ifself.moving_block: new_arr=self.moving_block.change() ifnew_arrandnotself.check_overlap(0,0,check_arr=new_arr):#变形不能造成方块重叠 self.moving_block.rect_arr=new_arr defmove_block(self): ifself.moving_blockisNone:create_move_block() ifself.moving_block.can_move(0,1)andnotself.check_overlap(0,1): self.moving_block.move(0,1) return1 else: self.add_block(self.moving_block) self.check_clear() forx,yinself.rect_arr: ify<0:return9#游戏失败 self.create_move_block() return2 defcheck_clear(self): tmp_arr=[[]foriinrange(20)] #先将方块按行存入数组 forx,yinself.rect_arr: ify<0:return tmp_arr[y].append([x,y]) clear_num=0 clear_lines=set([]) y_clear_diff_arr=[[]foriinrange(20)] #从下往上计算可以消除的行,并记录消除行后其他行的向下偏移数量 foryinrange(19,-1,-1): iflen(tmp_arr[y])==10: clear_lines.add(y) clear_num+=1 y_clear_diff_arr[y]=clear_num ifclear_num>0: new_arr=[] #跳过移除行,并将其他行做偏移 foryinrange(19,-1,-1): ifyinclear_lines:continue tmp_row=tmp_arr[y] y_clear_diff=y_clear_diff_arr[y] forx,yintmp_row: new_arr.append([x,y+y_clear_diff]) self.rect_arr=new_arr defpaint(self): mid_x=self._x+self._width/2 pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width)#用一个粗线段来填充背景 #绘制已经落底下的方块 bz=self._block_size forrectinself.rect_arr: x,y=rect pygame.draw.line(self._bg,[0,0,255],[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz) pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1) #绘制正在落下的方块 ifself.move_block: forrectinself.moving_block.get_rect_arr(): x,y=rect pygame.draw.line(self._bg,[0,0,255],[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz) pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1) classBlock(object): sx=0 sy=0 def__init__(self): self.rect_arr=[] defget_rect_arr(self):#用于获取方块种的四个矩形列表 returnself.rect_arr defmove(self,xdiff,ydiff):#用于移动方块的方法 self.sx+=xdiff self.sy+=ydiff self.new_rect_arr=[] forx,yinself.rect_arr: self.new_rect_arr.append((x+xdiff,y+ydiff)) self.rect_arr=self.new_rect_arr defcan_move(self,xdiff,ydiff): forx,yinself.rect_arr: ify+ydiff>=20:returnFalse ifx+xdiff<0orx+xdiff>=10:returnFalse returnTrue defchange(self): self.shape_id+=1#下一形态 ifself.shape_id>=self.shape_num: self.shape_id=0 arr=self.get_shape() new_arr=[] forx,yinarr: ifx+self.sx<0orx+self.sx>=10:#变形不能超出左右边界 self.shape_id-=1 ifself.shape_id<0:self.shape_id=self.shape_num-1 returnNone new_arr.append([x+self.sx,y+self.sy]) returnnew_arr classLongBlock(Block): shape_id=0 shape_num=2 def__init__(self,n=None):#两种形态 super(LongBlock,self).__init__() ifnisNone:n=random.randint(0,1) self.shape_id=n self.rect_arr=self.get_shape() defget_shape(self): return[(1,0),(1,1),(1,2),(1,3)]ifself.shape_id==0else[(0,2),(1,2),(2,2),(3,2)] classSquareBlock(Block):#一种形态 shape_id=0 shape_num=1 def__init__(self,n=None): super(SquareBlock,self).__init__() self.rect_arr=self.get_shape() defget_shape(self): return[(1,1),(1,2),(2,1),(2,2)] classZBlock(Block):#两种形态 shape_id=0 shape_num=2 def__init__(self,n=None): super(ZBlock,self).__init__() ifnisNone:n=random.randint(0,1) self.shape_id=n self.rect_arr=self.get_shape() defget_shape(self): return[(2,0),(2,1),(1,1),(1,2)]ifself.shape_id==0else[(0,1),(1,1),(1,2),(2,2)] classSBlock(Block):#两种形态 shape_id=0 shape_num=2 def__init__(self,n=None): super(SBlock,self).