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這篇文章將為大家詳細(xì)講解有關(guān)C#如何實(shí)現(xiàn)飛行棋項(xiàng)目,小編覺(jué)得挺實(shí)用的,因此分享給大家做個(gè)參考,希望大家閱讀完這篇文章后可以有所收獲。
具體內(nèi)容如下
1.制作游戲頭部:游戲頭部介紹
2.繪制地圖
使用一維數(shù)組裝整個(gè)地圖的路線
如果這個(gè)位置是0,繪制普通格子□
如果這個(gè)位置是1,繪制幸運(yùn)輪盤◎
如果這個(gè)位置是2,繪制地雷★
如果這個(gè)位置是3,繪制暫?!?br/>如果這個(gè)位置是4,繪制時(shí)空隧道卍
規(guī)劃幸運(yùn)輪盤位置
int[] luckyturn = { 6, 23, 40, 55, 69, 83 };
規(guī)劃地雷的位置
int[] landMine = { 5,13,17,33,38,50,64,80,94};
規(guī)劃暫停位置
int[] pause = {9,27,60,93 };
規(guī)劃時(shí)空隧道的位置
int[] timeTunnel = { 20, 25, 45, 63, 72, 88, 90 };
3.設(shè)置特殊關(guān)卡
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace 飛行棋 { class Program { /// <summary> /// 整個(gè)地圖數(shù)組 /// </summary> static int[] Maps = new int[100]; /// <summary> /// 玩家的位置 /// </summary> static int[] PlayerPos = new int[2]; /// <summary> /// 玩家的姓名 /// </summary> static string[] PlayerName = new string[2]; /// <summary> /// 記錄兩名玩家是否可以擲骰子 /// </summary> static bool[] PlayerFlag = new bool[2]; static void Main(string[] args) { //繪制地圖頭部 ShowTitle(); //輸入玩家姓名 Console.WriteLine("請(qǐng)輸入玩家A的姓名"); PlayerName[0]=Console.ReadLine(); while (PlayerName[0]=="") { Console.WriteLine("玩家A姓名不能為空,請(qǐng)重新輸入"); PlayerName[0]=Console.ReadLine(); } Console.WriteLine("請(qǐng)輸入玩家B的姓名"); PlayerName[1] = Console.ReadLine(); while (PlayerName[1]=="" || PlayerName[1]==PlayerName[0]) { if (PlayerName[1]=="") { Console.WriteLine("玩家B姓名不能為空,請(qǐng)重新輸入"); PlayerName[1] = Console.ReadLine(); } if (PlayerName[1]==PlayerName[0]) { Console.WriteLine("玩家B姓名與玩家A的姓名一致,請(qǐng)重新輸入"); PlayerName[1] = Console.ReadLine(); } } //輸入完姓名,清空屏幕 Console.Clear(); //重新繪制游戲標(biāo)題與游戲說(shuō)明 ShowTitle(); //初始化地圖關(guān)卡 InitialMap(); //顯示地圖 DrawMap(); //判斷如果沒(méi)有一個(gè)玩家到達(dá)終點(diǎn)則一直輪流擲篩子 while (PlayerPos[0]<99 && PlayerPos[1]<99) { if (PlayerFlag[0]==false) { PlayGame(0); } else { PlayerFlag[0] = false; } if (PlayerFlag[1]==false) { PlayGame(1); } else { PlayerFlag[1] = false; } if (PlayerPos[0] == 99) { Console.WriteLine("恭喜玩家【{0}】游戲獲勝!", PlayerName[0]); break; } if (PlayerPos[1] == 99) { Console.WriteLine("恭喜玩家【{0}】游戲獲勝!", PlayerName[1]); break; } } Console.ReadLine(); } #region 游戲標(biāo)題 /// <summary> /// 設(shè)置游戲標(biāo)題 /// </summary> static void ShowTitle() { Console.ForegroundColor = ConsoleColor.Blue; Console.WriteLine("************************************"); Console.ForegroundColor = ConsoleColor.Green; Console.WriteLine("************************************"); Console.ForegroundColor = ConsoleColor.Cyan; Console.WriteLine("************************************"); Console.ForegroundColor = ConsoleColor.DarkRed; Console.WriteLine("***************飛行棋***************"); Console.ForegroundColor = ConsoleColor.Cyan; Console.WriteLine("************************************"); Console.ForegroundColor = ConsoleColor.Green; Console.WriteLine("************************************"); Console.ForegroundColor = ConsoleColor.Blue; Console.WriteLine("************************************"); } #endregion #region 初始化地圖關(guān)卡 /// <summary> /// 初始化地圖關(guān)卡 /// </summary> static void InitialMap() { //繪制幸運(yùn)輪盤的位置◎==1 int[] luckyturn = { 6, 23, 40, 55, 69, 83 }; for (int i = 0; i < luckyturn.Length; i++) { Maps[luckyturn[i]] = 1; } //繪制繪制地雷的位置★==2 int[] landMine = { 5, 13, 17, 33, 38, 50, 64, 80, 94 }; for (int i = 0; i < landMine.Length; i++) { Maps[landMine[i]] = 2; } //繪制暫停的位置▲==3 int[] pause = { 9, 27, 60, 93 }; for (int i = 0; i < pause.Length; i++) { Maps[pause[i]] = 3; } //繪制時(shí)空隧道的位置卍==4 int[] timeTunnel = { 20, 25, 45, 63, 72, 88, 90 }; for (int i = 0; i < timeTunnel.Length; i++) { Maps[timeTunnel[i]] = 4; } } #endregion #region 繪制地圖 /// <summary> /// 繪制地圖 /// </summary> static void DrawMap() { Console.ForegroundColor = ConsoleColor.DarkRed; Console.WriteLine("玩家【{0}】使用A表示:",PlayerName[0]); Console.WriteLine("玩家【{0}】使用B表示:", PlayerName[1]); Console.WriteLine("游戲規(guī)則:"); Console.WriteLine(); Console.WriteLine("1.兩名玩家輪流擲骰子,規(guī)定A玩家先玩擲"); Console.WriteLine("2.踩到□格子安全,沒(méi)有獎(jiǎng)懲!"); Console.WriteLine("3.踩到◎幸運(yùn)輪盤,可以進(jìn)行兩種選擇:a.置換與對(duì)方玩家位置;b.進(jìn)行轟炸對(duì)方,是對(duì)方倒退6步."); Console.WriteLine("4.踩到★地雷,倒退6步!"); Console.WriteLine("5.踩到▲暫停,下一回合將暫停操作!"); Console.WriteLine("6.踩到卍時(shí)空隧道,直接前進(jìn)10步!"); Console.WriteLine("7.如果踩到對(duì)方,則對(duì)方直接退6步!"); ///第一橫行地圖 for (int i = 0; i < 30; i++) { Console.Write(DrawString(i)); } Console.WriteLine(); ///第一豎行 for (int i = 30; i < 35; i++) { for (int j = 0; j < 29; j++) { Console.Write(" "); } Console.Write(DrawString(i)); Console.WriteLine(); } ///第二橫行 for (int i = 64; i > 34; i--) { Console.Write(DrawString(i)); } Console.WriteLine(); ///第二豎行 for (int i = 65; i < 70; i++) { Console.WriteLine(DrawString(i)); } ///第三橫行 for (int i = 70; i < 100; i++) { Console.Write(DrawString(i)); } Console.WriteLine(); } #endregion #region 設(shè)置地圖關(guān)卡,玩家初始位置 /// <summary> /// 設(shè)置地圖關(guān)卡,玩家初識(shí)位置 /// </summary> /// <param name="pos">索引</param> private static string DrawString(int pos) { string str = ""; //判斷兩個(gè)玩家的位置一樣,確定兩個(gè)玩家都在地圖中 if (PlayerPos[0] == PlayerPos[1] && PlayerPos[0] == pos) { Console.ForegroundColor = ConsoleColor.Cyan; str ="<>"; } else if (PlayerPos[0] == pos) { Console.ForegroundColor = ConsoleColor.Cyan; str ="A"; } else if (PlayerPos[1] == pos) { Console.ForegroundColor = ConsoleColor.Red; str = "B"; } else { switch (Maps[pos]) { case 0: Console.ForegroundColor = ConsoleColor.Blue; str = "□"; break; case 1: Console.ForegroundColor = ConsoleColor.Cyan; str = "◎"; break; case 2: Console.ForegroundColor = ConsoleColor.DarkRed; str = "★"; break; case 