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C++ cocos2d::PhysicsContact类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中cocos2d::PhysicsContact的典型用法代码示例。如果您正苦于以下问题:C++ PhysicsContact类的具体用法?C++ PhysicsContact怎么用?C++ PhysicsContact使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了PhysicsContact类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: onContactBegin

bool CGameLayer::onContactBegin(cocos2d::PhysicsContact &contact)
{
	PhysicsBody *a = contact.getShapeA()->getBody();
	PhysicsBody *b = contact.getShapeB()->getBody();
	contact.getShapeA()->getTag();
	if (((MASK_BALL == a->getCollisionBitmask()) &&
		(BORDER_CONTACT_BITMASK == b->getCollisionBitmask())) ||
		((MASK_BALL == b->getCollisionBitmask()) &&
			(BORDER_CONTACT_BITMASK == a->getCollisionBitmask())))
	{
		if (m_startBallMovement)
		{
			--g_gameState->m_life;
			this->removeChildByTag(TAG_BALL, true);
			m_ball.erase(m_ball.begin());
			CBall *_ball = new (std::nothrow) CBall();
			_ball->init(this, g_gameState->m_acc * g_gameState->m_level, m_player->GetPosition());
			//this->addChild(_ball);
			m_ball.push_back(_ball);
			m_startBallMovement = false;
		}
		return true;
	}

	if (((MASK_BALL == a->getCollisionBitmask()) &&
		(MASK_BLOCK == b->getCollisionBitmask())) ||
		((MASK_BALL == b->getCollisionBitmask()) &&
			(MASK_BLOCK == a->getCollisionBitmask())))
	{
		int pTag;
		if ((MASK_BALL == a->getCollisionBitmask()) && (MASK_BLOCK == b->getCollisionBitmask()))
		{
			pTag = b->getNode()->getTag();
		}
		else
		{
			pTag = a->getNode()->getTag();
		}

		int i = 0;
		for (auto it = m_blocks.begin(); it != m_blocks.end(); ++it)
		{
			if (pTag == m_blocks[i]->getTag())
			{
				playerScore();
				m_blocks[i]->del(this);
				it = m_blocks.erase(it);
				--it;
			}
			++i;
		}
		return true;
	}
	else if ((a->getCollisionBitmask() == MASK_BALL && MASK_RACKET == b->getCollisionBitmask()) || 
		(b->getCollisionBitmask() == MASK_BALL && MASK_RACKET == a->getCollisionBitmask()))
	{
		return true;
	}
	return false;
}
开发者ID:Smi1le,项目名称:PPO,代码行数:60,代码来源:GameLayer.cpp


示例2: onContactBegin

bool BombMissile::onContactBegin(cocos2d::PhysicsContact& contact)
{
	//한 번만 데미지 입히게 하기 위한 용도. 뎀 드가고 나면 그림만 보임.
	//실제 미사일 삭제 시점은 그래픽 사라지는 시점.
	m_IsPhysics = false;

	auto bodyA = contact.getShapeA()->getBody();
	auto bodyB = contact.getShapeB()->getBody();
	auto componentA = (BaseComponent*)bodyA->getNode();
	auto componentB = (BaseComponent*)bodyB->getNode();
	BaseComponent* enemyComponent;
	bool isComponentA = true;

	if (componentA->getType() == getType())
	{
		enemyComponent = componentB;
		isComponentA = true;
	}
	else
	{
		enemyComponent = componentA;
		isComponentA = false;
	}

	GET_SOUND_MANAGER()->createSound(SoundManager::MONSTERHIT, false, getPosition());
	GET_EFFECT_MANAGER()->createEffect(ET_PUNCH_MISSILE, enemyComponent->getPosition())->enter();

	return false;
}
开发者ID:highjin,项目名称:ProjectArthas,代码行数:29,代码来源:BombMissile.cpp


示例3: onContactBegin

bool GameLayer::onContactBegin(cocos2d::PhysicsContact &contact)
{
    log("2222");
    
    if ((contact.getShapeA()->getBody()->getCategoryBitmask() & kMaskBall) == kMaskBall)
    {
        //ball do something
    }
    if ((contact.getShapeB()->getBody()->getCategoryBitmask() & kMaskBall) == kMaskBall)
    {
        //ball do something
    }
    
    if ((contact.getShapeA()->getBody()->getCategoryBitmask() & kMaskPlayer) == kMaskPlayer)
    {
        //player do something
    }
    if ((contact.getShapeB()->getBody()->getCategoryBitmask() & kMaskPlayer) == kMaskPlayer)
    {
        //player do something
    }
    
