国产人妻人伦精品_欧美一区二区三区图_亚洲欧洲久久_日韩美女av在线免费观看

合肥生活安徽新聞合肥交通合肥房產生活服務合肥教育合肥招聘合肥旅游文化藝術合肥美食合肥地圖合肥社保合肥醫院企業服務合肥法律

代做INFO1113、代寫Java編程語言

時間:2024-05-10  來源:合肥網hfw.cc  作者:hfw.cc 我要糾錯



INFO1113 / COMP**03 Assignment
Due: 12 May 2024, 11:59PM AEST
This assignment is worth 20% of your final grade.
Task Description
In this assignment, you will create a game in the Java programming language using the Processing library
for graphics and gradle as a dependency manager. In the game, players control tanks which can aim and
fire at each other. Players gain score for hitting another player’s tank, causing them to lose health. After
all levels are completed, the player with the highest score wins.
You have been given the task of developing a prototype of the game. A full description of gameplay
mechanics and entities can be found below. An artist has created a simple demonstration of the game
and has posted it on your online forum (Ed). You can also play a similar game here.
You are encouraged to ask questions on Ed under the assignments category if you are unsure of the
specification – but staff members will not be able to do any coding or debugging in this assignment for
you. As with any assignment, make sure that your work is your own, and do not share your code or
solutions with other students.
Working on your assignment
You have been given a scaffold which will help you get started with this assignment. You can download
the scaffold onto your own computer and invoke gradle build to compile and resolve dependencies. You
will be using the Processing library within your project to allow you to create a window and draw
graphics. You can access the documentation from here.
INFO1113 / COMP**03
Page 2 of 11
Gameplay
The game contains a number of entities that will need to be implemented within your application.
Level
Each level is read from a text file of characters 28x20. The size of the window should be 864x640, meaning
each character in the file corresponds to **x** pixels.
There are 5 main types of characters that could be present in the file:
• X – denotes the terrain height. This can change during gameplay when hit by projectiles. To
smooth out the terrain, see the section on page 3.
• Letters (A,B,C,D,E, etc.) – starting position of human players. The order of player turns, and the
order in the scoreboard, is alphabetical order.
• Numbers (0,1,2,3,4,5,6,7,8,9) – starting position of AI players (optional for extension, otherwise
they can just be normal human players as well)
• T – location of trees. They are always present on top of the terrain – so if the terrain changes, so
do any trees on top of it. The initial position of trees is randomised up to 30 pixels around its
starting point.
• Spaces – empty space, just ignore it.
The level layouts are defined in files provided in the “layout” attribute of the JSON configuration file
described below. Each level must have an associated layout file.
Note that the file does not need to contain exactly 28x20=560 characters. It may have less than this if
they are not necessary (such as spaces at the end of a line, or missing lines at the bottom). In such
situations, your program should still work, and just assume those are empty spaces.
Figure 1.
Player A (blue) has
their turn first. The
arrow pointing
down to their tank
exists for 2 seconds
to remind them
where they are –
this appears at the
beginning of each
player’s turn.
INFO1113 / COMP**03
Page 3 of 11
How to smooth the level terrain:
The terrain should comprise of a smooth curve that is formed
from computing the moving average of ** values twice. See
below:
Figure 2.
Example level1.txt file (rendered in figure 1)
provided in the scaffold code. You should make your
own level file to test out different configurations.
Step 1.
Terrain directly from file
without any smoothing (each
character is ** pixels wide)
Step 2.
Moving average of ** values,
once.
Step 3.
Moving average of ** values,
again.
INFO1113 / COMP**03
Page 4 of 11
Config
The config file is in located in config.json in
the root directory of the project (the same
directory as build.gradle and the src folder).
Use the simple json library to read it. Sample
config and level files are provided in the
scaffold.
The map layout files will also be located in
the root directory of the project. However,
sprites or images such as the background,
and trees will be located in the resources
folder (src/main/resources/Tanks/) or
(build/resources/main/Tanks/).
In addition to providing the filenames of
these files, the configuration file also
provides the colours that should be used for
the foreground of each level, and players.
The format is “R,G,B” containing the red,
green and blue components of the colour (0-
255) respectively. If it is “random”, then
choose the colour randomly.