3: Console.ForegroundColor = ConsoleColor.DarkCyan; str = "▲"; break; case 4: Console.ForegroundColor = ConsoleColor.Yellow; str = "卍"; break; default: break; } } return str; } #endregion #region 開(kāi)始游戲 static void PlayGame(int PlayNum) { Random r = new Random(); Console.WriteLine("玩家【{0}】按下任意鍵擲骰子",PlayerName[PlayNum]); Console.ReadKey(true); int number = r.Next(1, 7); Console.WriteLine("玩家【{0}】擲出<{1}>點(diǎn)。",PlayerName[PlayNum],number); Console.WriteLine("玩家【{0}】按下任意鍵進(jìn)行移動(dòng)",PlayerName[PlayNum]); Console.ReadKey(true); PlayerPos[PlayNum] += number; Console.WriteLine("玩家【{0}】移動(dòng)完成!",PlayerName[PlayNum]); ChangedCheck(); //玩家踩到對(duì)方 if (PlayerPos[PlayNum]==PlayerPos[1-PlayNum]) { Console.WriteLine("玩家【{0}】踩到玩家【{1}】,玩家【{1}】退6格",PlayerName[PlayNum],PlayerName[1-PlayNum]); PlayerPos[1 - PlayNum] -= 6; } else { switch (Maps[PlayerPos[PlayNum]]) { //踩到0普通地板,安全沒(méi)有獎(jiǎng)懲 case 0: Console.WriteLine("玩家【{0}】踩到安全地帶,沒(méi)有獎(jiǎng)懲!按下任意鍵繼續(xù)游戲",PlayerName[PlayNum]); Console.ReadKey(true); break; //踩到1幸運(yùn)輪盤,選擇獎(jiǎng)勵(lì) case 1: Console.WriteLine("玩家【{0}】踩到幸運(yùn)輪盤,選擇獎(jiǎng)勵(lì):a--->交換位置 b--->轟炸對(duì)方", PlayerName[PlayNum]); string input = Console.ReadLine(); while (true) { if (input=="a") { Console.WriteLine("玩家【{0}】選擇與玩家【{1}】交換位置。",PlayerName[PlayNum],PlayerName[1-PlayNum]); int temp = PlayerPos[PlayNum]; PlayerPos[PlayNum] = PlayerPos[1 - PlayNum]; PlayerPos[1 - PlayNum] = temp; Console.WriteLine("玩家【{0}】與玩家【{1}】交換位置成功!按下任意鍵繼續(xù)游戲", PlayerName[PlayNum], PlayerName[1 - PlayNum]); Console.ReadKey(true); break; } else if (input=="b") { Console.WriteLine("玩家【{0}】選擇轟炸玩家【{1}】。", PlayerName[PlayNum], PlayerName[1 - PlayNum]); PlayerPos[1 - PlayNum] -= 6; Console.WriteLine("玩家【{0}】被轟炸倒退6步!按下任意鍵繼續(xù)游戲", PlayerName[1 - PlayNum]); Console.ReadKey(true); break; } else { Console.WriteLine("選擇格式錯(cuò)誤,請(qǐng)重新選擇!"); input = Console.ReadLine(); } } Console.ReadKey(true); break; //踩到2地雷,倒退6步 case 2: Console.WriteLine("玩家【{0}】踩到地雷,倒退6步!按下任意鍵繼續(xù)游戲!",PlayerName[PlayNum]); PlayerPos[PlayNum] -= 6; Console.ReadKey(true); break; //踩到3暫停,下一回合不能擲骰子 case 3: Console.WriteLine("玩家【{0}】踩到暫停,下一回合不能擲骰子!按下任意鍵繼續(xù)游戲!", PlayerName[PlayNum]); PlayerFlag[PlayNum] = true; Console.ReadKey(true); break; //踩到4時(shí)空穿梭,直接前進(jìn)10步 case 4: Console.WriteLine("玩家【{0}】踩到時(shí)空穿梭,直接前進(jìn)10步!按下任意鍵繼續(xù)游戲!", PlayerName[PlayNum]); PlayerPos[PlayNum] += 10; Console.ReadKey(true); break; default: break; } } ChangedCheck(); Console.Clear(); ShowTitle(); DrawMap(); } #endregion static void ChangedCheck() { if (PlayerPos[0] < 0) { PlayerPos[0] = 0; } if (PlayerPos[0] > 99) { PlayerPos[0] = 99; } if (PlayerPos[1] < 0) { PlayerPos[1] = 0; } if (PlayerPos[1] > 99) { PlayerPos[1] = 99; } } } }
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