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本篇內(nèi)容介紹了“怎么用C#實(shí)現(xiàn)winform版飛行棋”的有關(guān)知識(shí),在實(shí)際案例的操作過(guò)程中,不少人都會(huì)遇到這樣的困境,接下來(lái)就讓小編帶領(lǐng)大家學(xué)習(xí)一下如何處理這些情況吧!希望大家仔細(xì)閱讀,能夠?qū)W有所成!
本文實(shí)例為大家分享了C#實(shí)現(xiàn)winform版飛行棋的具體代碼,供大家參考,具體內(nèi)容如下
1、兩個(gè)人輪流擲骰子紅人和綠人
2、投擲出2,4,6點(diǎn)出門(mén),投擲出6點(diǎn)可以在出門(mén)后再次投擲行走
3、地圖長(zhǎng)度共100步
4、地圖中除過(guò)普通地板之外,另設(shè)六種特殊功能地板
(1) 踩到香蕉皮,退6步
(2) 踩到時(shí)空,前進(jìn)6步
(3) 踩到陷阱,暫停一回合
(4) 踩到星星,可以再投擲一次
(5) 踩到移魂大法,可以做出選擇與對(duì)方互換位置
(6) 踩到手槍?zhuān)梢該敉藢?duì)方3步
(7) 踩到大炮,可以直接將對(duì)方轟炸回家(需要重新出門(mén))
5、如果踩到對(duì)方,則對(duì)方直接回到起點(diǎn),
1.地圖面積30*13
2.每個(gè)格子30像素
3.地面的代號(hào)=0,普通地板=1,香蕉皮=2,時(shí)空=3,陷阱=4,星星=5,大挪移=6,手槍=7
紅人=8,綠人=9
起點(diǎn)=10,終點(diǎn)=11
兩人在同一位置=12
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; namespace 飛行棋 { public partial class Form1 : Form { public Form1() { InitializeComponent(); } Panel map = new Panel(); // 創(chuàng)建游戲區(qū)對(duì)象 int[] mapList = new int[390];//存儲(chǔ)地圖數(shù)的數(shù)組 PictureBox[] mapImg = new PictureBox[390];// 存儲(chǔ)圖片的數(shù)組 const int size = 30;// 格子大小 Label jiLu = new Label(); RichTextBox msg = new RichTextBox(); //存儲(chǔ)近況 Random r = new Random(); PictureBox dice = new PictureBox(); //創(chuàng)建骰子對(duì)象 Panel redplayHome = new Panel(); // 紅方飛機(jī) Panel greenplayHome = new Panel(); //綠方飛機(jī) private void Form1_Load(object sender, EventArgs e) { // 設(shè)置不可移動(dòng) this.FormBorderStyle = FormBorderStyle.FixedSingle; // this.FormBorderStyle=FormBorderStyle.FixedToolWindow與Icon圖標(biāo)不可連用 this.BackColor =Color.Plum; this.Size = new Size(1200, 600); this.Location = new Point(Screen.PrimaryScreen.Bounds.Width / 2 - this.Width / 2, Screen.PrimaryScreen.WorkingArea.Height / 2 - this.Height / 2); // 地圖對(duì)象 map.Width = 30 * size; map.Height = 13 * size; map.Location = new Point(10, 150); map.BorderStyle = BorderStyle.FixedSingle; this.Controls.Add(map); InitialGame(); //調(diào)用初始化地圖圖片方法 // 紅方的家 redplayHome.Size = new Size(100, 100); redplayHome.BackgroundImage = Image.FromFile("../../img/select_circle.png"); redplayHome.Location = new Point(20, map.Top - 120); redplayHome.BackgroundImageLayout = ImageLayout.Stretch; this.Controls.Add(redplayHome); // 綠方的家 greenplayHome.Size = new Size(100, 100); greenplayHome.BackgroundImage = Image.FromFile("../../img/select_circle.png"); greenplayHome.Location = new Point(map.Left+map.Width-greenplayHome.Width, map.Top - 120); greenplayHome.BackgroundImageLayout = ImageLayout.Stretch; this.Controls.Add(greenplayHome); //紅飛機(jī) PictureBox redPlayer = new PictureBox(); redPlayer.Size = new Size(80, 80); redPlayer.Image = Image.FromFile("../../img/red.png"); redPlayer.Location = new Point(10, 10); redPlayer.SizeMode = PictureBoxSizeMode.StretchImage; redplayHome.Controls.Add(redPlayer); //綠飛機(jī) PictureBox greenPlayer = new PictureBox(); greenPlayer.Size = new