__init__() ifnisNone:n=random.randint(0,1) self.shape_id=n self.rect_arr=self.get_shape() defget_shape(self): return[(1,0),(1,1),(2,1),(2,2)]ifself.shape_id==0else[(0,2),(1,2),(1,1),(2,1)] classLBlock(Block):#四种形态 shape_id=0 shape_num=4 def__init__(self,n=None): super(LBlock,self).__init__() ifnisNone:n=random.randint(0,3) self.shape_id=n self.rect_arr=self.get_shape() defget_shape(self): ifself.shape_id==0:return[(1,0),(1,1),(1,2),(2,2)] elifself.shape_id==1:return[(0,1),(1,1),(2,1),(0,2)] elifself.shape_id==2:return[(0,0),(1,0),(1,1),(1,2)] else:return[(0,1),(1,1),(2,1),(2,0)] classJBlock(Block):#四种形态 shape_id=0 shape_num=4 def__init__(self,n=None): super(JBlock,self).__init__() ifnisNone:n=random.randint(0,3) self.shape_id=n self.rect_arr=self.get_shape() defget_shape(self): ifself.shape_id==0:return[(1,0),(1,1),(1,2),(0,2)] elifself.shape_id==1:return[(0,1),(1,1),(2,1),(0,0)] elifself.shape_id==2:return[(2,0),(1,0),(1,1),(1,2)] else:return[(0,1),(1,1),(2,1),(2,2)] classTBlock(Block):#四种形态 shape_id=0 shape_num=4 def__init__(self,n=None): super(TBlock,self).__init__() ifnisNone:n=random.randint(0,3) self.shape_id=n self.rect_arr=self.get_shape() defget_shape(self): ifself.shape_id==0:return[(0,1),(1,1),(2,1),(1,2)] elifself.shape_id==1:return[(1,0),(1,1),(1,2),(0,1)] elifself.shape_id==2:return[(0,1),(1,1),(2,1),(1,0)] else:return[(1,0),(1,1),(1,2),(2,1)] defcreate_block(): n=random.randint(0,19) ifn==0:returnSquareBlock(n=0) elifn==1orn==2:returnLongBlock(n=n-1) elifn==3orn==4:returnZBlock(n=n-3) elifn==5orn==6:returnSBlock(n=n-5) elifn>=7andn<=10:returnLBlock(n=n-7) elifn>=11andn<=14:returnJBlock(n=n-11) else:returnTBlock(n=n-15) defrun(): pygame.init() space=30 main_block_size=30 main_panel_width=main_block_size*10 main_panel_height=main_block_size*20 screencaption=pygame.display.set_caption('Tetris') screen=pygame.display.set_mode((main_panel_width+160+space*3,main_panel_height+space*2))#设置窗口长宽 main_panel=Panel(screen,main_block_size,[space,space,main_panel_width,main_panel_height]) pygame.key.set_repeat(200,30) main_panel.create_move_block() diff_ticks=300#移动一次蛇头的事件,单位毫秒 ticks=pygame.time.get_ticks()+diff_ticks game_state=1#游戏状态1.表示正常2.表示失败 whileTrue: foreventinpygame.event.get(): ifevent.type==pygame.QUIT: pygame.quit() exit() ifevent.type==KEYDOWN: ifevent.key==K_LEFT:main_panel.control_block(-1,0) ifevent.key==K_RIGHT:main_panel.control_block(1,0) ifevent.key==K_UP:main_panel.change_block() ifevent.key==K_DOWN:main_panel.control_block(0,1) ifevent.key==K_SPACE: flag=main_panel.move_block() whileflag==1: flag=main_panel.move_block() ifflag==9:game_state=2 screen.fill((100,100,100))#将界面设置为灰色 main_panel.paint()#主面盘绘制 ifgame_state==2: myfont=pygame.font.Font(None,30) white=255,255,255 textImage=myfont.render("Gameover",True,white) screen.blit(textImage,(160,190)) pygame.display.update()#必须调用update才能看到绘图显示 ifgame_state==1andpygame.time.get_ticks()>=ticks: ticks+=diff_ticks ifmain_panel.move_block()==9:game_state=2#游戏结束 run()
今天先写到这,下章继续
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