For each level, the following properties are provided in the config:
• layout: the level file containing the characters determining the initial terrain, player positions,
and trees (see pages 2 and 3 above).
• background: the image which should be displayed in the background, behind the terrain and
everything else.
• foreground-colour: the colour to render the terrain in for this level.
• trees (optional): The sprite image to use for trees in this level. If not specified, your program
should not crash (either assume the level contains no trees so don’t render any, or use a default
sprite such as tree1.png).
INFO1113 / COMP**03
Page 5 of 11
Tanks
Initial positions of tanks are provided in each level’s layout file. Each player can control the tank’s turret
movement, move it across the terrain, or increase and decrease the power level (the key must be held for
these actions). Once they fire a shot (pressing the spacebar), their turn ends. A summary of the player
input actions are in the table below:
Keyboard input Action Rate of change
UP arrow Tank turret moves left +3 radians per second
DOWN arrow Tank turret moves right -3 radians per second
LEFT arrow Tank moves left across terrain -60 pixels per second
RIGHT arrow Tank moves right across terrain +60 pixels per second
W Turret power increases +36 units per second
S Turret power decreases -36 units per second
SPACEBAR Fire a projectile (ends turn)
Note: the rate of change should be continuous (ie. per frame) and does not have to be exact, but is an
indication to guide you in optimising user experience.
Tanks can only move across the terrain as long as they have fuel ( denoted in the top right corner).
Movement consumes 1 unit of fuel per horizontal pixel moved. Tanks start with 250 initial fuel in each
level.
Tanks have initial health of 100, and power of 50, set at the beginning of each level. This is displayed in
the HUD bar at the top. Power determines the speed (distance trajectory) of projectiles, and can never
exceed the tank’s remaining health. Once the tank’s health reduces to 0, it explodes with an explosion
radius of 15. If a tank goes below the bottom of the map, it explodes with a radius of 30.
How to change the turret’s position using the angle from the vertical:
Parachutes
A parachute is deployed for a tank when it is hovering in midair, due to the terrain
below it having been destroyed by a projectile. Each player has 3 parachutes per game.
If using a parachute, the tank descends at a rate of 60 pixels per second and sustains no
damage. If no parachutes are available, it descends at a rate of 120 pixels per second
and sustains damage of 1hp for each pixel of height (this is added as score to the player
who fired the projectile that caused the terrain to be destroyed).
Figure 7. (left)
Recall the parametric form of a circle
(rsin&#***3;, rcos&#***3;). In this case, the turret
length should be 15 pixels (r=15).
Note that the coordinate system in
computer graphics has +x values going
from left to right, and +y values going
top-down, which is different from what
you are familiar with in maths (x axis is
the same, but in maths the y axis +ve
values go from bottom to top).
INFO1113 / COMP**03
Page 6 of 11
Projectiles
Projectiles spawn from the tank’s location and follow a trajectory that is determined by the tank turret’s
vector. The magnitude of this vector is determined by the tank’s power level at the time the missile is
fired. The power level cannot exceed the tank’s health. The minimum magnitude of the projectile’s initial
velocity is 1 pixel (power level 0), and the maximum is 9 pixels (power level 100). You can assume
acceleration due to gravity is a constant rate of 3.6 pixels per second (applied per frame).
The player’s turn ends after they fire a projectile (press spacebar).
Explosions
When a projectile makes contact with the terrain, it causes an explosion. The default explosion radius is
30 pixels. Any tanks within the radius will sustain up to 60 hp lost depending on how close they are to the
impact site, reducing linearly the further the distance away. For example, with radius=30, a tank which is
distance 15 pixels away (half the radius) from the impact will sustain only 30hp damage. A tank which is
10 pixels away will sustain 40hp damage, and a tank which is 20 pixels away will sustain 20hp damage. A
tank which is 31 pixels away will sustain no damage since it’s outside the radius.
The animation (shown above) comprises of 3 concentric circles that expand continuously over a period of
0.2 seconds. During this time:
• Red circle expands from radius 0 to explosion radius (in this case 30px)
• Orange circle expands from 0 to 50% of the explosion radius (in this case 15px)
• Yellow circle expands from 0 to 20% of the explosion radius (in this case 6px)
The terrain will also be destroyed in a radius of 30 pixels around the impact site. Note that terrain cannot
be floating, so if the impact is on the side of a hill, terrain above falls to fill the crater. Any trees on the
terrain also fall to remain on top of the terrain. Trees are not destroyed by impacts.