Size(80, 80); greenPlayer.Image = Image.FromFile("../../img/green.png"); greenPlayer.Location = new Point(10, 10); greenPlayer.SizeMode = PictureBoxSizeMode.StretchImage; greenplayHome.Controls.Add(greenPlayer); // 記錄游戲近況框 msg.Size = new Size(260, 390); msg.ReadOnly = true;//設(shè)置只讀 msg.Location = new Point(map.Right,map.Top); msg.Font = new Font("微軟雅黑", 12); msg.BackColor = Color.LightPink; this.Controls.Add(msg); // 游戲近況字 jiLu.Size = new Size(100, 30); jiLu.Text = "游戲近況"; jiLu.Font = new Font("楷體", 16); jiLu.ForeColor = Color.Maroon; jiLu.BackColor = Color.Aquamarine; jiLu.Location = new Point(msg.Left+msg.Width/2-jiLu.Width/2, map.Top-jiLu.Height); this.Controls.Add(jiLu); //骰子 dice.Size = new Size(100, 100); dice.Image = Image.FromFile("../../img/roll.png"); dice.Location = new Point(map.Left+map.Width/2-dice.Width/2,map.Top-dice.Height); dice.SizeMode = PictureBoxSizeMode.StretchImage; this.Controls.Add(dice); dice.MouseClick += Dice_MouseClick; string startmsg = "請(qǐng)兩個(gè)人先輪流擲骰子,點(diǎn)大的先一步,紅方先手"; ResultTell(startmsg); //調(diào)用 } // 骰子點(diǎn)擊事件 private void Dice_MouseClick(object sender, MouseEventArgs e) { PlayDice(); PlayGame(); } // 記錄誰(shuí)可以投擲 索引0代表紅方,1代表綠方 bool[] whoCan = new bool[2] { true, false }; int[] startNum = new int[2]; // 記錄雙方投擲的點(diǎn)數(shù) string[] playeName = new string[2] { "紅方", "綠方" }; int[] playPostion = new int[2] { -1, -1 };// 記錄兩個(gè)人現(xiàn)在位置 沒(méi)有出門(mén)默認(rèn)-1 int[] playStan = new int[2]{ -1,-1}; // 記錄上飛機(jī)上一個(gè)位置的坐標(biāo)索引默認(rèn)為-1 private void PlayDice() // 輪流投擲的方法 此方法為投擲為一輪 { //紅方先投 默認(rèn)紅方先投擲 if (whoCan[0]) //默認(rèn)為true { startNum[0] = r.Next(1, 7); ResultTell(string.Format("紅方投擲出【{0}】點(diǎn)", startNum[0])); whoCan[0] = !whoCan[0]; // false賦給紅方 } else { whoCan[0] = !whoCan[0]; //將false變?yōu)閠rue } // 綠方投擲 if (whoCan[1]) // 默認(rèn)為false { startNum[1] = r.Next(1, 7); ResultTell(string.Format("綠方投擲出【{0}】點(diǎn)", startNum[1])); whoCan[1] = !whoCan[1]; // 將true變?yōu)閒alse } else { whoCan[1] = !whoCan[1]; //將true變?yōu)閒alse } } // 控制游戲剛開(kāi)始誰(shuí)先行 bool start = true; // 判斷是不是游戲剛開(kāi)始,比點(diǎn)數(shù)確定先行 private void PlayGame() { // 判斷是否投擲完一輪,投擲完一輪后才能判斷點(diǎn)數(shù)誰(shuí)先行 if (start) { // 雙方都投擲后,點(diǎn)數(shù)都相同的情況 OutDoor(); if (whoCan[0] && !whoCan[1]) // true && true { ResultTell("請(qǐng)紅方投擲"); } else if (!whoCan[0] && whoCan[1]) // false && true { ResultTell("請(qǐng)綠方投擲"); } } else { // 判斷誰(shuí)變成false,說(shuō)明上次是誰(shuí)投擲的 if (whoCan[0]&&!whoCan[1]) //綠方 { PlayeReturn(1); } else if (!whoCan[0]&&whoCan[1])// 紅方 { PlayeReturn(0); } } } // 是否暫停判斷 bool[] reclick = new bool[2] { false,false }; //雙方開(kāi)始游戲,playIndex為索引0,1來(lái)判斷是紅方還是綠方 private void PlayeReturn(int playIndex) { // 判斷此方位置為-1,則沒(méi)有出發(fā) if (playPostion[playIndex] == -1) { switch (startNum[playIndex]) //判斷點(diǎn)數(shù) 2,4,6 可以出發(fā) { case 2: case 4: ResultTell(string.Format("{0}可以起步!", playeName[playIndex])); playPostion[playIndex] = 0; //初始到開(kāi)始位置 playStan[playIndex] = 0; //存儲(chǔ)上一次位置 // 如果位置相同 換兩個(gè)飛機(jī)的圖片 if (playPostion[1] == playPostion[0]) { mapImg[road[playPostion[playIndex]]].Image = imageList1.Images[2]; } else // 如果不同則位置對(duì)應(yīng)的圖片 { mapImg[road[playPostion[playIndex]]].Image = imageList1.Images[playIndex]; } break; case 6: whoCan[playIndex] = true; //此方重新投擲 whoCan[1 - playIndex] = false;//對(duì)方不投擲 ResultTell(string.Format("{0}可以起步!", playeName[playIndex])); playPostion[playIndex] = 0; // 初始到索引為0處 playStan[playIndex] = 0; // 數(shù)組存儲(chǔ)上一次位置為0 // 如果位置相同 換兩個(gè)飛機(jī)的圖片 if (playPostion[1] == playPostion[0]) { mapImg[road[playPostion[playIndex]]].Image = imageList1.Images[2]; } else // 如果不同則位置對(duì)應(yīng)的圖片 { mapImg[road[playPostion[playIndex]]].Image = imageList1.Images[playIndex]; } ResultTell(string.Format("請(qǐng){0}投擲骰子", playeName[playIndex])); break; default: ResultTell(string.Format("很遺憾,{0}投擲出{1}點(diǎn)無(wú)法起步!輪到{2}投擲", playeName[playIndex], startNum[playIndex], playeName[1 - playIndex])); break; } if (playPostion[0]!=-1) //紅色出門(mén) { redplayHome.Controls.Clear(); // 紅色飛機(jī)的家中飛機(jī)消失 } if (playPostion[1]!=-1) // 綠色出門(mén) { greenplayHome.Controls.Clear(); //綠色飛機(jī)的家中飛機(jī)消失 } } else // 不是-1則已經(jīng)出發(fā) { // 將現(xiàn)在位置賦給記錄上一次位置的數(shù)組中 playStan[playIndex] = playPostion[playIndex]; playPostion[playIndex] += startNum[playIndex]; //將點(diǎn)數(shù)賦給位置 ResultTell(string.Format("{0}移動(dòng){1}步", playeName[playIndex], startNum[playIndex])); if (playPostion[playIndex]>=99) { ResultTell(string.Format("{0}獲勝!", playeName[playIndex])); playPostion[playIndex] = 99; ChangImg(playIndex); return; } ChangImg(playIndex); // 改變圖片 // 判斷移動(dòng)完后位置 if (playPostion[playIndex]==playPostion[1-playIndex]) { playPostion[1 - playIndex] = 0; ResultTell(string.Format("厲害!{0}精準(zhǔn)踩到{1},{0}的當(dāng)前位置是{2},{1}的當(dāng)前位置是{3}", playeName[playIndex], playeName[1 - playIndex], playPostion[playIndex], playPostion[1 - playIndex])); playStan[1 - playIndex] = playPostion[1 - playIndex]; mapImg[road[playPostion[playIndex]]].Image = imageList1.Images[1 - playIndex]; mapImg[road[playPostion[1 - playIndex]]].Image = imageList1.Images[1 - playIndex]; ResultTell(string.Format("{0}開(kāi)始投擲。", playeName[1 - playIndex])); } switch (mapList[road[playPostion[playIndex]]]) { case 1: // 走到索引為1的地圖上時(shí) ResultTell(string.Format("{0}安全到達(dá)!當(dāng)前位置是{1}", playeName[playIndex],playPostion[playIndex])); ResultTell(string.Format("{0}開(kāi)始投擲。", playeName[1 - playIndex])); break; case 2: //香蕉皮 ResultTell(string.Format("很不幸,{0}踩中香蕉皮,退6步!當(dāng)前位置是{1}", playeName[playIndex],playPostion[playIndex])); playStan[playIndex] = playPostion[playIndex]; //記錄當(dāng)前的位置 到上次位置數(shù)組中 playPostion[playIndex] -= 6; // 現(xiàn)在的位置后退6步 ChangImg(playIndex); // 添加對(duì)應(yīng)的圖片 ResultTell(string.Format("{0}當(dāng)前的位置是{1}",playeName[playIndex],playPostion[playIndex])); ResultTell(string.Format("{0}開(kāi)始投擲。", playeName[1 - playIndex])); break; case 3: // 時(shí)空隧道 ResultTell(string.Format("恭喜!