//    auto nodeA = (Sprite*)contact.getShapeA()->getBody()->getNode();
//    auto nodeB = (Sprite*)contact.getShapeB()->getBody()->getNode();
//    
//    if (nodeA == nullptr || nodeB == nullptr)
//    {
//        
//        return false;
//    }
    
    return true;
}
开发者ID:mengtest,项目名称:Air-Hockey,代码行数:33,代码来源:GameLayer.cpp


示例4: onContactBegin

bool PFMPlayer::onContactBegin(cocos2d::PhysicsContact &contact)
{
    if(contact.getShapeA()->getBody() == getPhysicsBody() ||
       contact.getShapeB()->getBody() == getPhysicsBody())
    {
        PhysicsBody* other = contact.getShapeA()->getBody() == getPhysicsBody()?contact.getShapeB()->getBody() : contact.getShapeA()->getBody();
        switch (other->getTag()) {
            case PFMPhysicsBodyTypeEnemyBullet:
            {
                PFMBullet* bullet = dynamic_cast<PFMBullet*>(other->getNode());
                if(bullet != NULL)
                {
                    health -= bullet->damage;
                }
                other->getOwner()->removeFromParentAndCleanup(true);
                break;
            }
            case PFMPhysicsBodyTypeEnemy:
                other->getOwner()->removeFromParentAndCleanup(true);
                break;
            default:
                break;
        }
    }
    return true;
}
开发者ID:tomcat2088,项目名称:PlaneFightMaker,代码行数:26,代码来源:PFMPlayer.cpp


示例5: onContactBegin

bool GameScene::onContactBegin(cocos2d::PhysicsContact &contact) {
	PhysicsBody *a = contact.getShapeA()->getBody();
	PhysicsBody *b = contact.getShapeB()->getBody();
	if ( (SNAKE_COLLISION_BITMASK == a->getCollisionBitmask() && FOOD_COLLISION_BITMASK == b->getCollisionBitmask()) ||
		(SNAKE_COLLISION_BITMASK == b->getCollisionBitmask() && FOOD_COLLISION_BITMASK == a->getCollisionBitmask()) ) {
		srand(time(NULL));
		auto random = rand() % 370 + 30;
		auto random2 = rand() % 270 + 30;
		auto moveTo = MoveTo::create(0, Vec2(random, random2));
		food->runAction(moveTo);

		int tempX = snakeParts.back()->getPositionX();
		int tempY = snakeParts.back()->getPositionY();
		Sprite* tempSprite = Sprite::create("snake.png");
		switch (direction) {
		case LEFT:
			tempSprite->setPosition(tempX + 10, tempY);
			break;
		case RIGHT:
			tempSprite->setPosition(tempX - 10, tempY);
			break;
		case UP:
			tempSprite->setPosition(tempX, tempY + 10);
			break;
		case DOWN:
			tempSprite->setPosition(tempX, tempY - 10);
			break;
		}

		this->addChild(tempSprite);
		snakeParts.push_back(tempSprite);
	}
	return true;
}
开发者ID:bulletmonks,项目名称:GAMEDEV-SNAKE,代码行数:34,代码来源:GameScene.cpp