Wind
Wind is a force that acts on projectiles in the air, in the horizontal (x) direction. It can blow either left or
right, denoted by the different icons (shown above) and has a magnitude. The force imparted by wind is
an acceleration of approximately w*0.03 pixels per second.
Wind is initially a random value between -35 and 35 (where negative values represent wind blowing to
the left, and positives values are blowing to the right). After each turn, it changes by a random value from
between -5 to 5 (inclusive of both).
Wind is displayed in the top right corner of the screen.
INFO1113 / COMP**03
Page 7 of 11
Powerups
During their turn, players can purchase powerups by using their score as currency. Powerups can only be
purchased when the player can afford it, otherwise the action does nothing.
INFO1113 students must implement the following powerups:
• Repair kit (key: r, cost: 20) – repairs the player’s tank by increasing health by 20 (maximum health
is 100).
• Additional fuel (key: f, cost: 10) – increase the player’s remaining fuel by 200.
COMP**03 students must implement the following powerups:
• Additional parachute (key: p, cost: 15) – increase the player’s remaining parachutes by 1.
• Larger projectile (key: x, cost: 20) – the next shot fired by this player will have double the radius
(60 instead of 30). Projectile damage is not increased, but will affect tanks within the radius
according to the previous rules (proximity distance). A visual indication needs to be shown in the
GUI / HUD that the next projectile to be fired will be a larger one.
Scoreboard
The scoreboard is persistent across levels. When a projectile fired by a player
damages another player’s tank, the player who fired that projectile gains
score equal to the hp damage caused. A player does not gain score when a
projectile they fire damages their own tank.
The scoreboard is ordered by player character (alphabetical order) and
displayed in the top right corner. The text colour for each player is the same
as their tank colour.
Level End and Game End
A level ends when there is only one tank remaining in play. The next level is loaded after 1 second, or
whenever this tank fires a shot. The sequence of levels is the order they are provided in the configuration
file.
When the last level ends, the game ends – display the player with the highest score as the winner (eg.
“Player A wins!”) and then in the centre of the screen, display the final scores in a box filled with a colour
corresponding to the player’s colour, and slightly lighter and transparent. The scores (and the
corresponding players who achieved them) should be displayed in descending order (highest to lowest
score), with a delay of 0.7s between when each one appears.
The user may press ‘r’ to restart the game.
Application
Your application will need to adhere to the following specifications:
• The window must have dimensions 864x640
• The game must maintain a frame rate of 30 frames per second.
INFO1113 / COMP**03
Page 8 of 11
• Your application must be able to compile and run using Java 8 and gradle run. Failure to do so, will
result in 0% for Final Code Submission. Later versions of Java may work, but you should not use
any newer Java language features.
• Your program must not exhibit any memory leaks.
• You must use the processing library (specifically processing.core and processing.data), you cannot
use any other framework for graphics such as javafx, awt or jogl
You have been provided a /resources folder which your code can access directly (please use a relative
path). These assets are loadable using the loadImage method attached to the PApplet type. Please refer
to the processing documentation when loading and drawing an image. You may decide to modify these
images if you wish to customise your game. You will be required to create your own sprites for any
extensions you want to implement.
Extension
The extension is worth 2 marks maximum. For an extension, you can choose to implement one of the
following:
• Additional powerups (eg, if you are doing INFO1113, you can implement the COMP**03
powerups as an extension, and vice versa). Or powerups of your own choosing, such as:
o Shield (key: h, cost: 20) – protect your tank from taking damage the next time it’s hit.
After it is gets hit, the shield is destroyed (absorbed to sustain the blast). This must be
indicated in the GUI (like with a blue transparent bubble around the tank).
o Teleport (key: t, cost: 15) – select a location on the map to immediately move your tank
there.
• Computer-controlled players. A targeting AI which can compute the trajectory of a projectile and
adjust its aim to focus on hitting a player.