{0}踩中時(shí)空隧道,前進(jìn)6步!當(dāng)前位置是{1}", playeName[playIndex],playPostion[playIndex])); playStan[playIndex] = playPostion[playIndex];// 將現(xiàn)在坐標(biāo)存儲(chǔ)到記錄上位置的數(shù)組中 playPostion[playIndex] += 6; // 現(xiàn)在的位置后退6步 ChangImg(playIndex); // 添加對(duì)應(yīng)的圖片 ResultTell(string.Format("{0}當(dāng)前位置是{1}", playeName[playIndex], playPostion[playIndex])); ResultTell(string.Format("{0}開(kāi)始投擲。", playeName[1 - playIndex])); break; case 4: //陷阱 ResultTell(string.Format("可惜!{0}踩中陷阱,暫停一回合!", playeName[playIndex])); reclick[1 - playIndex] = true; reclick[playIndex] = false; break; case 5: // 幸運(yùn)星 ResultTell(string.Format("恭喜!踩中幸運(yùn)星,再玩一回合!當(dāng)前位置是{1}", playeName[playIndex],playPostion[playIndex])); whoCan[playIndex] = true; //開(kāi)啟繼續(xù)搖骰子 whoCan[1 - playIndex] = false; ResultTell(string.Format("{0}繼續(xù)投擲。", playeName[playIndex])); break; case 6: // 大羅移 ResultTell(string.Format("恭喜!{0}踩中大羅移,請(qǐng)選擇是否移動(dòng)!當(dāng)前位置是{1}", playeName[playIndex],playPostion[playIndex])); DialogResult dr= MessageBox.Show("是否選擇移動(dòng)!","大羅移!",MessageBoxButtons.YesNo); if (dr==DialogResult.Yes) { //雙方位置互換 int temp = playPostion[playIndex]; playPostion[playIndex] = playPostion[1 - playIndex]; playPostion[1 - playIndex] = temp; playStan[playIndex] = playPostion[playIndex]; // 將此方現(xiàn)在位置賦給記錄上次位置的數(shù)組 playStan[1 - playIndex] = playPostion[1 - playIndex];// 將另一方現(xiàn)在的位置賦給記錄上次位置的數(shù)組 mapImg[road[playPostion[playIndex]]].Image = imageList1.Images[playIndex]; mapImg[road[playPostion[1 - playIndex]]].Image = imageList1.Images[1-playIndex]; } ResultTell(string.Format("{0}的當(dāng)前位置是{1},{2}的當(dāng)前位置是{3}", playeName[playIndex], playPostion[playIndex], playeName[1 - playIndex], playPostion[1 - playIndex])); ResultTell(string.Format("{0}開(kāi)始投擲。", playeName[1 - playIndex])); break; case 7: // 手槍 ResultTell(string.Format("恭喜!{0}獲得手槍?zhuān)蛇x擇擊退對(duì)方3步!當(dāng)前位置是{1}", playeName[playIndex],playPostion[playIndex])); DialogResult drr = MessageBox.Show("是否選擇擊退對(duì)方!", "手槍?zhuān)?quot;, MessageBoxButtons.YesNo); if (drr==DialogResult.Yes) { playStan[1 - playIndex] = playPostion[1 - playIndex]; // 記錄對(duì)方位置 playPostion[1 - playIndex] -= 3; //對(duì)方現(xiàn)在位置后移3個(gè) mapImg[road[playPostion[1 - playIndex]]].Image = imageList1.Images[1 - playIndex];// 添加圖片 ChangImg(1-playIndex); } ResultTell(string.Format("{0}被擊退對(duì)方3步!