示例6: switchMoveActionAfter

bool ContactManager::switchMoveActionAfter(const cocos2d::PhysicsContact &contact){
    int body_tag = 0;
    //找到碰撞物体
    
    if(contact.getShapeA()->getBody()->getNode()->getTag()==PROTAGONIST_TAG){
        node_Pro = contact.getShapeA()->getBody()->getNode();
        node_else =contact.getShapeB()->getBody()->getNode();
        body_tag = node_else->getTag();
    }else{
        node_Pro = contact.getShapeB()->getBody()->getNode();
        node_else = contact.getShapeA()->getBody()->getNode();
        body_tag = node_else->getTag();
    }
    
    switch((body_tag/1000)*1000){
            
        case SECTION_TAG:{
            ContactManager::onContactSeparatePro_Section();
            break;
        }
    }
    
    
    return false;
}
开发者ID:yjq13,项目名称:PrisonBreak_v1.1,代码行数:25,代码来源:ContactManager.cpp


示例7: onContactBegin

bool GameScene::onContactBegin( cocos2d::PhysicsContact &contact )
{
    PhysicsBody *a = contact.getShapeA()->getBody();
    PhysicsBody *b = contact.getShapeB()->getBody();
    
    if ( ( BIRD_COLLISION_BITMASK == a->getCollisionBitmask() && OBSTACLE_COLLISION_BITMASK == b->getCollisionBitmask() ) ||
        ( BIRD_COLLISION_BITMASK == b->getCollisionBitmask() && OBSTACLE_COLLISION_BITMASK == a->getCollisionBitmask() ) )
    {
        CCLOG("a :%i", a->getCollisionBitmask());
        CCLOG("b: %i", b->getCollisionBitmask() );
        CCLOG("Score: %i", score );
        CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("Sounds/Hit.mp3");
        auto scene = GameOverScene::createScene( score );
        
        Director::getInstance()->replaceScene(TransitionFade::create( TRANSITION_TIME, scene ) );

    }
    else if ( ( BIRD_COLLISION_BITMASK == a->getCollisionBitmask() && POINT_COLLISION_BITMASK == b->getCollisionBitmask() ) ||
             ( BIRD_COLLISION_BITMASK == b->getCollisionBitmask() && POINT_COLLISION_BITMASK == a->getCollisionBitmask() ) )
    {
        CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("Sounds/Point.mp3");
        
        score++;
        __String *tempScore = __String::createWithFormat( "%i", score );
        scoreLabel->setString( tempScore->getCString() );

    }
    
    return true;
}
开发者ID:aperezg,项目名称:flappycocos,代码行数:30,代码来源:GameScene.cpp


示例8: onContactBegin

bool MonsterDevil::onContactBegin(cocos2d::PhysicsContact& contact)
{
	auto bodyA = contact.getShapeA()->getBody();
	auto bodyB = contact.getShapeB()->getBody();
	auto componentA = (BaseComponent*)bodyA->getNode();
	auto componentB = (BaseComponent*)bodyB->getNode();
	BaseComponent* enemyComponent;
	bool isComponentA = true;


	//어떤것 끼리 부딪혔는지는 안가르쳐주기 때문에
	//여기서 어느쪽이 monsterDevil인지 밝혀낸다.
	if (componentA->getType() == getType())
	{
		enemyComponent = componentB;
		isComponentA = true;
	}
	else
	{
		enemyComponent = componentA;
		isComponentA = false;
	}


	//FLOOR 충돌 무시 
	if (enemyComponent->getType() == OT_FLOOR)
	{
		return false;
	}

	//미사일이랑 충돌 처리
	if (enemyComponent->getPhysicsBody()->getCategoryBitmask() == PHYC_MISSILE)
	{
		Missile* missile = static_cast<Missile*>(enemyComponent);

		//수류탄은 뎀 안 입음
		if (missile->getType() == OT_MISSILE_GRENADE)
		{
			return false;
		}

		//몹이 쏜 건 안 맞음.
		if (!missile->isPlayerMissile())
		{
			return false;
		}

		float damage = missile->getDamage();

		m_Info.m_CurrentHp -= damage * 100 / (100 + m_Info.m_DefensivePower);

		//사망
		if (m_Info.m_CurrentHp <= 0)
		{
			m_IsDead = true;
		}
	}
	return true;
}
开发者ID:highjin,项目名称:ProjectArthas,代码行数:59,代码来源:MonsterDevil.cpp