• Unlimited levels with randomly generated level terrain and player positions / trees, and
randomised background
• Sound effects
OR, a feature you come up with which is of a similar or higher level of complexity (ask your tutor)
Please ensure you submit a config and level layout file with the features of your extension (if the
extension required changes to the level or config files), and ensure the extension doesn’t break any of the
default behaviour. Also, describe your extension functionality in the report.
Marking Criteria (20%)
Your final submission is due on Sunday 12 May 2024 at 11:59PM. To submit, you must upload your
build.gradle file and src folder to Ed. Please also include sample config and layout files that you have
tested with your program to ensure it works. Do NOT submit the build folder (unless you only include the
build/reports/ folder which contains the results of your testing and code coverage). Ensure src is in the
root directory with the other files, and not part of a zip, then press MARK. Submit your report and UML to
canvas.
A demo of your assignment will be conducted during labs in week 12 where you will demonstrate the
features you have created to your tutor.
INFO1113 / COMP**03
Page 9 of 11
Final Code Submission and Demo (12%)
You will need to have implemented and satisfied requirements listed in this assignment. Make sure you
have addressed the following and any other requirements outlined previously.
• Window launches and shows map layout correctly.
• Terrain display is correct – smooth curve, and matches level layout file
• Player starting positions and tree positions are correct, and correct tree type is rendered
• Configuration file is correctly read in – initial values for game state are used from config (player
colours, level backgrounds and foregrounds)
• Multiple players take turns at controlling their own tank – turns are processed in alphabetical
order according to config file
• Tank turret can be controlled with up/down arrow keys and angle changes (3 rad/s)
• Tank can move across terrain with left/right arrow keys (speed is 60px/s)
• Tank turret power can increase/decrease with ‘w’ and ‘s’ keys
• Tank fires a projectile according to the turret’s trajectory when the user pressed spacebar
• Projectile moves through the air and is affected by gravity and wind
• When a projectile collides with terrain, it explodes with a radius of 30 pixels
• Explosion is animated correctly
• Explosion causes damage to nearby tanks in a linearly decreasing proportion based on distance
• Tanks deploy parachute if available to fall slowly if the terrain underneath is destroyed, otherwise
they fall faster (2x speed) and incur damage.
• Can use powerups
o For INFO1113: Repair kit, and extra fuel
o For COMP**03: Additional parachute, and larger projectile
• When tank reaches 0 health it is destroyed with an explosion, and that player’s turn is skipped for
the current level.
• GUI elements:
o Health bar which displays changes to tank’s health
o Fuel indicator shows how much fuel is remaining
o Parachutes indicator shows parachutes remaining
o Power as a proportion of remaining health bar
o Wind indicator that changes icon depending on direction of wind
o Text for current player’s turn, and arrow that appears at the beginning of the player’s
turn and lasts for 2 seconds, pointing to their tank
• Scoreboard tracks scores correctly
• Scoreboard is rendered with correct player colours
• The current level ends, and the next level is loaded when only 1 tank remains in play (after 1
second, or as soon as the player fires a shot).
• When all levels are complete, the player with the highest score is declared to be the winner and
the final scores are displayed larger in the centre of the screen in a box whose background colour
matches that of the winning player and is slightly transparent
• Final scores are displayed in descending order with a delay of 0.7s between each subsequent
player
• Once the game has ended, a player can restart the game by pressing ‘r’
• Ensure that your application does not repeat large sections of logic
• Ensure that your application is bug-free
INFO1113 / COMP**03
Page 10 of 11
Testcases (3%)
During development of your code, add testcases to your project and test as much functionality as
possible. You will need to construct unit test cases within the src/test folder using JUnit. To test the state
of your entities without drawing, implement a simple loop that will update the state of each object but
not draw the entity.
Ensure your test cases cover over **% of execution paths (Use jacoco in your gradle build) – average of
branches and instructions. Ensure your test cases cover common cases. Ensure your test cases cover edge
cases. Each test case must contain a brief comment explaining what it is testing. To generate the testing
code coverage report with gradle using jacoco, run “gradle test jacocoTestReport”.
Design, Report, UML and Javadoc (3%)
You will need to submit a report that elaborates on your design. This will include an explanation of any
object-oriented design decisions made (such as reasons for interfaces, class hierarchy, etc) and an
explanation of how the extension has been implemented. This should be no longer than 500 words. This
report will be submitted through Canvas.