當(dāng)前位置是{1}", playeName[1-playIndex], playPostion[1-playIndex])); ResultTell(string.Format("{0}開(kāi)始投擲。", playeName[1 - playIndex])); break; } /* 第一輪:↓ 紅色踩到后: reclick[0紅色]=reclick=false; reclick[1綠色]=reclick=true; 此時(shí)紅色搖完,綠色搖 whcan[0]=false,whcan[1]=true; reclick[playIndex] && !reclick[1-playIndex]=true:false; 第二輪↓ reclick[1綠色]=reclick=true;reclick[0紅色]=reclick=false; whcan[0]=true,whcan[1]=false; reclick[playIndex==綠色]&&!reclick[1-playIndex==紅色]=true:false; */ if (reclick[playIndex]&&!reclick[1-playIndex]) { whoCan[playIndex] = true; whoCan[1 - playIndex] = false; reclick[playIndex] = false; reclick[playIndex] = false; } /* * 第二輪結(jié)束 whcan[0]=false,whcan[1]=true; 第三輪開(kāi)始 whcan[0]=false,whcan[1]=true; //三輪結(jié)束 whcan[0]=true,whcan[1]=false; */ } } private void ChangImg(int playIndex) { // 如果位置相同 換成兩個(gè)飛機(jī)的圖片 if (playPostion[1] == playPostion[0]) { mapImg[road[playPostion[playIndex]]].Image = imageList1.Images[2]; } else // 如果不同則位置對(duì)應(yīng)的圖片 { mapImg[road[playPostion[playIndex]]].Image = imageList1.Images[playIndex]; } // 雙方已經(jīng)出發(fā),兩個(gè)人在同一位置,此方圖片離開(kāi)后,顯示另一方圖片 if (playStan[0]==playStan[1] &&playStan[0]!=-1&&playStan[0]!=-1) // 如果上次位置雙方相同 { mapImg[road[playStan[playIndex]]].Image = imageList1.Images[1 - playIndex]; } else // 上次雙方位置不同,變?yōu)橹澳J(rèn)的圖片 { switch (mapList[road[playStan[playIndex]]]) //判斷上一次記錄的圖片 { case 0: // 地板 mapImg[road[playStan[playIndex]]].Image = Image.FromFile("../../img/floor.png"); break; case 1: // 路 mapImg[road[playStan[playIndex]]].Image = Image.FromFile("../../img/water.gif"); break; case 2: // 香蕉皮 mapImg[road[playStan[playIndex]]].Image = Image.FromFile("../../img/xj.jpg"); break; case 3: // 時(shí)空 mapImg[road[playStan[playIndex]]].Image = Image.FromFile("../../img/sk.jpg"); break; case 4: // 陷阱 mapImg[road[playStan[playIndex]]].Image = Image.FromFile("../../img/xianjing.jpg"); break; case 5: // 星星 mapImg[road[playStan[playIndex]]].Image = Image.FromFile("../../img/xx.jpg"); break; case 6: // 交換 mapImg[road[playStan[playIndex]]].Image = Image.FromFile("../../img/jh.jpg"); break; case 7: // 手槍 mapImg[road[playStan[playIndex]]].Image = Image.FromFile("../../img/sq.jpg"); break; case 10: // 開(kāi)始位置 mapImg[road[playStan[playIndex]]].Image = Image.FromFile("../../img/game-out.jpg"); break; case 11: // 結(jié)束位置 mapImg[road[playStan[playIndex]]].Image = Image.FromFile("../../img/game-over.jpg"); break; default: break; } } } // 判斷投擲完一輪,相同點(diǎn)數(shù),誰(shuí)點(diǎn)數(shù)大 誰(shuí)再投擲 private void OutDoor() { //投擲完一輪,并且雙方都存有點(diǎn)數(shù) if (whoCan[0] && !whoCan[1] && (startNum[0] != 0 || startNum[1] != 0)) { // 雙方點(diǎn)數(shù)相同 if (startNum[0].Equals(startNum[1])) { ResultTell("雙方點(diǎn)數(shù)相同,請(qǐng)重新投擲!"); } else { start = false; //不是第一回合 if (startNum[0] > startNum[1]) { ResultTell("紅方點(diǎn)數(shù)較大,先行一步,紅方投擲"); whoCan[0] = true; //紅方繼續(xù)投擲 whoCan[1] = false; } else { ResultTell("綠方點(diǎn)數(shù)較大,先行一步,綠方投擲"); whoCan[0] = false; whoCan[1] = true; //綠方繼續(xù)投擲 } } } } void InitialGame() //初始化地圖 { for (int i = 0; i < mapImg.Length; i++) { CreateMap();// 調(diào)用存儲(chǔ)數(shù)字的圖片 CreateGear(); // 調(diào)用創(chuàng)建機(jī)關(guān)的方法 必須向有路,才能調(diào)用機(jī)關(guān)的方法 PictureBox picture = new