示例9: onContactBegin

bool LevelThree::onContactBegin(cocos2d::PhysicsContact &contact)
{
	PhysicsBody* a = contact.getShapeA()->getBody();
	PhysicsBody* b = contact.getShapeB()->getBody();

	//On contact between player and any enemy, spike, or laser. Kill player. Check Lives. Run reset/Game Over.

	return true;
}
开发者ID:LpxHiggsy,项目名称:BigLittleWorld,代码行数:9,代码来源:LevelThree.cpp


示例10: ContactDetect

    static bool ContactDetect(cocos2d::PhysicsContact & contact, cocos2d::Layer * layer, int * score)
    {
        cocos2d::Node * nodeA = contact.getShapeA()->getBody()->getNode();
        cocos2d::Node * nodeB = contact.getShapeB()->getBody()->getNode();

        if (nodeA && nodeB)
        {
            int maskA = nodeA->getPhysicsBody()->getContactTestBitmask();
            int maskB = nodeB->getPhysicsBody()->getContactTestBitmask();

            switch (maskA | maskB)
            {
                case 0b0101 :
                {
                    // EnemyFighter with Fighter
                    Fighter * fighter = ((maskA == 0b0100) ? (Fighter *)nodeA : (Fighter *)nodeB);
                    EnemyFighter * enemy = ((maskA == 0b0001) ? (EnemyFighter *)nodeA : (EnemyFighter *)nodeB);
                    FighterWithEnemy(fighter, enemy, score);
                    break;
                }
                case 0b0110 :
                {
                    // EnemyBullet with Fighter
                    Fighter * fighter;
                    EnemyBullet * bullet;
                    if (maskA == 0b0100)
                    {
                        fighter = dynamic_cast<Fighter *>(nodeA);
                        bullet = dynamic_cast<EnemyBullet *>(nodeB);
                    }
                    else
                    {
                        fighter = dynamic_cast<Fighter *>(nodeB);
                        bullet = dynamic_cast<EnemyBullet *>(nodeA);
                    }

                    FighterWithBullet(fighter, bullet, score);
                    break;
                }
                case 0b1001 :
                {
                    // Bullet with EnemyFighter
                    EnemyFighter * enemy = ((maskA == 0b0001) ? (EnemyFighter *)nodeA : (EnemyFighter *)nodeB);
                    Bullet * bullet = ((maskA == 0b1000) ? (Bullet *)nodeA : (Bullet *)nodeB);
                    EnemyWithBullet(enemy, bullet, layer, score);
                    break;
                }
                    
                default:
                    break;
            }
        }



        return false;
    }
开发者ID:LucienLIUFL,项目名称:Project,代码行数:57,代码来源:ContactLogic.hpp


示例11: onContactSeperate

void LevelThree::onContactSeperate(cocos2d::PhysicsContact &contact)
{
	PhysicsBody* a = contact.getShapeA()->getBody();
	PhysicsBody* b = contact.getShapeB()->getBody();

	if (1 == a->getCollisionBitmask() || 1 == b->getCollisionBitmask())
	{

	}
}
开发者ID:LpxHiggsy,项目名称:BigLittleWorld,代码行数:10,代码来源:LevelThree.cpp


示例12: onContactBegin

bool GameLayer::onContactBegin(cocos2d::PhysicsContact& contact)
{
    auto bodyA = contact.getShapeA()->getBody();
    auto bodyB = contact.getShapeB()->getBody();
    auto componentA = static_cast<BaseComponent*>( bodyA->getNode() );
    auto componentB = static_cast<BaseComponent*>( bodyB->getNode() );
    bool resA = componentA->onContactBegin(contact);
    bool resB = componentB->onContactBegin(contact);

    return resA && resB;
}
开发者ID:highjin,项目名称:ProjectArthas,代码行数:11,代码来源:GameLayer.cpp