You will need to submit a UML diagram in PDF form to Canvas to provide a brief graphical overview of
your code design and use of Object Oriented Principles such as inheritance and interfaces. Markers will
use this to determine whether you have appropriately used those principles to aid you in your design, as
well as figure out whether more should have been done. A general guideline is that markers will be
looking for some use of inheritance or interfaces, how extensible the code is, and penalising repeated
code. Note that you should not simply use a UML generator from an IDE such as Eclipse, as they typically
do not produce diagrams that conform to the format required. We suggest using software such as
LucidChart or draw.io for making your diagrams.
Your code should be clear, well commented and concise. Try to utilise OOP constructs within your
application and limit repetitive code. The code should follow the conventions set out by the Google Java
Style Guide. As part of your comments, you will need to create a Javadoc for your program. This will be
properly covered in week 11 but the relevant Oracle documentation can be found here.
Report, UML and OO design: 2%
Javadoc, comments, style and readability: 1%
Extension (2%)
Implement an extension as described above. Partial marks may be awarded if you choose a more limited
extension or it is partially completed. Please specify what extension you decided to implement within
your report, and show it during your demo in week 12.
Suggested Timeline
Here is a suggested timeline for developing the project. Note that it is released on April 8 (start of week 7)
and due May 12 (end of week 11).
Week 7: Familiarise yourself with gradle and processing, utilising the processing Javadoc and week 8
supplementary lecture. Identify opportunities to utilise Object Oriented Design principles such as
inheritance and interfaces and begin to plan a design for the codebase with regards to the classes that
you will need to make. Make a rough UML diagram for your design that you can base your codebase from.
INFO1113 / COMP**03
Page 11 of 11
Week 8: Begin writing the actual code for the program. Start small, for example by initially creating the
map layouts and terrain, then gradually add more like player tanks. At the end of the week, you should
have loading in the map and tank movement finished, as well as some sprite management. If confident,
use Test Driven Development (writing test cases at same time as writing the code). Conduct a large
amount of user testing to ensure the initial mechanics work as expected.
Weeks 9-10: Develop more gameplay features, such as the projectile movement, wind, collisions with
terrain and tanks, powerups and scoreboard. Sprite management should be streamlined at this point. You
should have a fairly high code coverage for your test cases at this stage. If you are noticing any
questionable design decisions, such as God classes or classes that are doing things they logically should
not be doing, this is the time to refactor your code. Think about what extension you want to make and
start to implement it.
Week 11: Finish developing the remaining features for your program, notably the configuration file, GUI
enhancements, timers and level progression. Additionally, finish writing your testing suite. Create the
UML and Javadoc for the program. Fix any remaining bugs that your code exhibits. Submit your code to Ed
(by uploading the entire project and pressing MARK) and submit your UML to Canvas in PDF form.
Week 12: Demonstrate the completed program to your tutor during the week 12 lab. They will check each
criteria item has successfully been completed, and may ask you questions about how you implemented it
to test your understanding.
Academic Declaration
By submitting this assignment you declare the following:
I declare that I have read and understood the University of Sydney Student Plagiarism: Coursework Policy
and Procedure, and except where specifically acknowledged, the work contained in this
assignment/project is my own work, and has not been copied from other sources or been previously
submitted for award or assessment.
I understand that failure to comply with the Student Plagiarism: Coursework Policy and Procedure can lead
to severe penalties as outlined under Chapter 8 of the University of Sydney By-Law 1999 (as amended).
These penalties may be imposed in cases where any significant portion of my submitted work has been
copied without proper acknowledgment from other sources, including published works, the Internet,
existing programs, the work of other students, or work previously submitted for other awards or
assessments.
I realise that I may be asked to identify those portions of the work contributed by me and required to
demonstrate my knowledge of the relevant material by answering oral questions or by undertaking
supplementary work, either written or in the laboratory, in order to arrive at the final assessment mark.
I acknowledge that the School of Computer Science, in assessing this assignment, may reproduce it
entirely, may provide a copy to another member of faculty, and/or communicate a copy of this assignment
to a plagiarism checking service or in-house computer program, and that a copy of the assignment may be
maintained by the service or the School of Computer Science for the purpose of future plagiarism checking.