PictureBox(); picture.Size = new Size(size, size); mapImg[i] = picture; //圖片添加到數(shù)組 switch (mapList[i]) // 判斷地圖數(shù)組中存儲(chǔ)的數(shù)字,添加圖片 { case 0: // 地板 picture.Image = Image.FromFile("../../img/floor.png"); break; case 1: // 路 picture.Image = Image.FromFile("../../img/water.gif"); break; case 2: // 香蕉皮 picture.Image = Image.FromFile("../../img/xj.jpg"); break; case 3: // 時(shí)空 picture.Image = Image.FromFile("../../img/sk.jpg"); break; case 4: // 陷阱 picture.Image = Image.FromFile("../../img/xianjing.jpg"); break; case 5: // 星星 picture.Image = Image.FromFile("../../img/xx.jpg"); break; case 6: // 交換 picture.Image = Image.FromFile("../../img/jh.jpg"); break; case 7: // 手槍 picture.Image = Image.FromFile("../../img/sq.jpg"); break; case 10: // 開(kāi)始位置 picture.Image = Image.FromFile("../../img/game-out.jpg"); break; case 11: // 結(jié)束位置 picture.Image = Image.FromFile("../../img/game-over.jpg"); break; default: break; } picture.SizeMode = PictureBoxSizeMode.StretchImage; //圖片適應(yīng)大小 picture.Location= new Point(i % 30 * size,i/30*size); map.Controls.Add(picture);// 圖片添加到地圖中 } } void CreateMap() //創(chuàng)建地圖 { CreateRoed();//創(chuàng)建路 for (int i = 0; i < road.Length; i++) { mapList[road[i]] = 1; // 路 將路對(duì)應(yīng)的索引變?yōu)? } mapList[0] = 10; //開(kāi)始位置 mapList[mapList.Length - 1] = 11; //結(jié)束位置 } int[] road = new int[100];// 記錄所有路的索引位置 int[] back = {7,27,43,63,96}; // 記錄香蕉皮的索引位置 int[] forword = {10,25,33,65,80,89 };// 記錄時(shí)空的索引位置 int[] stop = { 3,20,35,50,60,70,90}; //記錄陷阱的索引位置 int[] star = { 5,28,45,71,85}; //記錄星星的索引位置 int[] change = { 4,55,75,98};//記錄交換的索引位置 int[] gun = {22,32,66,82 };//記錄手槍的索引位置 void CreateRoed() // 創(chuàng)建路 { for (int i = 0; i < 30; i++) // 0-29的索引 向右 { road[i] = i; } for (int i = 30; i <=35; i++) // 59,89,119,149,179 右下五格 { road[i] = road[i - 1] + 30; // i=30; road[30]===>29 // i=31; road[31-1]+30==>road[30]+30==>29+30==>59 // i=32;road[32-1]+30==>road[31]+30==>59+30==>89 } for (int i = 36; i <65 ; i++) // 向左 { road[i] = road[i - 1] - 1; // i=36; road[36-1]-1=>road[35]-1=>179-1=>178 ... } for (int i = 65; i <=70; i++) // 左下五格 { road[i] = road[i - 1] + 30; } for (int i = 71; i <100; i++) // 向右 { road[i] = road[i - 1] + 1; } } void CreateGear() // 創(chuàng)建機(jī)關(guān) { for (int i = 0; i < back.Length; i++) { mapList[road[back[i]]] = 2; // 香蕉皮 } for (int i = 0; i < forword.Length; i++) { mapList[road[forword[i]]] = 3; // 時(shí)空 } for (int i = 0; i < stop.Length; i++) { mapList[road[stop[i]]] = 4; // 陷阱 } for (int i = 0; i < star.Length; i++) { mapList[road[star[i]]] = 5;// 星星 } for (int i = 0; i < change.Length; i++) { mapList[road[change[i]]] = 6; // 交換 } for (int i = 0; i < gun.Length; i++) { mapList[road[gun[i]]] = 7; // 手槍 } } void ResultTell(string str) { MessageBox.Show(str); msg.AppendText(str + "\r\n"); // 將獲取的點(diǎn)數(shù)添加到文本框中 } } }
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