示例13: onContactPreSolve

bool LevelThree::onContactPreSolve(cocos2d::PhysicsContact &contact, cocos2d::PhysicsContactPreSolve& solve)
{
	PhysicsBody* a = contact.getShapeA()->getBody();
	PhysicsBody* b = contact.getShapeB()->getBody();

	if (1 == a->getCollisionBitmask() || 1 == b->getCollisionBitmask())
	{
		solve.setRestitution(0);
	}

	return true;
}
开发者ID:LpxHiggsy,项目名称:BigLittleWorld,代码行数:12,代码来源:LevelThree.cpp


示例14: onCollisionBegin

/** 碰撞开始事件
 *  @2015/12/28 14:40
 */
bool guaiwu_js::onCollisionBegin(const cocos2d::PhysicsContact& contact)
{
    PhysicsBody* bodyA = contact.getShapeA()->getBody();
    PhysicsBody* bodyB = contact.getShapeB()->getBody();
    PhysicsBody* temp =nullptr;
    log("弹簧  A:%d B:%d",bodyA->getTag(),bodyB->getTag());
    if(bodyA->getTag() == 400001){
        temp = bodyB;
        bodyB = bodyA;
        bodyA = temp;
    }
    if(bodyB->getTag() == 400001)
    {
        if (bodyA->getTag() ==400008)
        {
            //设置怪物 停止移动
            isMove =false;
            //切换动画吃东西
            this->removeFromParent();
        }
        
        if (bodyA->getTag() == 400010) {
            this->iskeyl = !this->iskeyl;
            this->iskeyr = !this->iskeyr;
            this->setScaleX(-this->getScaleX());
            log("aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa");
        }
        
        switch (bodyA->getTag()) {
            case 400006:
                if (bodyA->getNode() !=nullptr)
                {
                    bodyA->getNode()->removeFromParent();
                }
                setEat();
                break;
            case 555555:
                //僵死碰到车
                guaiwu_js::killcar();
                
                break;
                
            case 600001:
                
                break;
                
            default:
                break;
        }
    }
    
    return true;
}
开发者ID:jian22446688,项目名称:DesertTour,代码行数:56,代码来源:guaiwu_js.cpp


示例15: switch

/** 碰撞开始事件
 *  @2015/12/16 11:28
 */
bool Level_1::onCollisionBegin(const cocos2d::PhysicsContact& contact)
{
    PhysicsBody* bodyA = contact.getShapeA()->getBody();
    PhysicsBody* bodyB = contact.getShapeB()->getBody();
    PhysicsBody* temp =nullptr;
    //log("A:%d B:%d",bodyA->getTag(),bodyB->getTag());
    if(bodyA->getTag() == 555555)
    {
        temp = bodyB;
        bodyB = bodyA;
        bodyA = temp;
        
    }

    if(bodyB->getTag() == 555555)
    {
        //log("A:%d",bodyA->getTag());
        //  100001     物理世界
        //  555555     主要车的
        //  300001     悬浮的物体
        //  400001     第一关的怪物
        //  600001     弹簧的物体
        
        
        if (bodyA->getTag()== 400001)
        {
            MainCar_R* car =(MainCar_R*)bodyB->getNode()->getParent()->getParent();
            //car->removeFromParent();
            car->setBodyEnable();
        }
        
        switch (bodyA->getTag()) {
            case 400001:
                log("第一关的怪物");
                bodyB->setEnabled(false);

                break;
                
            case 300001:
                log("悬浮的物体");
                break;
            
            case 600001:
                log("弹簧的物体");
                break;
                
            default:
                break;
        }
    }

    return true;
}
开发者ID:jian22446688,项目名称:DesertTour,代码行数:56,代码来源:Level_1.cpp


示例16: onContactBegan

bool UT_Map::onContactBegan(cocos2d::PhysicsContact &contact){
    auto nodeA = contact.getShapeA()->getBody()->getNode();
    auto nodeB = contact.getShapeB()->getBody()->getNode();
    