請加QQ:99515681  郵箱:99515681@qq.com   WX:codinghelp















 

掃一掃在手機打開當前頁
  • 上一篇:代寫COMP282 standard 52 card
  • 下一篇:代做CS 138、C++編程設計代寫
  • 無相關信息
    合肥生活資訊

    合肥圖文信息
    流體仿真外包多少錢_專業CFD分析代做_友商科技CAE仿真
    流體仿真外包多少錢_專業CFD分析代做_友商科
    CAE仿真分析代做公司 CFD流體仿真服務 管路流場仿真外包
    CAE仿真分析代做公司 CFD流體仿真服務 管路
    流體CFD仿真分析_代做咨詢服務_Fluent 仿真技術服務
    流體CFD仿真分析_代做咨詢服務_Fluent 仿真
    結構仿真分析服務_CAE代做咨詢外包_剛強度疲勞振動
    結構仿真分析服務_CAE代做咨詢外包_剛強度疲
    流體cfd仿真分析服務 7類仿真分析代做服務40個行業
    流體cfd仿真分析服務 7類仿真分析代做服務4
    超全面的拼多多電商運營技巧,多多開團助手,多多出評軟件徽y1698861
    超全面的拼多多電商運營技巧,多多開團助手
    CAE有限元仿真分析團隊,2026仿真代做咨詢服務平臺
    CAE有限元仿真分析團隊,2026仿真代做咨詢服
    釘釘簽到打卡位置修改神器,2026怎么修改定位在范圍內
    釘釘簽到打卡位置修改神器,2026怎么修改定
  • 短信驗證碼 寵物飼養 十大衛浴品牌排行 suno 豆包網頁版入口 wps 目錄網 排行網

    關于我們 | 打賞支持 | 廣告服務 | 聯系我們 | 網站地圖 | 免責聲明 | 幫助中心 | 友情鏈接 |

    Copyright © 2025 hfw.cc Inc. All Rights Reserved. 合肥網 版權所有
    ICP備06013414號-3 公安備 42010502001045

    国产人妻人伦精品_欧美一区二区三区图_亚洲欧洲久久_日韩美女av在线免费观看
    国产精品一区二区在线| 日韩av不卡播放| 亚洲一二三区在线| 日韩精品一区二区免费| 国产极品在线视频| 精品国产一区二区三| 国产淫片免费看| 国产精品福利在线| 国内精品国产三级国产在线专 | 久久久久久久香蕉| 亚洲欧美日韩在线综合| 成人福利网站在线观看11| 欧美精品在线观看91| 蜜桃麻豆91| 国产精品久久久久久久久久久不卡 | 狠狠色狠狠色综合人人| 色777狠狠综合秋免鲁丝| 日本免费a视频| 日韩在线精品一区| 欧美久久电影| 国产精品第二页| 国产日本欧美一区| 亚洲最大福利网| 91精品久久久久久久久久入口| 欧美xxxx做受欧美.88| 韩日午夜在线资源一区二区| 国产精品欧美风情| 国产在线一区二区三区| 久久亚洲一区二区三区四区五区高| 红桃一区二区三区| 不卡中文字幕av| 国产免费观看高清视频| 亚洲在线第一页| 91精品国产色综合| 日韩福利在线| 国产成人免费91av在线| 欧美精品一区二区三区在线四季| 国产精品免费电影| 国产在线精品一区免费香蕉| 国产精品久久久久久久久久直播| 国内免费久久久久久久久久久| 国产精品第三页| 国产欧美在线一区二区| 一区二区三区三区在线| 91成人在线视频观看| 日韩久久久久久久| 国产精品露脸自拍| 国产精品一区二区三区四区五区 | caoporn国产精品免费公开| 伊人久久大香线蕉av一区| 国产精品亚洲аv天堂网| 亚洲一区二区三区sesese| 久久99精品国产99久久| 欧美 国产 综合| 久久久久久91香蕉国产| 久久久噜噜噜www成人网| 精品欧美日韩| 亚洲国产精品久久久久婷婷老年| 