//    cocos2d::log( " nodeA name  %s" , nodeA->getName().c_str() );
//    cocos2d::log( " nodeB name  %s" , nodeB->getName().c_str() );
    
    if( nodeA == body || nodeB == body){
        body_move_r = !body_move_r;
    }else{
//        cocos2d::log( " can not match ");
    }
    
    return true;
}
开发者ID:cyrusNMA,项目名称:test01,代码行数:15,代码来源:UT_Map.cpp


示例17: onContactBegin

bool GameScene::onContactBegin( cocos2d::PhysicsContact &contact )
{
	if(gameState == 1)
	{
		PhysicsBody *a = contact.getShapeA()->getBody();
		PhysicsBody *b = contact.getShapeB()->getBody();

		if ((BIRD_COLLISION_BITMASK == a->getCollisionBitmask() && OBSTACLE_COLLISION_BITMASK == b->getCollisionBitmask()) || (BIRD_COLLISION_BITMASK == b->getCollisionBitmask() && OBSTACLE_COLLISION_BITMASK == a->getCollisionBitmask()))
		{
			hit();
		}
	}

	return true;
}
开发者ID:lovchinsky,项目名称:Top-Heights,代码行数:15,代码来源:GameScene.cpp


示例18: onContactSeparate

void GameLayer::onContactSeparate(cocos2d::PhysicsContact& contact)
{
    auto bodyA = contact.getShapeA()->getBody();
    auto bodyB = contact.getShapeB()->getBody();
    auto componentA = static_cast<BaseComponent*>( bodyA->getNode() );
    auto componentB = static_cast<BaseComponent*>( bodyB->getNode() );

    if (componentA != nullptr)
    {
        componentA->onContactSeparate(contact);
    }
    if (componentB != nullptr)
    {
        componentB->onContactSeparate(contact);
    }
}
开发者ID:highjin,项目名称:ProjectArthas,代码行数:16,代码来源:GameLayer.cpp


示例19: onContactBegin

bool HelloWorld::onContactBegin(cocos2d::PhysicsContact &contact) {
	PhysicsBody *a = contact.getShapeA()->getBody();
	PhysicsBody *b = contact.getShapeB()->getBody();
	if ((1 == a->getCollisionBitmask() && 2 == b->getCollisionBitmask()) || (2 == a->getCollisionBitmask() && 1 == b->getCollisionBitmask())) {
		auto spriteA = (Sprite*)a->getNode();
		auto spriteB = (Sprite*)b->getNode();
		if (2 == b->getCollisionBitmask()) {
			this->removeChild(spriteB, true);
			score++;
		} else if (2 == a->getCollisionBitmask()) {
			this->removeChild(spriteA, true);
			score++;
		}
	}
	return true;
}
开发者ID:renzdimayuga,项目名称:GAMEDEV2,代码行数:16,代码来源:HelloWorldScene.cpp


示例20: switchMoveAction

bool ContactManager::switchMoveAction(const cocos2d::PhysicsContact &contact){
    int body_tag = 0;
    //找到碰撞物体
   
    if(contact.getShapeA()->getBody()->getNode()->getTag()==PROTAGONIST_TAG){
        node_Pro = contact.getShapeA()->getBody()->getNode();
        node_else =contact.getShapeB()->getBody()->getNode();
        body_tag = node_else->getTag();
    }else{
        node_Pro = contact.getShapeB()->getBody()->getNode();
        node_else = contact.getShapeA()->getBody()->getNode();
        body_tag = node_else->getTag();
    }
    
    switch((body_tag/1000)*1000){
        case SECTION_TAG:{
            ContactManager::onContactBeginPro_Section();
            break;
        }
        case JAILER_TAG:{
            ContactManager::onContactBeginPro_Jailer();
            break;
        }
        case MOUSE_TAG:{
            ContactManager::onContactBeginPro_Mouse();
            break;
        }
        case COIN_TAG:{
            ContactManager::onContactBeginPro_Coin();
            break;
        }
        case WALL_TAG:{
            ContactManager::onContactBeginPro_Wall();
            break;
        }
        case SECTION_END_TAG:{
            ContactManager::onContactBeginPro_End();
            break;
        }
    }
    
    
    return false;
}
开发者ID:yjq13,项目名称:PrisonBreak_v1.1,代码行数:44,代码来源:ContactManager.cpp



注:本文中的cocos2d::PhysicsContact类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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