久久久久天天天天| 国产在线精品一区| 欧美一区二区三区免费视| 国产精品美女视频网站| 91精品国产网站| 精品视频在线观看一区| 中文字幕一区综合| 国产成人一二三区| 麻豆亚洲一区| 日本欧美黄网站| 精品伦理一区二区三区| 久久免费高清视频| 国产一区二区三区播放| 欧美一区二区三区艳史| 国产精品久久久久7777婷婷| 91精品视频在线播放| 美女精品国产| 日本精品福利视频| 在线不卡视频一区二区| 国产精品女人久久久久久| 久久视频在线观看中文字幕| 蜜桃麻豆91| 日本一区二区在线视频| 精品免费日产一区一区三区免费 | 久久精品国产91精品亚洲| 国产日韩欧美精品在线观看| 日本aa在线观看| 亚洲综合激情五月| 国产精品女视频| 久久99精品久久久久久久青青日本 | 99热久久这里只有精品| 欧美亚洲黄色片| 亚洲精品中字| 国产精品日韩高清| 久久国产精品一区二区三区| 97久久精品视频| 国产美女无遮挡网站| 狠狠色综合网站久久久久久久| 色狠狠久久av五月综合| 亚洲永久免费观看| 欧美人与性动交a欧美精品| 国产精品日韩电影| 久久超碰亚洲| 久久免费视频这里只有精品| 国产日韩精品推荐| 国内一区二区在线视频观看| 日韩精品一区二区三区四 | 久久精品美女| 国产精品69久久久| 97伦理在线四区| 丰满人妻中伦妇伦精品app| 国产亚洲第一区| 国产又黄又猛视频| 麻豆一区区三区四区产品精品蜜桃| 欧美国产视频一区| 欧美日韩大片一区二区三区| 欧美专区日韩视频| 奇米四色中文综合久久| 日韩欧美黄色大片| 日韩亚洲欧美精品| 日韩偷拍一区二区| 亚洲激情电影在线| 亚洲中文字幕无码中文字| 久久国产视频网站| 精品不卡在线| 欧美久久精品午夜青青大伊人| 精品国产乱码久久久久久久软件| 国产精品国产对白熟妇| 国产精品视频99| 国产精品视频色| 国产精品免费在线| 欧美成人一二三| 欧美激情网友自拍| 亚洲视频电影| 日韩中文字幕在线不卡| 视频在线99| 日本免费一级视频| 欧美午夜欧美| 国产在线视频一区| 粉嫩av四季av绯色av第一区| 国产精品专区在线| 91国产中文字幕| 91av在线不卡| 日韩视频亚洲视频| 日韩中文av在线| 不卡毛片在线看| 亚洲最大福利视频| 日本一区二区三区四区在线观看 | 久久精品一区二| 久久国产亚洲精品无码| 久久久久久久久久久福利| 国产精品网站免费| 精品国产一区二区三区四区精华| 一区二区视频在线免费| 亚洲a∨一区二区三区| 日本精品久久久久中文字幕| 黄频视频在线观看| 99视频精品免费| 日韩在线www| 欧美理论片在线观看| 亚洲国产一区二区三区在线 | 热草久综合在线| 国产一级二级三级精品| 91精品国产综合久久久久久丝袜| 久久久久久久久影视| 美女黄色丝袜一区| 色噜噜一区二区| 国产亚洲黄色片| 久久久久久久久亚洲| 国产aⅴ夜夜欢一区二区三区| 岛国一区二区三区高清视频| 欧美亚洲精品一区二区| 成人在线精品视频| 久久久久日韩精品久久久男男| 国产精品极品在线| 亚洲xxxx做受欧美| 黄色一级片播放| 91免费版网站在线观看| 国产精品视频白浆免费视频| 亚洲淫片在线视频| 欧美视频在线观看视频| 国产精品香蕉国产| 国产精品视频大全| 亚洲精品久久区二区三区蜜桃臀| 欧美亚洲国产成人精品| 68精品国产免费久久久久久婷婷| 国产精品免费入口| 五码日韩精品一区二区三区视频| 欧美日韩亚洲国产成人| 国产精彩视频一区二区| 精品久久蜜桃| 欧洲精品国产| 久久久免费高清电视剧观看| 国产aⅴ精品一区二区三区黄| 欧美亚州在线观看| 国产精品88a∨| 精品国产福利| 欧美大香线蕉线伊人久久| 国产高清在线一区| 亚洲资源视频| 国产乱肥老妇国产一区二| 国产精品免费区二区三区观看|